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NATO Division Commander

NATO Division Commander Rulebook

Table of Contents

Table of Contents

  • Read This First
  • [2.0] Advance on Fritzlar (Introductory Game)
    • [1.0] Introduction
    • [2.0] Advance on Fritzlar Situation Report
    • [3.0] Game Equipment
    • [4.0] Sequence of Play
    • [5.0] How to Begin Advance on Fritzlar
    • [6.0] Movement
    • [7.0] Zones of Control
    • [8.0] Combat
    • [9.0] How to Win Advance on Fritzlar
    • [10.0] Balancing the Game for Less Experienced Players
    • [11.0] Suggested Sequence for Adding Additional Rules
  • [3.0] Game Equipment
  • [4.0] Sequence of Play
  • [5.0] Intelligence
  • [6.0] Headquarters
  • [7.0] Modes
  • [8.0] Combat Support Points
  • [9.0] Movement
  • [10.0] Zones of Control
  • [11.0] Combat
  • [12.0] Fatigue
  • [13.0] Unit Breakdown and Recombination
  • [14.0] Weather and Night
  • [15.0] Ammunition Supply (Optional Rule)
  • [16.0] Chemical Warfare (Optional Rule)
  • [17.0] Electronic Warfare (EW)
  • [18.0] Tactical Nuclear Weapons (Optional Rule)
  • [19.0] The Division Commander
  • [20.0] Subordinate and Battalion Leadership
  • [21.0] Doctrine
  • [22.0] Controller Game (Optional)
  • Charts and Tables
    • [5.7] Intelligence Table
    • [6.9] Staff Point Effects Summary
    • [7.4] Mode Change Costs Chart
    • [7.5] Mode Change Table
    • [7.6] Mode Combat Shift Matrix
    • [8.5] CSP Mission Capabilities Chart
    • [8.65] Counter-Battery Fire Table
    • [8.66] Counter-Battery Loss Table
    • [8.8] CSP Effects Summary
    • [9.7] Terrain and Movement Effects Chart
    • [9.8] Movement Allowance Effects Summary
  • Combat Resolution Procedure Outline
  • Play Aids and Display Sheets (3.7)
  • [23.0] Scenario Information
  • [24.0] Incident on Bundesstrasse 49
  • [25.0] The Thin Red Line
  • [26.0] To the Green Fields Beyond
  • [27.0] Incident on Bundesstrasse 3 (Marburg Variation)
  • [28.0] The Thin Red Line (Marburg Variation)
  • [29.0] To the Green Fields Beyond (Marburg Variation)
  • [30.0] The Siege of Ziegenhain
  • [31.0] Spoiling Attack
  • [32.0] The 11th Cavalry Goes for Broke
  • [33.0] The Audacious Assault
  • [34.0] The Russians Are Coming
  • Omitted Material

Read This First

The rules of this SPI simulation game are organized in a format known as the Case System. This system of organization divides the rules into Major Sections (each of which deals with an important aspect of play). These Sections are numbered sequentially as well as being named. Each of these Major Sections is introduced by a General Rule, which briefly describes the subject of the Section. Many times this General Rule is followed by a Procedure which describes the basic action the Player will take when using the rules in that Section. Finally, the bulk of each Major Section consists of Cases. These are the specific, detailed rules that actually regulate play. Each of these Cases is also numbered. The numbering follows a logical system based upon the number of the Major Section of which the Cases are a part. A Case with the number 6.5, for example, is the fifth Primary Case of the sixth Major Section of the rules. Many times these Primary Cases are further subdivided into Secondary Cases. A Secondary Case is recognizable by the fact that it has two digits to the right of its decimal point. Each Major Section can have as many as nine Primary Cases and each Primary Case can have as many as nine Secondary Cases. The numbering system is meant as an organizational aid. Using it, Players can always easily tell where a Case is located in the rules. As a further aid, an outline of the Major Sections and Primary Cases is given at the beginning of the rules.

How the Section and Case Numbers Work:

  • Major Section Number
  • Primary Case Number
  • Secondary Case Number

[6.53] The preceding example would be the number of the third Secondary Case of the fifth Primary Case of the sixth Major Section of the Rules.

How to Learn to Play the Game:

Familiarize yourself with all of the components. Read all of the General Rules and Procedures and read the titles of the Primary Cases. Set up the game for play (after reading the pertinent Section) and play a trial game against yourself referring to the rules only when you have a question. This procedure may take you a few hours, but it is the fastest and most entertaining way to learn the rules short of having a friend teach them to you. You should not attempt to learn the rules word-for-word. Memorizing all that detail is a task of which few of us are capable. SPI rules are written to be as complete as possible — they're not designed to be memorized. The Case numbering system makes it easy to look up rules when you are in doubt. Absorbing the rules in this manner (as you play) is a much better approach to game mastery than attempting to study them as if cramming for a test.

The publisher's invitation to write in with rules questions, and the SPI rules-questions mailing address printed after it, are omitted here as out-of-date contact information rather than rules.

[2.0] Advance on Fritzlar (Introductory Game)

Note: the Advance on Fritzlar scenario is printed on a removable four-page insert at the center of the rules booklet. Its cases are numbered as printed in that insert (beginning again at [1.0]), and the numbers do not continue the main rules' numbering.

Important: It is strongly recommended that the Advance on Fritzlar scenario be played prior to attempting to absorb the main body of the rules. The Advance on Fritzlar scenario acquaints the Players with the basic movement and combat mechanics used in NATO Division Commander, and such an acquaintance has been found to be extremely helpful in learning the rest of the game.

The Advance on Fritzlar scenario is printed on a removable four-page insert at the center of this rules booklet. All of the rules from NDC proper which are necessary to play Advance on Fritzlar have been culled from the main body of the rules and can be found printed on the insert. Simply set up the map, remove the insert from the center of this booklet, punch out the counters needed to play the game, and the fate of Fritzlar is in your hands!

[1.0] Introduction

Advance on Fritzlar is a game which is played using some of the basic game mechanics of NATO Division Commander. It is intended primarily as an introduction to that game; however, it also happens to be an enjoyable game in its own right. The rules which follow are culled from the appropriate rules Sections of NATO Division Commander, and have been edited to include only those parts which are relevant to the play of Advance on Fritzlar. Most of these rules are from the NATO Division Commander Sections on Movement (9.0), Zones of Control (10.0), and Combat (11.0).

[2.0] Advance on Fritzlar Situation Report

In the aftermath of a large Soviet breakthrough into a NATO rear area, the Russians have assembled captured fuel supplies at Marburg and Ziegenhain. They are also laying siege to the military airfield at Fritzlar, which is defended by the only NATO force in the area, a battalion of the 8th Mech Division. The game begins just as the NATO reserve unit, the 4th Brigade of the 4th Mech Division, enters the map from the south and sweeps north in an attempt to either destroy the captured supplies at Marburg and Ziegenhain or lift the siege of Fritzlar. Either action will weaken the Soviet position sufficiently to stall their breakthrough advance, which is the objective of the NATO Player.

[3.0] Game Equipment

Cases:

[3.1] The Game Map. The 22" x 35" mapsheet portrays the area of West Germany just northeast of Frankfurt (the German state of Hesse). One of the two identical mapsheets provided with the game is used to play Advance on Fritzlar. The map is based on the U.S. Army M745 series of 1:50,000 scale maps (second edition, 1970) plus aerial photographs and other maps to update road construction.

A hexagonal grid is superimposed over the terrain features printed on the mapsheet in order to regularize movement and positioning of the playing pieces.

To make the map lie flat, back-fold it against the creases. Small pieces of masking tape may be used at the corners of the map to hold it taut.

[3.2] Game Charts and Tables. Several visual aids are provided for the Players in order to simplify and illustrate certain game functions. These include the Terrain and Movement Effects Chart, the Attack Abort Table, the Overrun Table, the Basic Combat Results Table, the Modified Combat Results Table, the Game-Turn Record Track, the Unit Movement Track, the Combat Differential Track, and the Combat Differential Effects Summary.

[3.3] The Playing Pieces. The cardboard pieces represent actual military units stationed in Europe. The numbers and symbols on the pieces represent their offensive and defensive Combat Strength and the identification and type of unit represented by the piece. These playing pieces are hereafter referred to as units.

[3.4] Sample Units. The printed counter sample shows the U.S. Mech Infantry Battalion (front) with its Battalion, Designation (1/48/2/3), Unit Type, Attack Strength (4) and Defense Strength (8) labelled; the reverse shows the unit's Battalion, Unit Type and designation with the Attack and Defense Strengths. The Soviet Mech Infantry Battalion counter (front) is labelled with Battalion, Unit Type, Vehicle Type (BMP), Designation (1/91/27), Attack Strength (4) and Defense Strength (6); its reverse is also shown.

[3.42] How to Read the Unit Designations. For Battalion-sized units, the designations are read in the following manner: the first number (or in the case of U.S. units, the first two numbers) indicates the battalion number. The next number is the regiment or brigade designation, and the final number is the division the battalion belongs to. Example: 1/91/27 is the 1st Battalion of the 91st Regiment of the 27th Mechanized Division. 1/12/4/4 is the 1/12 Battalion of the 4th Brigade of the 4th Mechanized Division.

Troop-sized units are read in a similar manner to that of battalion-sized units, except that the first two numbers represent the troop designation, not the battalion designation.

[3.5] Summary of Markers. The printed chart shows the Front marker (the number shown is the unit's Front), the T/O marker (Table of Organization and Equipment Strength), the Mode marker (not used in this game), and the Rubble marker.

[3.6] Game Scale. Each Game-Turn equals 8 hours of real time. Each hex equals one mile of actual terrain.

[3.7] Displays and Tracks. Several displays and tracks are included in Advance on Fritzlar which help make the game simpler to play.

[3.71] Combat Differential Track. (see separate sheet)

[3.72] Unit Movement Track. (see separate sheet)

[4.0] Sequence of Play

General Rule: Advance on Fritzlar is played in Game-Turns, each of which is composed of alternating Player-Turns. The NATO Player moves first in each Game-Turn, then the Soviet Player moves, and then there is a final Housekeeping Phase during which various markers used to keep track of the status of different factors are adjusted. Each Player-Turn is composed of two Phases, the Movement and Combat Phase, plus the Housekeeping Phase. The Player whose Player-Turn is in progress is called the Phasing Player.

Game-Turn Sequence Outline

1. NATO Player-Turn

Movement and Combat Phase. The NATO Player now moves and conducts combat with his units within the restrictions of the movement and combat rules. Only units with a Movement Allowance greater than zero may move. Units take action individually and all actions of one unit must be completed before proceeding to the next. When the NATO Player has moved all his units he wishes to move, this Phase ends.

2. Soviet Player-Turn

The Soviet Player now becomes the Phasing Player substituting the word "Soviet" for "NATO."

3. Game-Turn Record Interphase

The Game-Turn Record Marker is advanced one space. If five Game-Turns have elapsed, play ceases and victory is assessed.

[5.0] How to Begin Advance on Fritzlar

General Rule: The Soviet Player sets up all the units that begin the game on the map. The NATO Player then begins the game by moving the units of the 4th Mech Brigade onto the map.

Cases:

[5.1] Soviet Player Set-Up. The Soviet Player sets up units in the hexes listed below with the indicated T/O Levels as follows:

HexUnitT/O Level
06231/36/11 Mech Battalion1
062736/11 Regiment HQ4
07272/36/11 Mech Battalion1
30041/91/27 Mech Battalion3
30193/36/11 Mech Battalion1
31072/91/27 Mech Battalion3
310891/27 Regimental HQ4
33051/39/8 Mech Battalion (US)6
3605

All units are Soviet except for the US Mech Battalion in 3305.

[5.2] NATO Relief Force. After the Soviet Player has set up all the units listed in 5.1, the NATO Player begins the game by moving the units listed below onto the map. Each unit (moved individually, as per the rules for Movement) enters the map onto hex 1852, at a cost of 1/2 Movement Point (see 6.21).

UnitT/O Level
4th Brigade HQ4
1/70 Armored Battalion6
1/12 Mechanized Battalion6
2/12 Mechanized Battalion6
A Troop 1/10 Armored Cavalry Squadron6

[6.0] Movement

General Rule: Each unit completes all its movement and combat before another unit may move.

A unit's mode determines its Movement Allowance. During his Movement and Combat Phase a Player may move as many or as few of his units as he desires. Movement is calculated in terms of Movement Points. Basically, one Movement Point is expended for each clear terrain hex a unit enters; other terrain (except road or Autobahn hexes) costs more than one Movement Point to cross or enter. These effects are summarized on the Chart (6.3).

Each unit may be moved as many hexes as desired as long as its Movement Allowance is not exceeded. The Movement Allowance for all NATO units is 20 Movement Points; for all Soviet units the Movement Allowance is 10 Movement Points.

Procedure: During the Movement and Combat Phase of his Player-Turn, each Player moves his units one unit at a time, in order of regiment or brigade affiliation. This means that all movement and combat of a regiment or brigade's units must be completely resolved for the Movement and Combat Phase before proceeding to any units in another regiment or brigade. A Player may choose which regiment or brigade he moves first.

The Player moves each unit by tracing a path of hexes through the map grid, hex by hex. As each hex is entered the unit must expend the appropriate number of Movement Points, depending on the terrain in the hex. The Movement Track should be used to keep a record of how many Movement Points remain of the unit's Movement Allowance. As each unit begins its movement, the Player should place the Movement marker on the space of the track corresponding to the unit's Movement Allowance. As Movement Points are expended, the Player should move the Movement marker along the track the number of spaces required. This way, as combats are executed, there is a record of the number of Movement Points remaining for the attacking unit.

Cases:

[6.1] Movement Restrictions and Inhibitions

[6.11] A Friendly unit may never enter a hex occupied by an Enemy unit, nor may a unit end its movement in, or make an attack from, a hex occupied by a Friendly unit. A unit may move through other Friendly units at no Movement Point cost (Exception: see Case 6.22).

[6.12] Movement may take place only during a Friendly Movement and Combat Phase. Combat also occurs during this Phase; units must expend Movement Points in order to attack (see 8.0).

[6.13] Units with insufficient Movement Points to meet terrain costs for a hex may not be moved into the hex. Units with a Movement Allowance of zero may not be moved at all.

[6.14] A unit's total Movement Allowance may never be exceeded in any one Movement and Combat Phase. All, some, or none of a unit's Movement Allowance may be expended in each Friendly Movement and Combat Phase. Unused Movement Points may neither be saved to be used in another Movement and Combat Phase, nor be transferred to another unit.

[6.15] A combat unit to which the owning Player cannot trace a path of connected hexes ten hexes or less in length from a Friendly HQ unit at the start of a Movement and Combat Phase is considered to have zero Movement Points for that Phase (see 6.13). Such a path may be traced through hexes containing any type of terrain and/or Enemy Zones of Control (see 7.0), but not through any hex containing an Enemy unit.

[6.2] Terrain Effects on Movement

The presence of terrain within a hex or on a hexside may require a unit entering the hex to expend more than one Movement Point, or may prohibit the unit from entering the hex altogether.

[6.21] Road movement is permitted at a cost of 1/2 Movement Point per hex entered, as long as the unit using the road Movement Point cost enters each hex across a hexside with a main road or Autobahn crossing it. Otherwise the unit expends the Movement Point cost of the other terrain in the hex.

[6.22] A unit may not use the road Movement Point cost for a main road if the hex being entered is occupied by a Friendly unit or if the hex being entered is adjacent to a hex containing the same Main Road occupied by a Friendly unit or if the hex being entered contains a Rubble marker. Moving along the Autobahn is always at the road movement cost, regardless of the presence of Friendly units.

[6.3] Terrain and Movement Effects Chart (see last page of rules)

[7.0] Zones of Control

Commentary: As with most games that use Zone of Control, the purpose is to assist in recreating the simultaneity of operations in a sequential movement game. In Advance on Fritzlar the Zones of Control represent the presence of parts of the controlling units as well as the long range effects of the units' weapons. Zones of Control are rigid; it is not easy to get out of them except through the effects of combat.

General Rule: The six hexes surrounding any unit constitute that unit's Zone of Control. Hexes on which a unit exerts a Zone of Control are called controlled hexes. Zones of Control extend into all hexes adjacent to a unit, at all times. Enemy Zones of Control inhibit movement by Friendly units.

Cases:

[7.1] Effects of Zones of Control on Movement

[7.11] A unit which begins its Movement and Combat Phase in an Enemy controlled hex may not move out of the hex in that Phase.

[7.12] A NATO unit which moves into a Soviet controlled hex as part of movement may move one hex from a Soviet controlled hex to another Soviet controlled hex at the cost of ten additional Movement Points.

[7.13] Once a unit has been moved into an Enemy controlled hex it may not be moved into an uncontrolled hex.

[7.14] If a NATO unit has moved one hex through Enemy Zones of Control it may attack assuming it has sufficient Movement Points to do so, but may not continue moving. However, a unit could be moved into a controlled hex, be moved one more controlled hex, then attack and, as a result of Advance after Combat, be out of Enemy Zones of Control. It could then continue moving.

[8.0] Combat

Commentary: Combat in Advance on Fritzlar is a function of movement, which is as it should be. The unit can either move or fight. The intensity of combat will have a direct bearing on the duration of the combat, and the duration of the combat has a direct effect on how much time will be left, if any, for the unit to move in a particular turn. The Combat Results Table is a device for assessing losses on the attacker and/or the defender. The greater the ratio in favor of the attacker, the fewer casualties the attacker will take and the more casualties the defender will take. At the high end of the scale is an overrun result which allows the attacker to put an even greater amount of damage on the defender while using fewer Movement Points. At the low end of the scale there is an Attack Abort Probability, which allows the defender to stop the attacker cold in his tracks. Various elements, in addition to the sheer disparity in combat force between the attacker and defender, will move the resolution of the attack back and forth across the Combat Results Table.

The game shows that there are far more important elements than sheer combat power in determining what sort of attrition a combat will have on the attacker and defender. Going through the combat procedure, Players first encounter the basic differences in Combat Strengths of the attacking and defending units, then there is terrain, and T/O Level, which is the effect of casualty losses modifying the combat strength of both sides' units.

The adjacency for both the attacker and defender is primarily a matter of stretching the defender far enough to have an effect on the combat. Combats in Advance on Fritzlar are involved but they are complete.

General Rule: The Phasing Player's units engage in combat with adjacent Enemy units during the Friendly Movement and Combat Phase by expending Movement Points. The Phasing Player is the attacker, and the non-Phasing Player is the defender, regardless of the overall strategic situation. Only one Friendly and one Enemy unit may participate in combat at any one time. Combat is resolved on the basis of the differential between the strengths of the opposing units, modified by a variety of other factors. Results are expressed as reductions of T/O level. Extremely high differentials may result in an Overrun. Extremely low differentials may result in an Attack Abort. The owning Player may attempt to retreat his unit to reduce its T/O loss as a result of combat.

Procedure:

The initial combat differential is found by subtracting the Defensive Strength of the defending unit from the Attack Strength of the attacking unit. The differential is modified by the following factors to produce the final combat differential. Each of these factors is cumulative and is expressed as a shift of the differential. A shift is either an addition to or subtraction from the Combat Differential. Players should use the Combat Differential Track to keep a record of the changes to the differential as the factors are included:

A. Terrain. The terrain in the hex occupied by the defending unit, or on the hexside the attacking unit is attacking through, may cause the Combat Differential to be shifted in favor of the defender (see 8.21).

B. T/O. The Players now modify the Combat Differential for T/O Levels (see 8.22).

C. Mode. The differential for all Soviet attacks is adjusted by "+2" (because all Soviet units are always in Mobile Defense Mode) and the differential for all U.S. units is adjusted by "−1" (because all U.S. units are in Tactical Movement Mode). See 8.23.

D. Adjacency. The Player should modify the Combat Differential for adjacent units (see 8.24).

E. Unprepared Attack. A Player may choose to expend fewer Movement Points than normal to have Combat (see 8.12).

If the Final Combat Differential is −5 or less, the attacking Player must check for the possibility of attack abort. If the Final Combat Differential is +7 or more, the attacking Player must check for the possibility of overrun. If neither attack abort nor overrun occurs (or if the Final Combat Differential is between −4 and +6), the attacking Player then rolls one die on the Basic Combat Results Table (8.83), cross-indexing the line located by the result of the die roll and the column indicated by the Final Combat Differential. If the Final Combat Differential is less than −4, treat it as −4. If the Final Combat Differential is greater than +6, treat it as +6. The result on the Basic Combat Result Table is a code letter and number which indicates a column of the Modified Combat Results Table. The attacker rolls one die again using the result of this roll to indicate a line on the Modified Combat Results Table (8.84), and cross-indexing it with the column indicated by the result of the Basic Combat Results Table to obtain the final combat result. Note that some combat results affect both attacking and defending units. The results are applied immediately, to the defending unit first if both are affected.

Cases:

[8.1] Movement Point Costs and Conditions of Combat

[8.11] The Phasing Player, only, may conduct attacks with his own units during the Friendly Movement and Combat Phase. Each attacking unit must expend 10 Movement Points to attack a unit for the first time in a given Movement and Combat Phase. Additional attacks by an attacking unit against the same defending unit are made by expending 5 additional Movement Points. (Exceptions: See Case 8.43, 8.13).

[8.12] The Phasing Player may choose to expend only 5 Movement Points by an attacking unit in the initial attack against a defending unit. This is called an unprepared attack. Any unprepared attack will have a −2 Shift applied to the Combat Differential used to resolve the attack. Only the initial attack by one unit against another may be an unprepared attack.

[8.13] All attacks on HQ units may be made by expending only 2 Movement Points.

[8.14] Attacking is completely voluntary. Units are never compelled to attack. Units may attack the same or different units more than once, up to the limit of their Movement Allowance.

[8.15] Attacking units which retreat by option or force as a result of combat cannot expend any more Movement Points (may not be moved further in that Movement and Combat Phase and may not attack any more).

[8.16] Only one attacking unit and one defending unit may participate in any combat, regardless of the presence of adjacent units. Units adjacent to units in combat only provide a shift to the combat differential, but are never affected by the result of a combat.

[8.2] Effects of Terrain, T/O, Mode, Adjacency, Command Control, Fatigue and Surprise on Combat

[8.21] Terrain Effects. The terrain in the hex occupied by the defending unit in a combat, and/or the hexside through which the attacking unit is attacking, may have an effect on the combat differential. The effect of each type of terrain on the combat differential is listed in the Terrain and Movement Effects Chart (6.3).

[8.22] T/O Effects. A shift equal to the result of subtracting the defender's T/O Level from the attacker's T/O Level is applied to the Combat Differential.

[8.23] Mode Effects. All Soviet units are considered to be in Mobile Defense Mode, and all U.S. units are in Tactical Movement Mode for the entire game. Thus the mode effects shift on the combat differential is constant: "+2" for all Soviet attacks and "−1" for all NATO attacks. Note that in NATO Division Commander, it is possible for a unit's mode (and thus the mode effects shift for the combat differential in any attack) to change.

[8.24] Adjacency Effects. The combat differential is modified by the presence of units adjacent to the units involved in the combat. The combat differential is modified by a +2 Shift for each combat unit of the attacker adjacent to the defending unit, other than the attacking unit itself. The combat differential is modified by a −1 Shift for each combat unit belonging to and adjacent to the defender, other than the defending unit itself. Headquarters have no effect on the combat differential because of adjacency. Defender adjacent units do not have to be adjacent to the attacker or attacker adjacent units to obtain the adjacency shift.

[8.3] Attack Abort. If the final combat differential is −5 or less, the attacking Player must refer to the Attack Abort Table (11.91). If the result is no effect, the attacking Player should return to the normal combat resolution procedure, outlined above.

If an attack abort result occurs, the defending unit is unaffected. The attacking unit is immediately retreated (using Retreat Rules in 8.6) one hex and has its T/O Level reduced by two. A unit which suffers attack abort must stop and expend no more Movement Points in that Phase.

[8.4] Overrun. If the final combat differential is +7 or greater, the attacking Player must refer to the Overrun Table (11.92). The Attacker rolls one die, cross-indexing the row corresponding to the number rolled with the column corresponding to the Final Combat Differential to find the result. If the Final Combat Differential is greater than +12, use the +12 column of the Overrun Table.

[8.41] If there is no overrun called for on the Overrun Table, the Attacker must return to the normal combat resolution procedure.

[8.42] If there is an overrun, the defending unit is immediately retreated one hex and its T/O is reduced by two. The attacking unit may immediately advance into the vacated hex (see 8.63). After an overrun result occurs, the attacking unit and the defending unit involved in the overrun gain a special overrun status for the remainder of the attacking unit's movement.

[8.43] When the attacker has gained an overrun result against the defender, the attacking unit may ignore the Zone of Control of the defending unit. The attacking unit may also make additional attacks against the defending unit by expending only 2 Movement Points to do so (this is an exception to 8.11). This applies only to the attacking unit which made the overrun in the first place, and then may be applied only to the defending unit which was overrun.

[8.44] If the defending unit is prevented from retreating due to the presence of other units, impassable terrain, and/or Enemy Zones of Control, the defending unit's T/O Level is further reduced by 2. This applies only to overrun situations.

[8.5] Explanation of Combat Results

The combat result indicates the maximum number of T/O Levels the affected unit is to be reduced. Each Player has the option, when suffering a combat result, of attempting to retreat the affected unit one hex.

All Final Combat Results are composed of a split pair of numbers. The number to the left of the slash is the effect (in lost T/O points) to the Attacker. The number to the right of the slash is the effect to the Defender (in lost T/O Points).

[8.51] When a unit is retreated as a result of final combat results, the T/O Level reduction assessed against the retreating unit is decreased by one. Thus if the result was a 1, the retreat would reduce that to no T/O Levels reduced, while a 2 result would, if the unit is retreated, incur only one T/O Level reduced. Note that the retreat resulting from an attack abort or overrun is in addition to the number of T/O Levels the unit is reduced by.

[8.52] All combat and HQ units start the game at the T/O Level listed in 5.0. The T/O Level of a unit may be reduced to zero. If any unit's T/O Level is reduced below zero, that unit is eliminated.

[8.53] After any combat in which the attacking unit or the defending unit is located in a city hex, a Rubble marker is placed in the city hex. If the hex already contains a Rubble marker, a second need not be placed in the hex. Combat in the fortress of Ziegenhain does not create rubble.

[8.6] Retreat and Advance After Combat

Under certain circumstances, units may be retreated as a result of combat, attack abort, or overrun. Retreats as a result of combat are always voluntary, at the option of the owning Player. (Exceptions: Attack aborts and overruns). Whether the unit may actually be retreated depends on the T/O Level of the unit. A unit may never be retreated more than one hex per combat result.

Procedure: If a Player wishes to retreat a unit to avoid a T/O loss, he must roll one die. He then subtracts one from the number rolled for each Friendly unit which is adjacent to the opposing unit involved in the combat. If the modified number is greater than or equal to the T/O Level of the unit (before removing any T/O losses as a result of the combat), the unit may not retreat and must accept all combat results as losses to T/O Level. If a one is rolled, the unit may always retreat regardless of its current T/O Level. If a six is rolled, the unit may never retreat regardless of its current T/O Level.

[8.61] When performing a retreat, the owning Player moves the unit being retreated one hex. He may freely choose which adjacent hex to move the unit to, within the following restrictions. A unit may never be retreated into any hex already occupied by another unit. A unit may never be retreated into a hex or across a hexside which it is prohibited from entering (or crossing). See the Terrain and Movement Effects Chart (6.3).

[8.62] HQ units may not retreat as a result of combat, except overrun.

[8.63] If as a result of combat (either by a unit being retreated or eliminated) the hex occupied by the defending unit becomes vacant, the attacking unit may move into the hex immediately. This is termed an advance after combat. The unit which advances into the hex does not expend any Movement Points to do so. The attacking Player must exercise this option immediately or cease expenditure of Movement Points for the unit for that Movement and Combat Phase.

[8.64] If an attacking unit retreats as a result of combat, the unit may not be moved further in that Movement and Combat Phase.

[8.7] Headquarters Units and Combat

[8.71] HQ units may not attack. HQ units have a Defensive Combat Strength of one. HQ units may not retreat as a result of combat, except overrun.

[8.72] In order to attack an HQ unit, a combat unit must have been adjacent to that HQ unit at the beginning of that Combat and Movement Phase. However, an attacking combat unit expends only two Movement Points to attack an HQ.

[8.73] Whenever an HQ unit incurs a combat result, the number of the result is doubled (e.g., "1" becomes "2"; "2" becomes "4").

[8.74] Overrun results against HQ units do not result in an additional T/O Level reduction of two because the HQ cannot retreat, as per 8.44. Rather, the HQ unit is retreated and incurs losses as per 8.42.

[8.8] Combat Results Tables and Combat Effects Summary (see charts and tables)

[8.81] Attack Abort Table

[8.82] Overrun Table

[8.83] Basic Combat Results Table

[8.84] Modified Combat Results Table

[8.85] Combat Differential Effects Summary

[9.0] How to Win Advance on Fritzlar

General Rule: The NATO Player wins the game by achieving either one of the following conditions:

A. At the end of any Game-Turn there is no Soviet unit in any hex adjacent to the hex containing the Fritzlar airfield (3305), and that hex is occupied by a U.S. unit.

B. Have a unit (or combination of units) move through each of the hexes comprising Marburg and Ziegenhain (0526, 0623, 0624, 0625, 0626, 0627, 0726, 0727, and 3019).

If by the end of the game the Soviet Player has kept the NATO Player from achieving either condition, the Soviet Player wins the game.

[10.0] Balancing the Game for Less Experienced Players

Commentary: Advance on Fritzlar is intended to be used to introduce people to the NDC system. We hope that it will prove useful to the solitaire gamer who studies NDC on his own, as well as to groups who learn the game together. But it is often the case that a gamer will want to teach a potential opponent a game system which the former is so familiar with that their first few games are likely to be depressing disasters for the neophyte. With this situation in mind, we present the following modifications to Advance on Fritzlar.

Cases:

[10.1] Adjustments When the Soviet Player Is Less Experienced

[10.11] All Soviet units with a T/O Level of three (see 5.1) are increased to a Level of four. All Soviet units with a T/O Level of one are increased to two. The Soviet HQ units have a T/O Level of six.

[10.12] The length of the game is decreased to four Game-Turns.

[10.2] Adjustments When the NATO Player Is Less Experienced

[10.21] All Soviet units with a T/O Level of three are decreased to two.

[10.22] The length of the game is increased to six Game-Turns.

[11.0] Suggested Sequence for Adding Additional Rules

Commentary: After mastering Advance on Fritzlar, Players may continue to use this scenario (and the small number of playing pieces it requires) to learn the remaining rules of NATO Division Commander. Keep in mind that the movement and combat rules in NATO Division Commander have additional features left out of Advance on Fritzlar. The suggested sequence for adding rules follows:

  1. Modes
  2. Engaged
  3. CSP's and HQ's
  4. Intelligence
  5. Fatigue
  6. Command Control
  7. Weather
  8. Ammo Depletion
  9. Optional Rules

[3.0] Game Equipment

Cases:

[3.1] The Game Map. The two maps included in the game are identical. This is to provide the proper equipment for the limited intelligence (controller) version of the game. The game maps were based on the U.S. Army M745 series of 1:50,000 scale maps (second edition, 1970) plus aerial photographs and other maps to update road construction.

A hexagonal grid is superimposed over the terrain features printed on the mapsheet in order to regularize movement and positioning of the playing pieces.

To make the map lie flat, back-fold it against the creases. Small pieces of masking tape may be used at the corners of the map to hold it taut.

[3.2] Game Charts and Tables. Several visual aids are provided for the Players in order to simplify and illustrate certain game functions. These are the Mode Change Table, the Fatigue Table, the Fog Determination Table, the Terrain and Movement Effects Chart, the Attack Abort Table, the Overrun Table, the Surprise Shift Chart, the Unit Intelligence Value Chart, the Intelligence Table, the Combat Support Point Mission Capabilities Chart, the Counter-Battery Fire Table, the Nuclear Weapons Chart, the Electronic Warfare Table, the Initial Value Table, the Predetermined Unit Value Chart, the Personnel Characteristics Table, the Personal Success Table, the Precipitation Determination Table, the Division Commander Activity Costs Chart, the Mode Combat Shift Chart, the Support Shift Results Table, the Basic Combat Results Table, the Modified Combat Results Table, the Counter-Battery Results Table, the Combat Differential Effects Summary, the Movement Allowance Effects Summary, the Combat Support Points Effects Summary, the Fatigue Net Effects Chart, the Non-Divisional Combat Support Points Summary, the Fatigue Combat Effects Chart, the Game-Turn Record Track, the Unit Movement Track, the Combat Support Point Allocation and Use Display, the Ammunition Point Track, the Combat Differential Track, and the Unit Entry Display.

[3.21] The Combat Differential Track. In NDC, combat is resolved on the basis of the Differential of the strengths of the attacker and the defender (i.e., Offensive Strength, e.g., 7, minus Defensive Strength, e.g., 5, equals the combat differential, in this case +2). The initially determined combat differential is subject to many potential modifications. These include: the attacker's and the defender's Mode, the terrain occupied by the defender and the effects of the attacker's and defender's Combat Support, the effect of the employment of chemical and/or electronic warfare, the effects of several levels of leadership, and other factors. Thus, the resolution of a single combat involves keeping track of a continuously changing differential figure, which is altered every time another factor is accounted for in the combat resolution process. The parameters of the combat differential figure are basically from −10 to +12, including zero.

[3.22] The Unit Movement Track. Units in Administrative Movement Mode can employ up to 40 Movement Points. Each unit is moved individually, that is to say, a given unit must complete all movement for that Game-Turn before another unit may begin to move. In addition, the initiation of combat (i.e., attacking) involves the expenditure of Movement Points; and, it is possible for a unit to move and attack, and then to move and attack again.

[3.3] The Playing Pieces. The cardboard pieces represent actual military units stationed in Europe. The numbers and symbols on the pieces represent their offensive and defensive Combat Strength and the identification and type of unit represented by the piece. These playing pieces are hereafter referred to as units.

[3.4] How to Read the Units. The printed counter examples show the front and back of a U.S. Mechanized Infantry Battalion, a U.S. Tank Battalion, a U.S. Mechanized Recon Battalion, a U.S. Mechanized Recon Company, a U.S. Regimental HQ, a U.S. Brigade HQ, a U.S. Divisional HQ, and a Leader, with the same sample layout shown for the Soviet units (a Tank Battalion, Parachute Battalion, Mechanized Parachute Recon Company, Mechanized Recon Battalion, Regimental HQ, Divisional HQ and a Leader). Each front shows the unit's Battalion or Company symbol, Unit Type, Designation, Attack Strength and Defense Strength; each back shows the unit's Fatigue Status (F0 on the back of a unit that has none), its Designation, and its Attack and Defense Strengths. HQ units show their Division or Regiment-and-Division designation and their area of responsibility (Tactical Air, Artillery) where printed. Leader counters show the leader's name, rank and Fatigue Status.

[3.41] Summary of Unit Types. The printed summary shows the front and back of a sample counter for each unit type. The USSR units shown are the Mechanized Infantry Battalion, Tank Battalion, Parachute Battalion, Mechanized Parachute Recon Company, Mechanized Recon Battalion, Regimental HQ, Divisional HQ and Leader. The U.S. units shown are the Mechanized Infantry Battalion, Tank Battalion, Mechanized Recon Battalion, Mechanized Recon Company, Regimental HQ, Brigade HQ, Divisional HQ and Leader.

[3.42] How to Read the Unit Designations. For Battalion-sized units, the Designations are read in the following manner: the first number (or in the case of several US Mechanized Infantry Battalions, the first two numbers) indicates the Battalion number. The next number is the Regiment or Brigade designation, and the final number is the Division the battalion belongs to. Example: 3/8/8 is the 3rd battalion of the 8th Brigade of the 8th Mechanized Division. 1/12/4/4 is the 1/12th Battalion of the 4th Brigade of the 4th Mechanized Division.

Note: Some of US Cavalry squadrons of Armored Cavalry Regts. are subordinated to no Division. Company-sized units are read in a similar manner to Battalion-sized units. The first number is the company designation, the second number the Battalion designation, and the last number is the Division designation. For example: 2/1/11 is the 2nd Company, 1st Battalion, of the 11th Cavalry Regiment, 3/3/12 is the 3rd Company, 3rd Battalion, 3rd Cavalry Regiment.

Headquarters Units have the number of their Division or their Regiment and Division, and their area of responsibility (Tactical Air, Artillery) printed on their counter (if that particular HQ is a Divisional one).

[3.5] Game Marker Summary. The Game Markers used in NDC are described below and shown on the printed sheet.

  • Activated. Activated Markers indicate that a unit has refrained from moving and projected its Zone of Control instead. (The printed text reads "projected its one of Control"; the obvious typo is corrected here.) They are intended to be used by both sides, and to be placed atop units (see Case 10.2).
  • Mode. Mode Markers indicate which of 11 mode options a combat unit has adopted: HA = Hasty Attack; DA = Deliberate Attack; HD = Hasty Defense; PD = Prepared Defense; MD = Mobile Defense; TM = Tactical Movement; AM = Administrative Movement; R/I = Relief/Infiltration; RS = Reserve; DZ = Double Zone; TZ = Triple Zone. The number in the upper left indicates the CRT column shifts a unit in that mode gets when attacking. These can be a "+" or a "−", and because some modes have no offensive capability, these would have an "NA", meaning not allowed. The number in the upper right indicated defensive CRT column shifts for that mode. The number in the bottom left is the defensive intelligence value of the mode (i.e., How easy is it to find things out about a unit in that mode?). The number in the bottom right is the movement allowance that a unit has in that mode (see Section 7.0).
  • Rubble. Rubble Markers indicate the accumulation of debris in city hexes owing to combat having occured therein (see Case 11.56).
  • Fatigue. Fatigue Markers indicate loss of movement and combat capability as the result of prolonged activity. There are four levels of Fatigue: F0, F1, F2, F3. F0 is called F0 because it is more like preliminary or potential Fatigue (see Section 12.0).
  • Combat Support Point. Combat Support Point Markers are used on a display to indicate allocation to HQ's, and usage of "Combat Support Assets." There are four kinds of CSP's: Artillery, Engineer, Signal, and Air. The counters have denominational values, like money, so that variable quantities can be indicated, and so that one can "make change." Denominations include 1's, 3's, and 5's (see Section 8.0).
  • Engagement. "½ Engaged" and "Engaged" represents unit's losses of movement and some other capabilities as a result of being attacked (see Case 9.5).

[3.6] Game Scale. Each Game-Turn equals 8 hours of real time. Each hex equals one mile of actual terrain.

[3.7] Displays and Tracks. Several displays and tracks are included in NATO Division Commander which help make the game simpler to play.

[3.71] Combat Differential Track (see separate sheet)

[3.72] Unit Movement Track (see separate sheet)

[3.73] CSP Allocation and Use Display (see separate sheet)

[3.74] Ammunition Point Tracks (see separate sheet)

[3.8] Definition of Terms

  • Active Units. Only certain units in the game are considered to be active, i.e. to possess Zones of Control. These are: (1) All the units belonging to the non-Phasing Player; (2) Those units belonging to the Phasing Player which are specifically activated; such units give up all movement capability for that turn; (3) The individual unit in the process of moving belonging to the Phasing Player. (Case 10.2)

  • Ammunition Points. An Ammunition Point is the amount of ammunition required for each usage of an artillery (FA) or air Combat Support Point. (Section 15.0)

  • Assets. Assets are the support elements, expressed in terms of Combat Support Points, attached to the division or brigade/regimental level echelons. (Sections 6.0 and 8.0)

  • Attack Abort. An attack delivered at a very high combat differential favoring the defender may result in the attacker being severely repulsed with no chance of inflicting casualties upon the defender. (Case 11.3)

  • Barrage. A barrage is the use of combat support points in direct support of an attack delivered by a combat unit. (Section 8.0)

  • BMP's. Battalions of the motorized rifle regiment of the Soviet tank divisions, and the battalions of the 1st Motorized Rifle Regiment in Soviet motorized rifle divisions, are equipped with BMP's. The BMP ("Bronewaja Maschina Plavajutschij" — armored amphibious vehicle) is the most modern Soviet armored personnel carrier. The BMP is highly rated by Western military authorities; it is described as combining the features of a light tank, an anti-tank guided missile carrier, and an armored personnel carrier. Its armaments include a 73mm smoothbore gun, and a 7.62mm machine gun, in addition to an AT-3 Sagger anti-tank rocket launcher. A unique feature of the BMP is four firing ports on each side and one in a rear door. Troops can ride into battle armor-protected, firing their weapons. (Case 3.4).

[4.0] Sequence of Play

Commentary: The Sequence of Play follows the sequence of events that a Division would follow during combat. The non-combat operations, such as intelligence, transferring units, and changing the status of units, are put first. The commander would not actually move his combat units or undertake combat until he had gone through the process of determining what information he had on the Enemy and then reorganizing his forces to meet them as effectively as possible. Next come the combat support operations, namely counter-battery fire. This operation — firing artillery at Enemy targets behind the front line — would normally go on throughout any particular time period. Only after all of this is completed does movement and combat take place. Finally, there is a Housekeeping Phase in which all of the numerous markers can be adjusted.

General Rule: The game is played in successive Game-Turns composed of alternating Player-Turns. Each scenario indicates which Player is the first in each Game-Turn. In each Player-Turn there is a Phase (the Defensive Counter-Battery Fire Phase) in which the other Player is considered the Phasing Player. Other than this instance the Player whose Player-Turn is in progress is considered the Phasing Player.

Cases:

[4.1] Sequence Outline

1. Weather and Intelligence Interphase

A. Weather Determination Segment. The Players determine the weather conditions for the Game-Turn. Players should alternate who determines the weather conditions each Game-Turn. Determination includes checking whether the Game-Turn is a Night Turn, as well as rolling for Fog or Precipitation.

B. Operational Intelligence CSP Allocation Segment. Both Players secretly determine how many air and signal CSP's they will allocate this Game-Turn for operational intelligence. Then both Players reveal this allocation by placing the allocated CSP's on the edge of the Used box to indicate their being unavailable for the remainder of the Turn. Note: Air CSP's may never be used during night, fog or rain Game-Turns (see Case 5.11).

2. First Player Turn

A. Intelligence Phase. In the Competition Game, the Phasing Player determines the result of his tactical intelligence, and both Players determine the result of their operational intelligence.

B. Asset Transfer Phase. The Phasing Player may transfer assets from one HQ assignment to another HQ of the same division. The assets which can be transfered are: CSP's (Combat Support Points), combat units, subordinate commanders (optional) and ammunition points (optional).

C. Mode Change/Forced March Designation Phase. The Phasing Player may now attempt to change the mode of any of the units he controls. All voluntary mode changes must be made in this Phase (some occurrences in the Movement and Combat Phase may cause involuntary mode changes). Units that are to force march in this Game-Turn must be designated.

D. Offensive Counter-Battery Fire Phase. The Player whose Player-Turn is in progress conducts counter-battery fire against units for which he possesses intelligence, and he also conducts any interdiction missions he desires.

E. Defensive Counter-Battery Fire Phase. The opposing Player to the Player whose Player-Turn is in progress conducts counter-battery fire against units for which he possesses intelligence, and also conducts any interdiction missions he desires. Only during this Phase is the opposing Player considered the Phasing Player.

F. Movement and Combat Phase. The Phasing Player now moves and conducts combat with his units within the restrictions of the movement and combat rules. Only units with a Movement Allowance greater than zero may move. Units take action individually and all actions of one unit must be completed before proceeding to the next. When all units the Player desires have been moved, this Phase ends.

G. Housekeeping Phase. During this Phase, a number of informational and unit status markers are removed. All Breakthrough markers, Interdiction markers, Persistent Gas markers (remove no more than one per hex), and Active markers are removed from the map. All Engaged, Half Engaged, EW2 and EW3 markers are removed from units of the Phasing Player. If a unit has two Engaged or Half Engaged markers on it, remove only one. Unit breakdown and recombination occurs, etc.

3. Second Player-Turn

The Second Player now becomes the Phasing Player and repeats the steps of (2) above (remember that during the Defensive Counter-Battery Fire Phase the First Player will be considered the Phasing Player).

4. Game-Turn Record Interphase

The Game-Turn Record Marker is advanced one space. If a number of Game-Turns have elapsed equal to the limit set by the scenario, play ceases and victory is assessed by the conditions given in the scenario.

[4.2] Description of the Game System

NATO Division Commander consists of four interactive, but quite different game systems: the combat system; the combat support system; the command and staff system; and the controller system. Each of these semi-independent systems can be layered onto the basic game, a fact that makes many interesting variations of the game possible.

The Combat System. This is a game using tank and infantry battalions as the basic maneuver elements. Each of these units has printed offensive and defensive Combat Strengths. A unit's abilities in combat, however, are modified by a number of informational markers stacked with it. The most basic of these are: the Mode marker, which drastically affects combat ability, and provides whatever movement capability the unit may have; and the T/O marker which indicates the unit's equipment and manpower level, against which losses are assessed. Other informational markers indicate levels of fatigue, engagement, and forced marching. The combat system uses rigid zones of control and no stacking. Combat takes place during movement and uses up a number of Movement Points. Headquarters Staff Point production regulates the probability of successfully completing a change from one mode to another.

The Combat Support System. Combat support is handled by concentrating artillery, engineer, etc., capabilities at brigade or regimental headquarters. Combat support is then allocated to the units assigned to that brigade (another informational marker may be used to indicate which combat unit belongs to which brigade). Some combat support elements may be located at divisional headquarters, where they will be available to all combat units in the division, although not as efficiently.

The Leadership and Command System. The impact upon operational success of three different levels of leadership within the division can be simulated. These include the personal influence of the divisional commander himself, the leadership abilities of subordinate commanders at division and brigade HQ's, and the leadership values of individual battalions.

The Controller System. The controller system consists of displays showing support allocations, commander and staff values for both sides. Two maps are employed; one for the active player and one for the controller. The controller keeps track of the actual strengths and locations of individual units on his own map and calculates the results of combat and intelligence for the active Player. The Player map shows only that information which the Player has obtained. The controller sets up a situation and makes it function according to a scenario.

[5.0] Intelligence

Commentary: In all military operations there is a large degree of uncertainty about what the Enemy is doing or capable of doing. Indeed, there is often a large degree of uncertainty about one's own forces. In this rule we deal with the Player's ability to discover information about the Enemy. The rule is based on the very simple principle that each division has a variable number of resources that it can apply toward acquiring intelligence. These resources are limited, and the possible Enemy forces that might be searched for are far greater.

These resources consist primarily of electronic listening devices to monitor enemy radio traffic, aircraft reconnaissance capability, and staff personnel skilled in interpreting the raw information thus acquired. Much of the information gathered can be nullified if the Enemy keeps moving his units around, as the Enemy is inclined to do, especially his headquarters (which are particularly vulnerable to detection and destruction). Units in contact with the Enemy have a much easier time of keeping track of Enemy forces. Intelligence operations are, in effect, a little game even if no combat were ever to take place. It is through the use of intelligence that Players realize how much sheer management ability is required to fight a modern war, in addition to the ability to play your hunches, and act decisively upon incomplete information.

The operational intelligence level represents the body of information on the area of operations that would build up as long as the unit was operating in the area. It also represents, somewhat abstractly, the experience factor as the Player's intelligence staff comes to know the area of operations better (as well as the Enemy units that are operating within the area). The sector coverage ability is nothing more than the decision to allocate intelligence resources to searching a particular area. The level of intelligence gained on any unit primarily represents the accuracy with which you have plotted the location of the Enemy unit and thus your ability to use more efficiently your air and artillery firepower to destroy the detected Enemy unit.

In the controller game, intelligence becomes much more important and, in most cases, a source of some amusement as the controller embellishes the fragmentary intelligence reports as he passes them on to the Player. This might be seen by some Players as a somewhat sadistic use of the game on the part of the controller. On the contrary, this delivery of fragmentary, and sometimes misleading, information by the controller is extremely accurate and realistic. The better the controller is at using the intelligence rules and intelligence levels, the more agitated the Player should become. But the Player will have a much more realistic experience from it, even if he does have to sweat a bit.

General Rule: There are three types of intelligence a division commander may receive: tactical intelligence (information concerning enemy activity on the front line); operational intelligence (information concerning units deployed behind but close to the front line), and strategic intelligence (information concerning activity outside his area of operations). Friendly units are used to gain tactical intelligence concerning Enemy units deployed in adjacent hexes. Air and signal CSP's may be used to gain operational intelligence on units which are not adjacent to Friendly units. Strategic intelligence is not simulated, per se, in the game. The scenario provides Players with the equivalent of Strategic Intelligence.

The operational intelligence level and sector coverage ability of each division determine the Player's amount and effectiveness of operational intelligence. The operational intelligence level of a division may be increased by assigning air and signal CSP's to increase that level. The sector coverage ability of a division is determined by assigning air or signal CSP's to sector coverage each Game-Turn.

Procedure: During the Intelligence Phase of each Player-Turn, the Phasing Player may attempt to obtain tactical intelligence and both Players may attempt to obtain operational intelligence on Enemy units. In the Intelligence Phase of the first Player's turn, both Players allocate air and signal CSP's to the operational intelligence level of their divisions and to their sector coverage. (In some cases they must reduce this sector coverage level because precipitation, fog, or night have negated the air CSP's assigned to intelligence.) The operational intelligence level and sector coverage of each division are then used to resolve operational intelligence. The Phasing Player must resolve all tactical intelligence before both Players begin resolving operational intelligence.

Operational Intelligence. Unless a scenario indicates otherwise, all divisions begin the game with an operational intelligence level of zero. Each Player determines the operational intelligence level and sector coverage ability of each division he controls. If the sector coverage ability of a division is greater than zero (i.e., CSP's have been allocated to sector coverage for that division), he may conduct operational intelligence for that division in the number of map sectors for which he has sector coverage ability. For each Enemy unit on which he may conduct operational intelligence, each Player determines the intelligence differential as described in 5.3 and rolls one die. Example: A Player controlling a division with a sector coverage ability of 4 could conduct operational intelligence with that division in four map sectors. Each Player then designates the map sectors in which he is conducting operational intelligence. For each Enemy unit not adjacent to a Friendly unit in the designated sectors, each Player resolves operational intelligence. For each unit, the Player determines the intelligence differential and rolls one die. He then cross-indexes the row of the Intelligence Table indicated by the die roll and the column indicated by the intelligence differential to find the result. If the Intelligence Degree is indicated by the result, an Intelligence marker with the corresponding degree is immediately placed on the unit.

Tactical Intelligence. Tactical intelligence is determined by the Phasing Player for each Enemy unit adjacent to his own units. For each such Enemy unit, he resolves tactical intelligence in the same way as for operational intelligence, except that no CSP's are used and the intelligence differential is solely dependent on the condition of any adjacent units controlled by the Phasing Player.

Cases:

[5.1] Operational Intelligence Level. The operational intelligence level for each division begins each scenario at zero or at a value specified by the scenario. This level may be increased each Game-Turn by allocating air or signal CSP's to the intelligence during the Intelligence Phase. Once the operational intelligence level is increased, it may never be decreased. If, during a Game-Turn, no air or signal CSP's are added, the operational intelligence level remains the same. If CSP's are added, the operational intelligence level is immediately increased by the number of CSP's of either type allocated to it. The operational intelligence level of a division may be temporarily reduced by rain or fog.

Example: Five air or signal CSP's were allocated to the operational intelligence level on Game-Turn One (after starting the scenario at zero); the operational intelligence level for the division in that Phase is five. If, on Game-Turn Two, no air or signal CSP's are allocated to the operational intelligence level, the operational intelligence level would remain at five. If, on Game-Turn Three, two air or signal CSP's were allocated to the operational intelligence level, the level would then be raised to seven.

[5.11] Air CSP's may never be used during night, fog or rain Game-Turns ("Don't believe everything you hear about infra-red" one government source told us).

[5.12] On the Game-Turn a division or parts of a division enter the game map, all of that division's air and signal CSP's may be allocated to operational intelligence even though all of the HQ's controlling these CSP's might not be on the map at the end of the Game-Turn.

[5.13] Air and signal CSP's allocated to operational intelligence may not be used for any other mission that Game-Turn, but they need not remain with operational intelligence to maintain its level.

[5.2] Sector Coverage Ability. The Sector Coverage Ability of a division is determined each Friendly Intelligence Phase, when the Phasing Player allocates air and signal CSP's to Sector Coverage. The Sector Coverage Ability for an Intelligence Phase for a division is equal to the number of CSP's of either type allocated by that division for Sector Coverage.

[5.3] Determining the Intelligence Differential in Operational Intelligence. The intelligence differential used in conducting operational intelligence on an Enemy unit is found by subtracting the Intelligence Value of the Enemy unit from the Operational Intelligence Level of the division conducting the intelligence. The Intelligence Value of a unit depends on the mode the unit is in. The Intelligence Value of each mode is found on the Mode marker.

Subtract one from the die roll (on the Intelligence Table) for HQ's which, in the previous Game-Turn, used Artillery or EW (signal) CSP's.

[5.4] Explanation of Intelligence Results in Controller Game (Not Used in Competition Game). The degree of intelligence of a unit is used for counter-battery fire in the competition game. In the controller game, they take an additional meaning.

Intelligence DegreeController Game Meaning
1The Player is told that the unit exists, and in what Sector.
2The Player is told that the unit exists and what is its type (armor, infantry, recon, HQ), as well as which Sector it is in.
3The Player is told the exact unit designation, and its hex location.
4The Player is told the unit designation plus its current T/O Level, as well as its hex location.

[5.5] When Intelligence Markers Are Removed. Intelligence Markers are removed from a unit at the end of a Movement and Combat Phase in which the unit is moved at least one hex.

[5.6] Tactical Intelligence and the Intelligence Differential

[5.61] The Intelligence Differential used in resolving tactical intelligence is 10 if there are only Engaged or Half Engaged units of the Phasing Player adjacent to the Enemy unit for which intelligence is being resolved.

[5.62] The Intelligence Differential used in resolving tactical intelligence is 12 if there is a unit of the Phasing Player, which is neither Engaged nor Half Engaged, adjacent to the Enemy unit for which intelligence is being resolved.

[5.63] Add one to the Intelligence Differential if Phasing Player's unit is recon/cav. Subtract one if Enemy unit is U.S. cav. This reflects the greater training and doctrinal emphasis for these type units on Enemy unit/vehicle recognition, field craft, and U.S. doctrinal emphasis stressing concealment of cavalry identity to help in hiding the covering force zone and the FEBA.

[5.7] Intelligence Table (see charts and tables)

[6.0] Headquarters

Commentary: Headquarters are the nerve centers of the divisions. It is through headquarters that all orders of the division commander are carried out. Without functioning headquarters, the division commander is helpless. Each headquarters has assigned to it a Staff Point Allowance. This represents the ability of the staff and equipment of the headquarters to carry out efficiently the division commander's orders. This ability varies from headquarters to headquarters and from army to army. It is a function of the quality of the staff and equipment, as well as the quantity.

The tasks with which the headquarters is charged deal primarily with control. For this reason, transferring any of the division's assets has a disruptive effect, if only in that the transferred units are less useful during the transferring process. A temporary or permanent destruction of the headquarters has a catastrophic effect on a subordinate unit's ability to conduct combat operations. Since headquarters are such attractive targets, they are frequently destroyed. They can be rebuilt but never, at least during combat, to their original level of effectiveness. In most other games headquarters are either ignored or treated in a very superficial fashion. In NATO Division Commander the headquarters function as they should. They are neither dramatic or glamorous, but you do need them. Hang on to them.

The Various headquarters units in NATO Division Commander consist of divisional and brigade or regimental headquarters. Together these two levels of command structure direct the functioning of the division.

Divisional Headquarters. Divisional Headquarters represented in the game are for the U.S. Player: Division Main HQ (DIVMAIN); Division Tactical HQ (DIVTAC); Division Artillery HQ (DIVARTY); and Division Support Command (DISCOM). For Soviet Divisions: Division Main Headquarters (DIVMAIN); and Division Alternate HQ (DIVALT).

Division Main HQ (DIVMAIN). For U.S. Divisions, the main divisional command post is normally found in the rear, outside of Enemy artillery range. DIVMAIN houses the main divisional staff elements which integrate and assess intelligence from all sources, perform overall planning functions for the division, and communicate with adjacent and higher echelon Headquarters. Because of its attractiveness as a target, and its high "visibility" resulting from the large volume of radio traffic in its vicinity, DIVMAIN necessarily must be kept on the move. Normally, DIVMAIN is under the control of the Division Chief of Staff. For the Soviet divisions, in addition to the functions described above, DIVMAIN also performs the functions which in U.S. divisions are assigned to DIVARTY.

Divisional Tactical Headquarters (U.S.: DIVTAC; Soviet: DIVALT). The division commander will normally exercise control of combat operations from the Division Tactical Command Post, located well forward in the battle area to permit effective control. Division Tactical Headquarters is the normal center of operations for operational intelligence, control, and allocation of divisional support, and immediate control of maneuver forces. The Soviet version is called either "Forward Command Post" or "Division Alternate CP."

Division Artillery Headquarters (DIVARTY, U.S. only). Division Artillery Headquarters directs the fire support functions of the division's attached artillery units and coordinates their fires into the overall field artillery support plan for the division.

Division Support Command (DISCOM, U.S. only). DISCOM Headquarters is usually located in rear areas outside the range of Enemy artillery. The Division Support Command controls logistical functions including maintenance, supply, transportation, medical and finance.

Brigade and Regimental Headquarters. Brigade and Regimental Headquarters in both U.S. and Soviet cases perform functions in terms of their own echelons similar to those performed at the division level by the U.S. DIVTAC. Brigade and Regimental HQ's displace as much as possible to keep pace with the movement of the battle and for self-protection.

General Rule: Headquarters units are divided into two types: divisional HQ's and brigade or regimental HQ's. Every HQ may have both combat units and Combat Support Points (termed assets) attached to it. These attached Assets may be transferred during the Asset Transfer Phase by the Phasing Player among his HQ units. Headquarters units employ Combat Support Points, change the modes of any attached combat units, and provide command control for all attached combat units. Each headquarters possesses a number of Staff Points, called the Staff Point Allowance, which are used each Game-Turn to change the mode of combat units. HQ units may be eliminated as a result of combat, just as any combat units can but, unlike eliminated combat units, HQ units may be reconstructed during the owning Player's Asset Transfer Phase. Headquarters may also suffer the effects of Fatigue, as a result of movement, overwork, or attempting to change modes.

Procedure: During the Asset Transfer Phase of each Player-Turn, the Phasing Player refers to the CSP Allocation and Use Display.

Step 1. The Phasing Player moves all CSP markers which are located in a Transferring box (i.e., were transferred the previous Game-Turn) of a HQ unit to the Unused box of that HQ unit.

Step 2. The Phasing Player selects which CSP markers he wishes to transfer and moves those markers from any box of a donating HQ unit's display to the Transferring box of the recipient HQ unit's display. During the Asset Transfer Phase of the next Friendly Player-Turn, these markers are moved from the Transferring box to the Unused box of the recipient HQ unit.

Step 3. The Phasing Player may change the HQ attachment of any combat unit (see Case 6.2).

Cases:

[6.1] Transferring CSP's. Any number of CSP's may be transferred from one headquarters unit to another of the same division in any Asset Transfer Phase.

[6.11] The CSP Allocation and Use Display is used to record the attachment of CSP's to the HQ units of a division. For each HQ unit in a division, there are three boxes on the display. These boxes are labelled Transferring, Unused and Used. All CSP markers are initially placed in the Unused box of the HQ unit to which they are attached. As CSP's are transferred, they are placed in the Transferring box of the recipient HQ.

[6.12] All CSP's, except air CSP's, may be transferred between two HQ units only if there exists a path of hexes between the two HQ units unobstructed by Enemy units or Zones of Control. Air CSP's may always be transferred.

[6.13] All CSP's which are located in the Transferring box of any HQ unit are halved in effectiveness if they are used to perform any combat support functions. All fractions are rounded down.

[6.14] CSP's may only be transferred in the Asset Transfer Phase of a Friendly Player-Turn.

[6.2] Transferring Combat Units. During the Asset Transfer Phase, the Phasing Player may transfer any combat unit from its current superior HQ unit to any other HQ unit of that HQ's division. The use of Staff Points and command control are affected by the current attachment of a combat unit (see Case 6.3).

[6.21] If no other indication is present, a combat unit is attached to the HQ unit indicated by the identification number on the counter.

[6.22] When a combat unit is transferred to a brigade or regimental HQ other than that listed on the combat unit's identification, an identification marker is placed on the combat unit. The number on the identification marker (1, 2, 3, or 4) is the number of the Regiment or Brigade within the Division to which the unit is attached.

[6.23] The numbering of brigades or regiments within a division are as follows: the lowest numbered brigade or regiment is called 1, the next lowest numbered brigade is called 2, and so on.

[6.24] When a combat unit is transferred to a divisional HQ unit, a separate note must be made on a sheet of paper as to the identification of the combat unit and the divisional HQ to which it is attached.

[6.25] Any combat unit which is transferred has its Movement Allowance halved (fractions rounded down) for the Player-Turn in which it was transferred.

[6.3] Command Control. All combat units may be either in command control or out of command control. A HQ unit is always considered in command control. A combat unit is out of command control whenever the HQ unit to which it is attached is eliminated (or affected as a result of electronic warfare, if that rules section is used).

[6.31] Any unit out of command control remains in the mode it is currently in and may not change into any other mode while out of command control. In addition, all combat units which are out of command control have their Movement Allowance (if not zero) cut in half (fractions rounded down).

[6.32] In combat, any unit out of command control receives a −8 shift if it is attacking, and a +4 shift if it is defending (see Section 11.0, Combat, for full explanation).

[6.33] A unit out of command control remains so until the unit is transferred to an existing HQ, or until its HQ is reconstructed (see Case 6.5 and, if used, optional Section 17.0, Electronic Warfare).

[6.4] Effects of Eliminating Divisional HQ's. In addition to the loss of command control by its attached units, the elimination of a Divisional HQ has other effects, depending on which divisional HQ is eliminated.

[6.41] Elimination of DIVMAIN and DIVTAC (DIVALT) (Both Players). If both HQ units DIVMAIN and DIVTAC (or Soviet DIVALT) are eliminated from play, the Players may not conduct operational intelligence and may not use Combat Support Points attached to other divisional HQ units of that division. There is never any restriction on transfer of Combat Support Points between headquarters due to destruction of DIVMAIN, DIVTAC (DIVALT) or DIVARTY (except, of course that destroyed HQ's cannot do anything until reconstituted).

[6.42] Elimination of DISCOM (U.S. Player only). If the U.S. DISCOM unit is eliminated, the U.S. Player may not use resupply for that division (see optional Case 15.2).

[6.43] Elimination of DIVARTY (U.S. Player only). If the DIVARTY HQ unit of any division is eliminated, the artillery CSP's are halved in effectiveness, rounding fractions down. This applies to the Soviets if the DIVMAIN HQ is destroyed.

[6.5] Reconstruction of HQ Units. Any eliminated HQ unit may be reconstructed during the owning Player's Asset Transfer Phase. The owning Player must permanently reduce one combat unit's T/O Level by one, and reduce the Staff Point Allowance of one HQ unit of the same division as the unit being reconstructed by one Staff Point. The HQ unit being reconstructed is immediately placed on the map in any unoccupied hex adjacent to the combat unit whose T/O Level was reduced. If all of a Player's HQ's are destroyed, he may not reconstruct any. This means that one division may not reconstruct HQ for another division.

[6.51] Staff Points may be transferred only to reconstruct an eliminated HQ, and only in the way described above.

[6.52] The T/O Level of the reconstructed HQ unit is zero.

[6.53] CSP's may be transferred to an HQ unit in the Phase in which it is reconstructed.

[6.54] The combat unit contributing the T/O Point must be a unit in the same division as the reconstructed HQ, and assigned to the same brigade or regiment of the destroyed HQ if the HQ is a brigade or regiment HQ unit.

[6.6] Fatigue and Headquarters. HQ units suffer effects of fatigue exactly as do combat units. Additionally, HQ units which are in Fatigue Level Three have their Staff Point Allowance halved, rounded down.

[6.7] Engaged Effects on Headquarters. HQ units suffer the effects of being Engaged and Half Engaged in the same way as Combat units, and certain additional effects as well.

[6.71] HQ units which are Half Engaged have their Staff Point Allowance halved, fractions rounded down. Also, CSP's attached to the HQ are halved in effectiveness (fractions rounded down) except for CSP's used in Final Protective Fire in a combat involving the HQ unit itself.

[6.72] HQ units which have a zero Staff Point Allowance and CSP's attached to the HQ may not be used, except for final protective fire in a combat involving the HQ itself, or for barrage fire in a combat involving an Enemy unit in a hex adjacent to the HQ itself. In this case, FPF and barrage fire strengths are halved (fractions rounded down).

[6.8] HQ Units and Losses. Whenever an HQ unit is called upon to suffer T/O Losses (whether as a result of combat, or fatigue) use the following procedure:

Procedure: Roll one die. If the result is one, the HQ is eliminated. For counter-battery fire, a roll of one or two eliminates the HQ. Any assigned combat units are considered out of command control (see Case 6.3) and any CSP's attached to that HQ remain in the appropriate boxes of the CSP Display for the division (see Case 8.5). If the HQ is not eliminated, the losses are taken as CSP's.

[6.81] The owner of the HQ unit suffering losses removes the first CSP which may be of any type he chooses to lose. The opposing Player removes the second which may be of any type he chooses. The two Players continue alternating removing CSP's until the loss in T/O Points is satisfied.

[6.82] If all assigned CSP's are eliminated and losses remain to be taken, the HQ unit is eliminated and all attached combat units are out of command control.

[6.9] Staff Points Effects Summary (see charts and tables)

[7.0] Modes

Commentary: Modes represent a unit's current organization and what it is prepared to do. The different modes represent radically different deployments of the same unit. Units in a movement mode, for example, are on roads strung out over a relatively long and narrow area and generally not well prepared either to attack or defend. They are, however, very capable of rapid movement. The difference between Defensive and Attack modes is also considerable. In an attack mode, the forces are relatively concentrated; defensive measures, such as digging in and deploying in depth, are not taken. Thus the various modes are represented according to the effect they have on a unit's ability to attack, defend and move.

The ability to change from one mode to another is also represented. A unit's ability to change modes depends upon the ability of the staff that controls it. Changing from one mode to another is a major feat of reorganization. This is particularly apparent when dealing with the Double and Triple Zone modes. These modes have a unit deployed over a much wider area than would normally be the case. Communications and coordination become extremely important in these modes, if only because of the distances involved. This is merely an obvious example of what modes do and what they imply. If you are not careful in your use of modes when playing the game, you will discover the hard way how very important their differences are.

Every combat and HQ unit is always deployed in some Mode. Combat units have their own modes, which are different from the Modes of HQ units.

Combat Unit Modes:

Mode marker values as printed on the Mode markers (attack CRT shift, defense CRT shift, defensive Intelligence Value, Movement Allowance; the full list of eleven combat unit modes is given in Case 7.1 onward):

ModeAttack CRT ShiftDefense CRT ShiftIntelligence ValueMovement Allowance
Position Defense (PD)NA−640
Mobile Defense (MD)+2−1410
Hasty Defense (HD)NA−340
Reserve (RS)NA−140
Double Zone (DZ)−2+3440

Position Defense (PD) Mode. A defensive mode, which involves maximum planning and preparation for defense in a fixed position.

Mobile Defense (MD) Mode. A mode, similar to Position Defense, except that less time is required, as most of the unit involved is held in reserve so that it can maneuver against the attacking forces.

Hasty Defense (HD) Mode. A defensive mode, similar to Position Defense, except that less time is available for planning and preparation.

Reserve (RS) Mode. A defensive mode employed when a unit is out of contact with the Enemy and must be ready to respond to any type of situation. Also used for taking replacements and reinforcements.

Double Zone (DZ) Mode. A defensive mode in which the unit involved expands its normal frontage from 4.5 Km to as much as 10.5 Km.

Triple Zone (TZ) Mode. A defensive mode in which the unit involved expands its normal frontage from 4.5 Km to as much as 13.5 Km.

Deliberate Attack (DA) Mode. An offensive mode in which the unit has maximum planning and preparation for an attack.

Hasty Attack (HA) Mode. An offensive mode, identical to Deliberate Attack, except that less effort is available for planning and preparation.

Relief/Infiltration (R/I) Mode. An offensive mode used either to infiltrate an Enemy position or to relieve a Friendly unit in contact with the Enemy.

Tactical Movement (TM) Mode. A movement mode in which careful attention is paid to reconnaissance and to the ability to react effectively to offensive or defensive situations while on the move.

Administrative Movement (AM) Mode. A movement mode in which all other considerations are subordinated to speed. Units using this mode are at a great disadvantage defensively and offensively.

The Mode markers for these modes show the following values (attack CRT shift, defense CRT shift, defensive Intelligence Value, Movement Allowance):

ModeAttack CRT ShiftDefense CRT ShiftIntelligence ValueMovement Allowance
Triple Zone (TZ)−3+5430
Deliberate Attack (DA)+6+2310
Hasty Attack (HA)+5+336
Relief/Infiltration (R/I)−2−137
Tactical Movement (TM)00220

HQ Unit Modes:

March Order (MO) Mode. Personnel are loaded on vehicles and prepared for movement. Equivalent, functionally, to TM mode.

Deployed (DP) Mode. A mode in which an HQ's equipment and personnel are deployed off their vehicles and organized for maximum staff and support functioning. Equivalent, functionally, to RS mode.

Combat units may never be in any HQ mode and HQ units may never be in any combat unit mode. For movement and combat purposes, MO mode has the same characteristics as TM mode, DP equals RS.

General Rule: All combat and HQ units have their movement abilities determined and their combat abilities affected by the mode in which they are deployed. A unit's mode is changed by expending Staff Points from the Staff Point Allowance of an HQ unit or units. Units may voluntarily attempt to change modes only during the Friendly Mode Change Phase. It is not certain that a unit will always be able to change modes. If a unit fails to change mode, the Phasing Player may attempt to change the unit's mode again, as many times as desired, until the unit is successful or the Player decides to cease making attempts. Each attempt to change modes, successful or unsuccessful, will necessitate checking for fatigue effects on the unit. If a unit changes mode, the Movement Allowance of the unit is halved for that Turn.

Procedure: During the Mode Change Phase of each Player-Turn, the Phasing Player may attempt to change the modes of none, some or all of the units he controls. All combat units currently assigned to a given HQ have their mode changes resolved at the same time. To resolve mode changes, first declare the mode changes that units of a given HQ are attempting to make. Next, find the total Staff Points required to perform all of these mode changes by referring to the Mode Change Costs Table, (7.4).

The intersection of the row of the table, corresponding to the mode the unit is in, and the column of the table, corresponding to the mode the unit is attempting to change to, indicates a number which is the number of Staff Points needed to perform that individual mode change. Add together all mode changes for each HQ. Finally, determine the number of Staff Points available to the HQ unit. If the number of Staff Points needed to make the mode changes is less than or equal to the number of Staff Points available to the HQ then all the mode changes declared are successfully made without any further procedure. If the number of Staff Points exceeds the Staff Points available, then the Phasing Player must use the Mode Change Table (7.5).

To use the Mode Change Table, cross-index the row corresponding to the number of Staff Points available with the column corresponding to the number of Staff Points needed to perform all the mode changes for that HQ unit. The intersection of row and column indicates a range of dice rolls. For each unit attempting to change mode, the Phasing Player rolls two dice. If the combined result is within the range of dice rolls listed, the unit has successfully changed mode. Otherwise, the unit has failed to make the desired change. Whenever a unit successfully makes a mode change, the mode status of that unit is adjusted to the new mode (Case 7.5). The Phasing Player may elect to roll again on the Mode Change Table for units which failed to change modes. When making subsequent attempts, the same range of dice rolls is used as when the Player first rolled for the unit. After every mode change attempt, whether successful or not and even if the Mode Change Table was not used, the unit attempting to change modes must be checked for the accumulated effects of fatigue (see Section 12.0).

Cases:

[7.1] Staff Point Allowance and Staff Points Available. Staff Points are used to change modes. Every Headquarters unit is assigned a Staff Point Allowance by the scenario. The Staff Points available to all divisional HQ units are equal to the Staff Point Allowance for that HQ. The Staff Points available to a brigade or regiment HQ unit are the Staff Point Allowance of the brigade or regiment HQ plus the total Staff Point Allowances of all divisional HQ's. Example: If a Soviet DIVMAIN HQ has 4 Staff Points and DIVALT has 1, then each Regiment has 5 Staff Points (4 from DIVMAIN and 1 from DIVALT) in addition to the 1 Staff Point each regiment has itself.

[7.11] The Divisional HQ units' Staff Points may be used by several brigade or regiment HQ units of the division (as well Div HQ's) in one Mode Change Phase without penalty. Each brigade or regiment has available all the Staff Points of all the divisional HQ units.

[7.12] The Staff Point Allowance of an HQ unit may be affected by fatigue and Engaged or Half Engaged Status (see Cases 6.6 and 6.7).

[7.13] Signal Combat Support Points may be assigned to brigade or regiment HQ units to increase the Staff Point Allowance of that HQ. For each signal CSP assigned, add one to the Staff Point Allowance of the HQ unit for that Mode Change Phase. This is the only way signal CSP's may be used by regiment/brigade HQ's.

[7.2] Mode Change Restrictions and Inhibitions

[7.21] Units which are Engaged during the Mode Change Phase may not have their mode changed.

[7.22] Any unit (except Recon/Cav attached to a brigade or regiment HQ unit which is more than five hexes from that HQ during a Mode Change Phase must use double the number of Staff Points to change mode.

[7.23] The Movement Allowance of a unit which changes mode is halved (fractions rounded down) for that Player-Turn.

[7.24] Headquarters in March Order (MO) Mode may use only half their CSP's, rounding fractions down (see Case 8.8).

[7.3] Double Zone and Triple Zone Modes. Combat units may enter Double Zone and Triple Zone (DZ and TZ) mode and thereby gain an additional two detachment units associated with the combat unit. These detachments remain in play only as long as the combat unit remains in Double Zone or Triple Zone mode. The combat unit which changes into the Double Zone or Triple Zone mode has an appropriate Mode marker placed on it and detachment units of the same nationality and marked with the same identifying letter as the Mode marker are placed on the map. The combat unit is hereafter referred to as the "core" unit. Detachment units are combat units.

[7.31] When a unit is changed into Double Zone mode, the detachment units must be placed within two hexes of the core unit. When a unit is changed into Triple Zone Mode, the detachment units must be placed within three hexes of the core unit.

[7.32] The detachments of a unit in Double Zone mode may never be moved more than two hexes from the core unit. The detachments of a unit in Triple Zone mode may never be moved more than three hexes from the core unit.

[7.33] The combat unit to be changed into Double Zone or Triple Zone mode may not be within two or three hexes of an Enemy Zone of Control respectively, when changing into such modes. Detachment units may not be placed in Enemy Zones of Control.

[7.34] When changing out of Double or Triple Zone Mode, the detachment units are removed from the map.

[7.35] Detachments do not suffer fatigue in the same manner as combat units. In any Player-Turn in which the core unit or detachment units expend Movement Points, regardless of which units are moved, the core unit suffers the effects of fatigue.

[7.36] Whenever a detachment unit or core unit becomes Engaged or Half Engaged, the core unit and both detachments become Engaged or Half Engaged, respectively.

[7.37] The effects described in 7.35 and 7.36 remain on the core unit after the unit leaves Double or Triple Zone mode.

[7.4] Mode Change Costs Table (see charts and tables)

[7.5] Mode Change Table (see charts and tables)

[7.6] Mode Combat Shift Matrix (see charts and tables)

[7.7] Instant Mode Changes. Units in modes having no Movement Allowance may be moved only as a result of combat. If a unit in an immobile mode incurs a combat result and chooses to retreat, it may, but instantly changes mode (see Case 11.64).

[8.0] Combat Support Points

Commentary: Combat Support Points represent the combat support elements of the Division as opposed to the maneuver elements (infantry, armor and reconnaissance battalions). Combat support battalions consist of artillery, signal, and engineer units, as well as Army and Air Force aviation units. These units are attached and/or subordinated to various headquarters. The headquarters then coordinate the effective use of these combat support elements in support of the maneuver battalions.

An important concept to understand is that some of the Combat Support Points may be used more than once in a Player-Turn. This is true primarily because artillery, and to a lesser extent air units, are limited not so much by their physical availability to perform a mission, but by their supply of ammunition. Artillery units, for example, during the course of a turn, could fire much more ammunition than they normally carry with them. In fact, if sufficient ammunition were available at the guns, an American division's artillery could fire over ten times the amount of ammunition normally available for one day's combat operations. The various missions that are available to the Combat Support Points, in conjunction with the Sequence of Play in the game, allow Players to use the Combat Support Points in a highly realistic manner without much chance of playing the game incorrectly.

Built into the game are a number of realistic elements to reflect the current operational state of the art of the two armies. For example, Soviet doctrine and capability does not allow them to use Final Protective Fire as frequently as American units. On the other hand, the tactical possibilities become enormous when Players start using Intelligence rules in conjunction with Counter-Battery Fire and the more mundane Barrage Fire. Players should keep in mind that ever since World War One, combat support elements of divisions have inflicted anywhere from 50 to 80 per cent of the damage done to the enemy. This is not a very comforting statistic for the maneuver elements, particularly since these elements are normally thought of as the ones doing the most damage. On the contrary, they are the ones doing the least damage and take the largest number of casualties.

General Rule: The support elements attached to a division (or temporarily assigned to a division from higher echelons for the period of an operation) are represented in the game by Combat Support Points (CSP's). There are four types of support assets represented by four types of CSP's: Air; Engineer; Artillery; and Signal. All CSP's begin the game attached to HQ units in accordance with the scenario rules. Subsequent to that, CSP's may have their HQ attachment changed during a friendly Asset Transfer Phase (see Case 6.1). Combat Support Points are represented by counters which are kept on the CSP Allocation and Use Display to indicate their present attachment and status. CSP counters contain the type and number of CSP's represented by the counter. CSP counters may be freely changed like money, as long as Players replace counters of the same type and total the same number of Points as those removed. CSP counters may be changed at any time in this way. There are six different missions that CSP's may be assigned to during the course of a Game-Turn: Operational Intelligence; Mode Changing; Counter-Battery Fire; Interdiction; Barrage Fire; and Final Protective Fire. A single Combat Support Point may be used in one or more of these Missions in one Game-Turn (except Operational Intelligence, see 5.13), provided the Point type is allowed to perform the Mission. The use of CSP's in Operational Intelligence is detailed in Section 5.0. The use of CSP's in Mode Change is detailed in Case 7.13. During the Offensive and Defensive Counter-Battery Fire Phase of each Player-Turn, CSP's may be used for Counter-Battery Fire and Interdiction Missions. During the Movement and Combat Phase of each Player-Turn, CSP's may be used in Barrage and Final Protective Fire Missions.

Each CSP may not perform all of the missions listed. Different types of CSP's have different capabilities. Check the CSP Mission Capability Chart (8.5) for which missions may be performed by which types of CSP's. Certain types of CSP's must be within a given distance of the target of their missions in order to perform them. A single CSP may be used once per Phase, if it is eligible for use (see the CSP Mission Capability Chart, 8.5).

Procedure: During the Intelligence Phase, the Phasing Player allocates Air or Signal CSP's to raise his division's Operational Intelligence Level. During the Offensive Counter-Battery Fire Phase of each Player-Turn, the Phasing Player (and during the Defensive Counter-Battery Fire Phase of each Player-Turn, the non-Phasing Player), who then temporarily becomes the Phasing Player, may allocate CSP's to Counter-Battery Fire Missions or Interdiction Missions. During any Movement and Combat Phase the Phasing Player may allocate CSP's to Barrage Missions, and the non-Phasing Player may allocate CSP's to Final-Protective-Fire.

Whenever assigning CSP's to a mission, the CSP's allocated should be moved from the Unused box of the CSP Allocation and Use Display to the Used box for the same HQ. CSP's which are already in a Used box may not be allocated to another mission in that Phase. At the end of any Phase in which CSP's are used, the CSP's in Used boxes are moved to the Unused boxes of the same HQ. (Exception: For operational intelligence, see Case 5.13).

Operational Intelligence Mission CSP's are assigned during the Operational Intelligence CSP Allocation Segment (see Case 4.1). Mode Change, Counter-Battery Fire, and Interdiction Missions are assigned by the Player by simply declaring the mission. Barrage and Final Protective Fire Missions must be assigned by simultaneously writing on separate sheets of paper the number and types of allocated CSP's by each Player to a given combat. The numbers are revealed together and may not be altered once revealed.

Counter-Battery Fire: CSP's assigned to a Counter-Battery Fire Mission are assigned to attack a certain hex, out of Friendly Zones of Control, occupied by an Enemy unit. To resolve the mission, use the Counter-Battery Fire Table (8.65). Cross-index the row corresponding to the degree of intelligence of the target unit with the column corresponding to the number of CSP's allocated to the mission. The result is read as a column on the Counter-Battery Loss Table. (8.66). The result of this Table will cause CSP's to be "used" or destroyed (or cause a combat unit to be Engaged and/or to lose T/O Points). Breakthrough markers are placed if the unit is destroyed as a result of losses.

Interdiction: CSP's are assigned to an Interdiction Mission during any Counter-Battery Fire Phase by the Phasing Player. The Player assigning the mission selects a hex of the map which is to be interdicted. This hex may not contain an Enemy unit unless the hex is a road, autobahn, town or city hex. The hex to be interdicted may never contain a Friendly unit. An interdiction marker of the same nationality as the interdicting CSP is placed in the hex with a number of T/O markers which total the number of CSP's interdicting.

If the Enemy unit attempts to enter or begins its movement in an interdicted hex, a determination is made of how many Movement Points must be expended before entering or leaving the hex. This is done by treating the number of CSP's interdicting the hex (which is recorded by using T/O marker) as a positive differential on the Combat Results Table. The interdicting Player uses this differential to resolve a "combat." Only the final result to the defender has any effect, however, and it is interpreted as the number of Movement Points the moving unit must expend. The resulting number of Movement Points is doubled if the unit is in Administrative Mode.

Barrage: CSP's are assigned to a Friendly combat unit during a Movement and Combat Phase by the Phasing Player at the instant that the unit conducts a combat. Once assigned, the CSP's remain available to the unit as long as it continues to be moved. They are then placed in the Used box. Additional CSP's may be assigned to barrage for a unit during subsequent attacks by that unit. All Barrage Missions for a combat must be assigned to an attacking unit before resolving that combat.

Final Protective Fire: CSP's are assigned to a combat unit of the non-Phasing Player during a Movement and Combat Phase at the instant the unit is attacked. Once assigned, the CSP's remain available to that unit as long as the same unit is attacking it. They are then placed in the Used box. CSP's may be allocated to the unit for subsequent combats involving the same attacking unit. If later in the Phase a second Phasing Player's unit attacks the defending unit, new CSP's must be allocated to it for there to be any Final Protective Fire.

Resolving Barrage and Final Protective Fire: In any combat in which either Barrage or Final Protective Fire Missions are allocated, the Phasing Player must resolve these missions before resolving the combat. A Combat Support Differential is calculated by subtracting the number of Final Protective Fire CSP's from the number of Barrage CSP's. The Phasing Player then rolls one die and cross-indexes the row corresponding to the die roll with the column corresponding to the Combat Support Differential on the Support Shift Results Table (8.7) to find the Combat Support result. The intersection of line and column indicates a shift of the Combat Differential. This shift is applied to the Combat Differential in computing the Final Combat Differential of the combat about to be resolved.

Cases:

[8.1] Range Limitations of Combat Support Points. The target hex of any mission to which field artillery, signal, or engineer units are allocated must be within range of the HQ unit to which the field artillery or engineers are currently attached. Air CSP's may be used without regard to the distance between the HQ unit to which they are attached and the target of their missions. Engineer CSP's, only, must trace the range from HQ through hexes not in an Enemy Zone of Control nor occupied by an Enemy unit.

[8.11] Field Artillery CSP's may only be used in missions which are within ten hexes of the HQ unit to which they are currently attached.

[8.12] Engineer CSP's may only be used in Missions which are within five hexes of the HQ unit to which they are currently attached.

[8.13] Signal CSP's used for Electronic Warfare must be within ten hexes of the target unit.

[8.2] HQ Attachment and the Effectiveness of CSP's in Barrage and Final Protective Fire. If the CSP's being allocated to either a Barrage Mission or a Final Protective Fire Mission are currently attached to an HQ unit which does not control the combat unit to which the CSP's are allocated, the CSP's are halved in effectiveness (round fractions up). The controlling HQ is the HQ to which the combat unit is currently attached.

[8.3] Soviet Units and Final Protective Fire. Soviet units in Position Defense Mode may have CSP's allocated to them in a Final Protective Fire Mission. Soviet units in any other mode must be within three hexes of an HQ unit to use attached CSP's in Final Protective Fire. Air CSP's may never be used by the Soviet Player in Final Protective Fire. U.S. units may always use Final Protective Fire.

[8.4] Intelligence and Counter-Battery Fire. A unit must have an Intelligence marker on it to be a target of Counter-Battery Fire.

[8.5] CSP Mission Capabilities Chart (see charts and tables)

[8.6] When CSP's May Be Used. A given eligible CSP may be used only once per Phase. Thus a CSP may be used more than once in a Game-Turn, up to the number of Phases in which it is eligible for use.

[8.61] A CSP is eligible for use in a given Phase if the CSP rules indicate it may be used in that Phase.

[8.62] A CSP may not be used more than once per Phase. This is explained in the CSP rules which describe how each CSP, once used in a Phase, must go from the Unused to the Used box on the CSP Allocation and Use Display. At the end of that Phase, all used CSP's go back to the Unused boxes. (Exception: Operational intelligence, Case 5.13).

[8.63] A CSP may not be used more than the number of times allowed by the CSP Mission Capabilities Chart (8.5). In effect, an artillery CSP can be used a maximum of four times per Game-Turn. That is, it could be used in the Offensive Counter-Battery Phase, Defensive Counter-Battery Phase, and during the Movement and Combat Phase as both Barrage and FPF, either offensive or defensive.

[8.64] HQ units in March Order Mode may use only half their CSP's, rounding fractions down.

[8.65] Counter-Battery Fire Table (see charts and tables)

[8.66] Counter-Battery Loss Table (see charts and tables)

[8.7] Support Shift Results Table (see charts and tables)

[8.8] CSP Effects Summary (see charts and tables)

[9.0] Movement

Commentary: The movement system used in NATO Division Commander attempts to create most of the elements of simultaneous movement without the mechanical complexity and drudgery of truly simultaneous movement. This system uses two elements. First, Combat is a function of movement; that is, each unit is moved individually to the end of its Movement Allowance, and at any time during its movement it may engage in combat by paying a Movement Point cost.

The second element is that when, through combat effects, an Enemy unit is moved out of its original hex, a Breakthrough marker is placed on the vacated hex. The Breakthrough marker, which is nothing more than an additional "terrain feature" which costs additional Movement Points for Friendly units to move into, represents the time delay element so that subsequent Friendly units advancing into that hex will in effect arrive there "after" the original attacking unit (which made its attack and cleared the hex of the Enemy unit). A further development of the Breakthrough concept is the use of the "engaged" rules. This, in effect, adds the concept that a unit can only do one thing in a Game-Turn, that is, if a defending unit in its turn is involved in combat, it loses some or all of its ability to operate in its next Game-Turn since it has already been forced to react to Enemy operations. This makes the concept of initiative very real and very important to the play of the game. If you keep hitting the enemy, he will have little opportunity to turn around and hit you, unless he has reserves, and then it becomes a question of who has the bigger battalions or, in the case of the Russians, who has more battalions.

All of these rules also allow the Player to go on and use such things as Forced March and Fatigue. Fatigue and recovering from Fatigue is particularly important since modern combat operations are expected to proceed at a constant pace day and night. This is all very well, but historical experience has shown that this has its limits and the limits are basically the Fatigue of the units involved. You can do it but you'll have to pay the price when your troops fall asleep on you.

General Rule: A unit's mode determines its Movement Allowance. During his Movement and Combat Phase a Player may move as many or as few of his units as he desires. Movement is calculated in terms of Movement Points. Basically, one Movement Point is expended for each clear terrain hex a unit enters; other terrain (except road or Autobahn hexes) costs more than one Movement Point to cross or enter. These effects are summarized on the Terrain and Movement Effects Chart (9.7). Each unit may be moved as many hexes as desired as long as its Movement Allowance is not exceeded. A unit's Movement Allowance depends on its current mode and whether the unit is using Forced March. A unit's movement is affected by Enemy Zones of Control (see Section 10.0). Breakthrough markers also influence the number of Movement Points needed to move a unit into a hex (see Case 9.3). During the Movement and Combat Phase, if a Phasing Player's unit is currently fatigued, the Player may rest the unit in order to reduce its level of Fatigue. Units which are being rested may not move or engage in Combat (see Case 9.6).

Procedure: During the Movement and Combat Phase of his Player-Turn, each Player moves his units or designates units which are resting, one unit at a time, in order of regiment or brigade affiliation. This means that all movement and combat of a regiment or brigade's units must be completely resolved for the Movement and Combat Phase before proceeding to any units in another regiment or brigade. A Player may choose which regiment or brigade he moves first.

Movement: The Player moves each unit by tracing a path of hexes through the map grid, hex by hex. As each hex is entered the unit must expend the appropriate number of Movement Points, dependent on the terrain in the hex. The Movement Track should be used to keep a record of how many Movement Points remain of the unit's Movement Allowance of the unit. As each unit begins its movement, the Player should place the Movement marker on the space of the track corresponding to the unit's Movement Allowance. As Movement Points are expended, the Player should move the Movement marker along the track the number of spaces required. This way, as combats are executed, there is a record of the number of Movement Points remaining for the attacking unit. When a unit has ceased its movement, the Phasing Player must check for the effects of Fatigue on that unit.

Rest: The Phasing Player may rest a unit by simply indicating that he is doing so. Engaged units, unfatigued units (i.e., units with no Fatigue level), or units committed to Forced March may not rest. Any unit which is resting immediately has its Fatigue Level reduced by two.

Cases:

[9.1] Movement Restrictions and Inhibitions

[9.11] A Friendly unit may never enter a hex occupied by an Enemy unit, nor may a unit end its movement in, or make an attack from, a hex occupied by a Friendly unit. A unit may move through other Friendly units at no Movement Point cost (Exception: see Case 9.2).

[9.12] Movement may take place only during a Friendly Movement and Combat Phase. Combat also occurs during this Phase; units must expend Movement Points in order to attack (see Section 11.0).

[9.13] Units with insufficient Movement Points to meet terrain costs for a hex may not be moved into the hex. Units with a Movement Allowance of zero may not be moved at all.

[9.14] A unit's total Movement Allowance may never be exceeded in any one Movement and Combat Phase. All, some, or none of a unit's Movement Allowance may be expended in each Friendly Movement and Combat Phase. Unused Movement Points may neither be saved to be used in another Movement and Combat Phase, nor be transferred to another unit.

[9.15] Units do not require Staff Points in order to move. Once a unit has entered a mode, it continues to have the Movement Allowance of that mode.

[9.16] A combat unit in Double or Triple Zone (DZ or TZ) Mode (and its detachment units) may be moved individually within the restrictions of Case 7.32, but any movement by any of the component units consumes Movement Points from the Movement Allowance of the core unit.

Example: A unit in Double Zone Mode may expend all 40 Movement Points by movement of the core unit, or one detachment may expend 14 Movement Points, while the core unit may expend 16 Movement Points and the remaining detachment expends 10 Movement Points. Note: At all times the detachment units must be within two or three hexes (depending on the mode) of the core unit.

[9.2] Terrain Effects on Movement

The presence of terrain within a hex or on a hexside may require a unit entering the hex to expend more than one Movement Point, or may prohibit the unit from entering the hex altogether.

[9.21] Road movement is permitted at a cost of 1/2 Movement Point per hex entered, as long as the unit using the road Movement Point cost enters each hex across a hexside with a main road or Autobahn crossing it. Otherwise the unit expends the Movement Point cost of the other terrain in the hex. A unit may not use the road Movement Point cost for a main road if the hex being entered is occupied by a Friendly unit or if the hex being entered is adjacent to a hex containing the same Main Road occupied by a Friendly unit or if the hex being entered contains a Rubble marker. Moving along the Autobahn is always at the road movement cost, regardless of the presence of Friendly units.

[9.3] Effects of Breakthrough on Movement. Breakthrough markers are placed on hexes vacated by units which are retreated or eliminated as a result of combat (see Case 11.53) and have an effect on movement during the remainder of the Phasing Player's Turn.

[9.31] The hex containing and all hexes adjacent to a Breakthrough marker constitute a Breakthrough Zone. Each unit which is moved into any hex of a Breakthrough Zone must expend 5 additional Movement Points to enter the hex. This penalty is expended for each hex of a Breakthrough Zone through which a unit is moved.

[9.32] If a hex falls within more than one Breakthrough Zone, any unit which is moved into the hex must expend 5 Movement Points for each Breakthrough Zone which extends into the hex.

[9.33] The presence of a Breakthrough Zone does not affect a unit's Zone of Control, whether Enemy or Friendly.

[9.34] Combat units force marching or in Administrative Mode may not move into a Break-through Zone hex (see also 9.43).

[9.4] Forced March. During the Mode Change Phase, the Phasing Player declares whether any units are forced marching and designates them by placing either a Forced March, Level 1, or Forced March, Level 2 Marker on the units which will be Forced Marched. Breakthrough Zones have an effect on units using Forced March (see Case 9.43). Units in Forced March Level 1 receive a movement bonus of 1/2 their Movement Allowance (e.g., 10 Movement Points become 15). Units in Forced March Level 2 double their Movement Allowance (e.g., 10 Movement Points become 20).

[9.41] Units which are using Forced March, Level 1 must check for Fatigue using column 3 of the Fatigue Table. Units using Forced March, Level 2 must check for Fatigue using column 4 of the Fatigue Table. Units check for Fatigue before using their additional Movement Points.

[9.42] Soviet units may not use Forced March until the Game-Turn after either a Soviet unit is moved into a hex adjacent to a U.S. unit or the Soviet Player achieves Level 3 or Level 4 Operational Intelligence on a U.S. unit. Exception: A scenario may indicate that Soviet units may enter the map in Forced March.

[9.43] A unit being forced marched may not enter a Breakthrough Zone hex.

[9.5] Effects of Engagement on Movement

[9.51] A unit which begins a Friendly Movement and Combat Phase Half Engaged has its Movement Allowance halved.

[9.52] A unit which begins a Friendly Movement and Combat Phase Engaged has its Movement Allowance reduced to zero.

[9.53] Engagement markers are removed during the Housekeeping Phase (at the end of the Player-Turn).

[9.54] See Case 11.54 for conditions which create Engagement or Half Engagement.

[9.6] Resting Units. Units which Rest during a Movement and Combat Phase may not expend Movement Points, nor may they be Half Engaged or Engaged. HQ units may not apply their Staff Points to any Mode changes during the Player-Turn in which they are resting, but they may use their CSP's in the Player-Turn.

[9.61] A unit which is resting in a Movement and Combat Phase immediately reduces its level of Fatigue by two. If the unit is reduced below F1 (Fatigue level one), Fatigue is removed completely.

[9.62] Resting units do not count for adjacency in Combat (see Case 11.24).

[9.7] Terrain and Movement Effects Chart (see charts and tables)

[9.8] Movement Allowance Effects Summary (see charts and tables)

[10.0] Zones of Control

Commentary: As with most games that use Zone of Control, the purpose is to assist in recreating the simultaneity of operations in a sequential movement game. In NATO Division Commander the Zones of Control represent the presence of parts of the controlling units as well as the long range effects of the units' weapons. Save for a small number of exceptions, the Zones of Control are rigid; that is, it is not easy to get out of them except through the effects of combat.

General Rule: The six hexes surrounding any unit (except HQ units in March Order) constitute that unit's Zone of Control. Hexes on which a unit exerts a Zone of Control are called controlled hexes. Unlike other SPI games, the Zone of Control of a unit is not constant. HQ units in March Order Mode have no Zone of Control. During a Movement and Combat Phase, the Phasing Player's units do not have a Zone of Control unless they are designated as Active by the Player. Since several rules rely on using Zones of Control to block lines of communication, (Example: see Case 11.8) the Player should wait until the Phasing Player has a chance to designate his Active units before judging such things. The Zones of Control of Friendly units have no effect on a Player's own units.

Cases:

[10.1] Effects of Zones of Control on Movement and Paths of Hexes

[10.11] A unit which begins its Movement and Combat Phase in an Enemy controlled hex may not move out of the hex in that Phase, except when the unit is in Relief/Infiltration Mode (see Case 10.3). Otherwise, no movement may occur for a unit which, at the beginning of its Movement Phase, is in an enemy ZOC.

[10.12] A unit which moves into an Enemy controlled hex as part of movement may move one hex from an Enemy controlled hex to another Enemy controlled hex at the cost of ten additional Movement Points.

[10.13] Once a unit has been moved into an Enemy controlled hex it may not be moved into an uncontrolled hex (unless the unit is in Relief/Infiltration Mode).

[10.14] If a unit has moved one hex through Enemy Zones of Control it may attack assuming it has sufficient Movement Points to do so, but may not continue moving. In this way, a unit could be moved into a controlled hex, be moved one more controlled hex, then attack and, as a result of the Advance after Combat, be out of Enemy Zones of Control. It could then continue moving on and repeat the procedure all over again.

[10.15] Friendly units do not negate Enemy Zones of Control for tracing paths of hexes (for Transferring CSP's, Case 6.12, or Supply, Section 15.0).

[10.2] Active Units

At the beginning of each Movement and Combat Phase, the Phasing Player must select which of his units will be Active in that Phase, and an Active marker is placed on each. During the Movement and Combat Phase, the only units of the Phasing Player which possess a Zone of Control are the Active units plus the unit currently being moved.

[10.21] A unit which is Active may not rest or expend Movement Points for the entire Movement and Combat Phase. In other words, an active unit may do nothing during the Phasing Player's Movement and Combat Phase except exert its Zone of Control.

[10.22] Active markers are removed during the Housekeeping Phase of each Player-Turn.

[10.3] Units in Relief/Infiltration Mode and Zones of Control

A unit in Relief/Infiltration Mode may enter and leave as many Enemy controlled hexes as it can within its Movement Allowance at no additional Movement Point cost as long as the unit is not moved directly from one Enemy controlled hex to another. Such a unit could be moved from one Enemy controlled hex to another using the procedure outlined in Case 10.12.

[10.4] Relief. Relief occurs between two Friendly units at the owning Player's discretion during any Friendly Movement and Combat Phase. One of these two units, the relieving unit, must be in Relief/Infiltration Mode and may not be in an Enemy controlled hex. The other unit, the relieved unit, must be in an Enemy controlled hex. In addition, the two units must be adjacent to each other.

[10.41] Any number of reliefs may take place during a single Movement and Combat Phase.

[10.42] Neither the relieving nor relieved unit may have expended any Movement Points in the current Movement and Combat Phase prior to performing the relief. The relieving and relieved units switch positions (hexes) at the instant of relief.

[10.43] No Movement Points are expended in a relief operation and the unit being relieved may move normally after the relief. The relieving unit must, however, do nothing further in that Movement and Combat Phase.

[10.44] HQ units and units in Double Zone or Triple Zone Mode may not be involved in a relief.

[11.0] Combat

Commentary: Combat in NATO Division Commander is a function of movement, which is as it should be. The unit can either move or fight. The intensity of combat will have a direct bearing on the duration of the combat, and the duration of the combat has a direct effect on how much time will be left, if any, for the unit to move in a particular turn.

The Combat Results Table is a device for assessing losses on the attacker and/or the defender. The greater the ratio in favor of the attacker, the fewer casualties the attacker will take and the more casualties the defender will take. At the high end of the scale is an overrun result which allows the attacker to put an even greater amount of damage on the defender while using fewer Movement Points. At the low end of the scale there is an Attack Abort Probability, which allows the defender to stop the attacker cold in his tracks. Various elements, in addition to the sheer disparity in combat force between the attacker and defender, will move the resolution of the attack back and forth across the Combat Results Table.

The game shows that there are far more important elements than sheer combat power in determining what sort of attrition a combat will have on the attacker and defender. Going through the combat procedure, Players first encounter the basic difference in Combat Strengths of the attacking and defending units, then there is terrain, and T/O Level, which is the effect of casualty losses modifying the combat strength of both units. The mode that both units are in can have a tremendous effect, often a decisive effect, on the outcome of the battle. The adjacency for both the attacker and defender is primarily a matter of stretching the defender far enough to have an effect on the combat. There is Command Control which can again be catastrophic; and fatigue, another critical element, and surprise, which any student of military history will recognize to be extremely important though rarely severe in games. Combats in NATO Division Commander are involved but they are complete.

General Rules: The Phasing Player's units engage in combat with adjacent Enemy units during the Friendly Movement and Combat Phase by expending Movement Points. The Phasing Player is the attacker, and the non-Phasing Player is the defender, regardless of the overall strategic situation. Only one Friendly and one Enemy unit may participate in combat at any time. Combat is resolved on the basis of the differential between the strengths of the opposing units, modified by a variety of other factors. Results are expressed as reductions in T/O level. Extremely high differentials may result in an Overrun. Extremely low differentials may result in an Attack Abort. Defending units become either Engaged or Half Engaged as a result of combat. When the hex occupied by the defending unit is vacated as a result of combat, a Breakthrough marker is placed in that hex. The owning Player may attempt to retreat his unit to reduce its T/O loss as a result of combat.

Procedure:

The initial combat differential is found by subtracting the Defensive Strength of the defending unit from the Attack Strength of the attacking unit. The differential is modified by each of the following factors to produce the final combat differential. Each of these factors is cumulative and is expressed as a shift of the differential. A shift is either an addition to or subtraction from the Combat Differential. Players should use the Combat Differential Track to keep a record of the changes to the differential as the factors are included:

A. Surprise: The difference between the attacking and defending unit's Intelligence Level (see Case 11.28).

B. Terrain: The terrain in the hex occupied by the defending unit, or on the hexside the attacking unit is attacking through, may cause the combat differential to be shifted in favor of the defender. (Case 11.21).

C. T/O: The Players now modify the combat differential for T/O Levels (Case 11.22).

D. Mode: The Players should modify the Combat Differential on the basis of the Mode Combat Shift Matrix (Case 11.23; see also 7.6).

E. Adjacency: The Players should modify the Combat Differential for adjacent units (Case 11.24).

F. Command Control: The Combat Differential should be modified by the effects of being Out of Command Control, if applicable (Case 11.25).

G. Unprepared Attack: A Player may choose to expend fewer Movement Points than normal to have Combat (Case 11.12).

H. Fatigue: The Combat Differential should be modified by the effects of Fatigue (see Case 11.26).

I. Combat Support: Players should apply the effect of Combat Support (as it was found in the Support Shift Results Table, 8.7), to the Combat Differential (Section 8.0).

J. Weather: Weather conditions during the Game-Turn may affect the Combat Differential (see Case 14.2).

K. Chemical Warfare: (Optional) Players should modify the Combat Differential to reflect the impact of Chemical Warfare (see Section 16.0).

L. Electronic Warfare: (Optional) Players should modify the Combat Differential to reflect the impact of Electronic Warfare (see Section 17.0).

M. Division Commander: (Optional) The Players should modify the Combat Differential for the command influence of the Division Commander (see Section 19.0).

N. Subordinate Commanders: (Optional) The Players should modify the Combat Differential for the command influence of Subordinate and Battalion Leadership (see Section 20.0).

O. Neutron Warhead: (Optional) If the defending Player chooses to use a Neutron Warhead, the Combat Differential is adjusted. See Case 18.3.

P. Ammunition Depletion: See Case 11.8.

If the Final Combat Differential is −5 or less, the attacking Player must check for the possibility of attack abort. If the final combat differential is +7 or more, the attacking Player must check for the possibility of overrun. If neither attack abort nor overrun occur (or if the Final Combat Differential is between −4 and +6), the attacking Player then rolls one die on the Basic Combat Results Table (11.93), cross-indexing the line indicated by the result of the die roll and the column indicated by the final combat differential. If the final combat differential is less than −4, treat it as −4. If the final combat differential is greater than +6, treat it as +6. The result in the Basic Combat Results Table is a code letter and number which indicates a column of the Modified Combat Results Table. The attacker rolls one die again, using the result of this roll to indicate a line on the Modified Combat Results Table (11.94) and cross-indexing it with the column indicated by the result of the Basic Combat Results Table to obtain the final combat result. Note that some combat results affect both attacking and defending units. The results are applied immediately, to the defending unit first if both are affected.

Cases:

[11.1] Movement Point Costs and Conditions of Combat

[11.11] The Phasing Player, only, may conduct attacks with his own units during the Friendly Movement and Combat Phase. Each attacking unit must expend 10 Movement Points to attack a unit for the first time in a given Movement and Combat Phase. Additional attacks by an attacking unit against the same defending unit are made by expending 5 additional Movement Points. (Exception: See Case 11.43).

[11.12] The Phasing Player may choose to expend only 5 Movement Points by an attacking unit in the initial attack against a defending unit. This is called an unprepared attack. Any unprepared attack will have a −2 Shift applied to the Combat Differential used to resolve the attack. Only the initial attack by one unit against another may be an unprepared attack.

[11.13] All attacks on HQ units may be made by expending only 2 Movement Points.

[11.14] Attacking is completely voluntary. Units are never compelled to attack. Units may attack the same or different units more than once, up to the limit of their Movement Allowance.

[11.15] Attacking units which retreat by option or force as a result of combat cannot expend any more Movement Points (may not be moved further in that Movement and Combat Phase and may not attack any more).

[11.16] Only one attacking unit and one defending unit may participate in any combat, regardless of the presence of adjacent units. Units adjacent to units in combat only provide a shift to the combat differential, but are never affected by the result of a combat.

[11.2] Effects of Terrain, T/O, Mode, Adjacency, Command Control, Fatigue and Surprise on Combat

[11.21] Terrain Effects. The terrain in the hex occupied by the defending unit in a combat, and/or the hexside through which the attacking unit is attacking may have an effect on the combat differential. The effect of each type of terrain on the combat differential is listed in the Terrain and Movement Effects Chart (9.7).

[11.22] T/O Effects. A shift equal to the result of subtracting the defender's T/O Level from the attacker's T/O Level is applied to the Combat Differential.

[11.23] Mode Effects. The modes of the units involved in a combat have an effect on the combat differential. The attack shift of the mode of the attacking unit (found on the Mode marker) and the defense shift of the mode of the defending unit (also on the Mode marker) are both applied to the Combat Differential. The Mode Combat Shift Matrix (7.6) provides the net shift difference between attacker and defender.

[11.24] Adjacency Effects. The combat differential is modified by the presence of units adjacent to the units involved in the combat. The combat differential is modified by a +2 Shift for each combat unit of the attacker adjacent to the defending unit, other than the attacking unit itself. The combat differential is modified by a −1 Shift for each combat unit belonging to and adjacent to the defender, other than the defending unit itself. Resting units, headquarters and units in Double Zone or Triple Zone mode have no effect on the combat differential because of adjacency. Defender adjacent units do not have to be adjacent to the attacker or attacker adjacent units to obtain the adjacency shift.

[11.25] Command Control Effects. If the attacking unit in a combat is out of command control, the combat differential must be modified by a −8 shift. If the defending unit is out of command control the combat differential is modified by a +4 shift. If both the attacking and defending units are out of command control, the net shift is −4 to the attacker.

[11.26] Fatigue Effects. The fatigue status of the units participating in a combat will shift the combat differential.

[11.27] Fatigue Combat Effects Chart (see charts and tables)

[11.28] Surprise Effects. There is an additional shift usually in favor of the attacker as a result of the element of surprise. Surprise is measured by the difference between the attacker's and defender's current Intelligence Levels. See the Surprise Shift Chart (Case 11.29) for exact shift.

[11.29] Surprise Shift Chart (see charts and tables)

[11.3] Attack Abort. If the final combat differential is −5 or less, the attacking Player must refer to the Attack Abort Table (11.91) and roll the die on the appropriate differential column.

If an attack abort result occurs, the defending unit is unaffected. The attacking unit is immediately retreated (using Retreat Rules in 11.6) one hex and has its T/O Level reduced by two. A unit which suffers attack abort must stop and expend no more Movement Points in that Phase.

[11.4] Overrun. If the final combat differential is +7 or greater, the attacking Player must refer to the Overrun Table (11.92). The Attacker rolls one die, cross-indexing the row corresponding to the number rolled with the column corresponding to the Final Combat Differential to find the result. If the Final Combat Differential is greater than +12, use the +12 column of the Overrun Table.

[11.41] If there is no overrun called for on the Overrun Table, the Attacker must return to the normal combat resolution procedure.

[11.42] If there is an overrun, the defending unit is immediately retreated one hex and its T/O is reduced by two. The attacking unit may immediately advance into the vacated hex (see Case 11.65). After an overrun result occurs, the attacking unit and the defending unit involved in the overrun gain a special overrun status for the remainder of the attacking unit's movement.

[11.43] When the attacker has gained an overrun result against the defender, the attacking unit may ignore the Zone of Control of the defending unit. The attacking unit may also make additional attacks against the defending unit by expending only 2 Movement Points to do so (this is an exception to Case 11.11). This applies only to the attacking unit which made the overrun in the first place, and then may be applied only to the defending unit which was overrun.

[11.44] If the defending unit is prevented from retreating due to the presence of other units, impassable terrain, and/or Enemy Zones of Control, the defending unit takes an additional reduction of two to its T/O Level. If the defending unit could not retreat because it has a zero Movement Allowance, there is no such T/O loss (Prepared Defense only).

[11.5] Explanation of Combat Results. If the Final Combat Differential is between −4 and +6, roll on the appropriate column of the Basic Combat Results Table (11.93). The combat result indicates the maximum number of T/O Levels the affected unit is to be reduced. Each Player has the option, when suffering a combat result, of attempting to retreat the affected unit one hex.

[11.51] When a unit is retreated as a result of final combat results, the number of T/O Levels the retreating unit is reduced by is lowered by one. Thus if the result was a 1, the retreat would reduce that to no T/O Levels reduced, while a 2 result would, if the unit is retreated, incur only one T/O Level reduced. Note that the retreat resulting from an attack abort or overrun is in addition to the number of T/O Levels the unit is reduced by.

[11.52] All Combat units at full strength have a T/O Level of six. All HQ units have a T/O Level of zero. The Scenario may instruct the Players to set the T/O Level to other than six. The T/O Level may be reduced to zero. If the T/O Level is reduced below zero for any unit, that unit is eliminated from play.

[11.53] If as a result of combat the defending unit is retreated or eliminated, a Breakthrough marker is placed in the hex formerly occupied by the defending unit. Breakthrough markers define a Breakthrough Zone which has an effect on movement for the remainder of the Player-Turn (Case 9.3). Breakthrough markers are removed during the Housekeeping Phase of each Player Turn.

[11.54] After the resolution of a combat, if the defending unit did not suffer a retreat or T/O loss a Half Engaged marker is placed on the unit. If the defending unit suffered a retreat or T/O loss, an Engaged marker is placed on the unit.

[11.55] If a unit in Double or Triple Zone Mode is eliminated, Breakthrough markers are placed in each hex occupied by the detachment units, as well as by the core unit.

[11.56] After any combat in which the attacking unit or the defending unit is located in a city hex, a Rubble marker is placed in the city hex. If the hex already contains a Rubble marker, a second need not be placed in the hex. Combat in the fortress of Ziegenhain does not create rubble.

[11.6] Retreat and Advance After Combat

Under certain circumstances, units may be retreated as a result of combat, attack abort, or overrun. Retreats as a result of combat are always voluntary, at the option of the owning Player. Whether the unit may actually be retreated depends on the T/O Level of the unit. A unit may never be retreated more than one hex per combat result.

Procedure: If a Player wishes to retreat a unit to avoid a T/O loss, he must roll one die. He then subtracts one from the number rolled for each friendly unit which is adjacent to the opposing unit involved in the combat. If the modified number is greater than or equal to the T/O Level of the unit (before removing any T/O losses as a result of the combat), the unit may not retreat and must accept all combat results as losses to T/O Level. If a one is rolled, the unit may always retreat regardless of its current T/O Level. If a six is rolled, the unit may not retreat regardless of its current T/O Level.

[11.61] Units in Double or Triple Zone Mode do not affect the die roll in the preceding Procedure.

[11.62] When performing a retreat, the owning Player moves the unit being retreated one hex. He may freely choose which adjacent hex to move the unit to, within the following restrictions. A unit may never be retreated into any hex already occupied by another unit. A unit may never be retreated into an Enemy Zone of Control. A unit, also, may not be retreated into a hex or across a hexside, which it is prohibited from entering (or crossing). See the Terrain and Movement Effects Chart (9.7).

[11.63] HQ units may never retreat as a result of combat.

[11.64] A unit in Position Defense mode which obtains a retreat result is changed to Hasty Defense mode immediately upon retreating. A unit in either Hasty Defense or Reserve mode which is retreated is changed to Tactical Movement mode after retreat. These changes do not cause fatigue and do not require the expenditure of Staff Points.

[11.65] If as a result of combat (either by a unit being retreated or eliminated) the hex occupied by the defending unit becomes vacant, the attacking unit may move into the hex immediately. This is termed an advance after combat. The unit which advances into the hex does not expend any Movement Points to do so. The attacking Player must exercise this option immediately or cease expenditure of Movement Points for the unit for that Movement and Combat Phase.

[11.66] If an attacking unit retreats as a result of combat, the unit may not be moved further in that Movement and Combat Phase.

[11.7] Detachment and Headquarters Combat

[11.71] The detachment units employed by Combat units in Double and Triple Zone Mode represent the extension of the core unit rather than the creation of several new units. Each detachment, when involved in combat, attacks or defends with the T/O Level of the core unit. Losses in T/O Level sustained by detachments are subtracted from the core unit T/O Level.

[11.72] Detachment units may never retreat as a result of combat beyond two hexes for Double Zone, or three hexes for Triple Zone mode, from the core unit. If the only available hexes which would otherwise be legal to retreat into are beyond those distances from the core unit, then the detachment units must take T/O losses; they may not retreat.

[11.73] HQ units may not attack. HQ units have a Defensive Combat Strength of one and a T/O Level of zero. HQ units may never retreat as a result of combat, except overrun. When attacking HQ units, an attacking unit only expends two Movement Points to attack.

[11.74] Whenever an HQ unit suffers a combat result (except for Counter-Battery Fire), the number of the result is doubled (i.e., 1 becomes 2 and 2 becomes 4). See Case 6.8 for how losses are extracted from HQ units.

[11.75] Overrun results against HQ units do not further double the losses because the HQ cannot retreat (because of the presence of other units, impassable terrain, and/or Enemy Zones of Control). If an HQ unit is overrun its losses are still only double that printed on the Combat Results Table.

[11.8] Ammunition Depletion. At the end of each Player-Turn in which a unit has participated in combat (as either attacker or defender) and in which the unit cannot trace a line of hexes free of Enemy units and Zones of Control to its HQ, the unit has a possibility of depleting its ammunition (Note: Players may wish to mark these units with a blank counter). Whenever a unit has a possibility of depleting its ammunition, the owning Player rolls one die, and if a six results, the unit is considered ammunition depleted. The owning player immediately places an Ammunition Depleted marker on the unit.

[11.81] Units which have Ammunition Depleted markers may not attack under any circumstances.

When defending, units which have Ammunition Depleted markers suffer a +3 Combat Shift.

[11.82] The Ammunition Depleted marker is removed from a unit at the instant the unit is able to trace a line of hexes free of Enemy units and Zones of Control to its HQ.

[11.9] Combat Results Tables and Combat Effects Summary

[11.91] Attack Abort Table (see charts and tables)

[11.92] Overrun Table (see charts and tables)

[11.93] Basic Combat Results Table (see charts and tables)

[11.94] Modified Combat Results Table (see charts and tables)

[11.95] Combat Differential Effects Summary (see charts and tables)

[12.0] Fatigue

Commentary: Fatigue, in NATO Division Commander, is nothing more than the troops falling asleep at the wheel as they go through extended periods of operations without getting any rest. Often overlooked in games, it is an extremely critical element, especially at this level of operations. The Fatigue element is made more critical because of the anticipated nature of the combat in Europe in the future. The Soviets make no secret of their desire to keep combat operations going 24 hours a day. If they attempt to do this, NATO must attempt to match them. You will get a good idea of some of the likely results when using the Fatigue rule.

General Rule: Whenever a Player attempts to change the mode of a unit, or whenever he moves a unit, the unit must suffer the accumulated effects of fatigue. The degree of fatigue suffered depends on the current Fatigue Level of the unit as well as the action performed which is causing the fatigue. The Fatigue Level of a unit may be reduced by resting the unit during a Friendly Movement and Combat Phase.

Procedure: Whenever a unit must be checked for the effects of fatigue, the owning Player should refer to the fatigue procedure. If the unit is being checked for fatigue as a result of a mode change attempt or a movement, then the unit's current Fatigue Level has an effect on the further accumulation of fatigue. If the unit is being checked for fatigue as a result of forced march movement, then only the Forced March Level affects the impact of fatigue.

The Player must always use the Fatigue Table (12.4) in checking for the effects of fatigue when the unit has achieved a Fatigue Level (0-3). He rolls one die. The row of the Fatigue Table corresponding to the number rolled is crossed-indexed with the column of the Table indicated by the type of action causing the fatigue (and for movement and mode changing the current unit Fatigue Level). The result is found in the intersection of row and column on the table. Any effects are applied immediately. Unfatigued units always go to Fatigue Level "0" (by flipping the combat unit counter over) after they expend Movement Points in a turn.

Cases:

[12.1] Recording Fatigue Status. Fatigue markers are provided to record the Fatigue Level of units. Note that "F0" Fatigue markers are provided only for HQ units. Combat units are flipped over to signify that they are in Fatigue Level Zero. As a unit's Fatigue Level changes, the appropriate Fatigue marker should be placed on the unit (or the unit should be flipped over if it is a Combat unit changing to Fatigue Level Zero). All of the relevant effects of a Fatigue Level take effect when the corresponding Fatigue marker is placed on the unit.

[12.2] Effects of Fatigue. The effects of Fatigue vary with the Fatigue Level. Fatigue Level Zero has no effect on a unit except for the further accumulation of fatigue. Fatigue Levels 1 through 3 have an effect on the Combat Differential for any unit involved in Combat and currently at those Fatigue Levels (see Case 11.26).

[12.21] All units in Fatigue Level 3 have their Movement Allowances halved, fractions rounded down and, during the Friendly Mode Change Phase, may only make one mode change attempt.

[12.22] In addition to Case 12.21, HQ units in Fatigue Level 3 have their Staff Point Allowance halved, fractions rounded down, and all CSP's attached to the HQ are halved in effectiveness (round fractions down). CSP's are not affected by Fatigue until Level 3. Staff Point Allowances are not affected by Fatigue until Level 3.

[12.3] Checking for Accumulated Fatigue and Applying Results

Units being checked for fatigue as a result of a mode change attempt or movement (not forced march), must use the Fatigue Table only if the unit currently is in some Fatigue Level (zero through three); otherwise, the unit is merely placed in Fatigue Level Zero and no further fatigue results from the action. Units using forced march must always use the Fatigue Table.

[12.31] The results from the Fatigue Table are expressed as additions to the current Fatigue Level of the unit. If the Fatigue Table is used and the unit being checked has no current fatigue (this could only happen if the unit were using forced march), then any results are applied as if the unit were in Fatigue Level Zero.

[12.32] If as a result of checking for the effects of fatigue, the additional result from the Fatigue Table would increase the Fatigue Level over 3, then the Fatigue Level is set at 3 and any difference between the result and three is deducted as a T/O loss to the unit. If the number of T/O Points lost are greater than the T/O Level of the unit, the unit is eliminated and no further effects are applied.

[12.4] Fatigue Table (see charts and tables)

[12.5] Fatigue Net Effects Chart (see charts and tables)

[13.0] Unit Breakdown and Recombination

Commentary: At one point we were going to make it possible for all maneuver units to breakdown into companies. As it turned out, using the current NATO Division Commander system, this did not bestow any advantage on either side. The smaller units were easily chopped up and tossed aside thus making it unpopular to break down anything but the reconnaissance units. It would be possible, however, for Players to use the breakdown of non-reconnaissance units simply by following the model established by the cavalry units, and making your own counters.

General Rule: U.S. armored cavalry squadrons are capable of breaking down into four troops. Soviet reconnaissance battalions are capable of breaking down into three companies. In some scenarios, these units may be deployed or required to enter already broken down.

Procedure: Unit breakdown or recombination occurs at the end of each Player's Turn during the Housekeeping Phase. Only the Phasing Player may break down his own units. There is no cost in Staff Points or Movement Points to break down or recombine. Units breaking down or recombining must be in either Administrative Movement (AM) or Tactical Movement (TM) Mode.

Breakdown: Upon a unit's breaking down, the original unit is removed, one of the new lower echelon units is placed in the hex occupied by the original unit, and the additional new units are placed in hexes adjacent to the original unit's hex at the discretion of the owning Player. New units produced by breaking down a higher echelon unit may not be placed in a hex with another unit. If there are not enough unoccupied hexes adjacent to the original unit to place all the lower echelon units, the unit may not break down.

Recombination: All units to be recombined must be adjacent to an unoccupied hex (that all are next to). All units created when the higher echelon unit was broken down, which have not been eliminated, must be recombined at one time. The owning Player selects one hex, occupied by a recombining lower echelon unit, to place the higher echelon unit in. At the same time all lower echelon units being recombined are removed from the map.

Cases:

[13.1] T/O and Fatigue Levels of Lower Echelon Units. When breaking down, the T/O Level and Fatigue Level of all new units are set at the same as the T/O Level and Fatigue Level of the original unit.

[13.2] T/O and Fatigue Levels of Higher Echelon Units. When recombining, the T/O Level of the higher echelon unit is set equal to the sum of all the T/O Levels of the units being recombined divided by the original number of units broken down to (fractions rounded down). The Fatigue Level of the recombined unit is set equal to the highest Fatigue Level of any of the units being recombined.

[14.0] Weather and Night

Commentary: Bad weather, strangely enough, seems to favor the attacker over the defender. This is contrary to much World War II experience where it was observed that the disorientation forced upon the attacker as he moved to the attack in bad weather far outweighed any advantage he might gain. Most armies have made considerable strides in terms of training, doctrine, and equipment for fighting at night and in bad weather. In addition, the defense is much more dependent on the use of long-range anti-tank weapons than it was in World War II. All this conspires (we estimate) to make night and bad weather the attacker's friend.

Procedure: At the beginning of each Morning Game-Turn, one Player rolls two dice, cross-indexing the result with the season of the year on the Fog Determination Table (14.4) to find the fog result for that morning Game-Turn. At the beginning of any Game-Turn in which there is no Fog, or in the fall season even if there is fog, one of the Players rolls two dice and cross-indexes the result with the season of the year on the Precipitation Determination Table (14.5) to find the Precipitation Result. All weather lasts only one Game-Turn and Players must roll for weather at the beginning of each Game-Turn, regardless of whether there were any weather effects in the previous Game-Turn.

Cases:

[14.1] Movement Effects of Weather and Night. All movement effects are expressed as increases to the cost to enter or cross terrain while the given weather is in effect. All Movement Point cost effects of weather and night are cumulative; that is, if there is precipitation during a night Game-Turn during the summer, then all off-road Movement Point costs would be doubled, except for units in Tactical Movement, Administrative Movement, or March Order modes which would expend four times the Movement Point costs for offroad Movement.

[14.11] Movement Effects of Night. The Movement Point cost of terrain for combat units deployed in Tactical Movement or Administrative Movement mode and HQ units deployed in March Order mode are doubled during night Game-Turns.

[14.12] Movement Effects of Fog. The Movement Point cost of terrain for all units is doubled during Game-Turns in which there is fog.

[14.13] Movement Effects of Precipitation. The Movement Point cost of non-road terrain for all units is doubled during Game-Turns of spring, summer or fall in which there is precipitation. The Movement Point cost of all terrain for all units is doubled during any winter Game-Turn in which there is precipitation.

[14.2] Combat Effects of Weather and Night. In any night or fog Game-Turn the following adjustments are made to all combats (shifts on the combat differential):

ConditionShift
Night+1
Fog+1
Rain+2

The effects are cumulative. These effects favor the attacker because the defender's long range weapons lose much of their advantage.

[14.3] Effects of Weather and Night on Air CSP's. During any Game-Turn in which there is night, fog or precipitation, both Players must designate a portion of their air CSP's as grounded. Grounded CSP's may not be used during the Game-Turn in which they are grounded. Players designate the grounded CSP's during the Weather Determination Phase just after weather has been determined for the Game-Turn.

[14.31] Effects on U.S. Air CSP's. The U.S. Player must designate at least 50% of all his air CSP's as grounded, at his choice, during Game-Turns in which he must ground air CSP's.

[14.32] Effects on Soviet Air CSP's. The Soviet Player must designate at least 80% of his air CSP's as grounded, at his choice, during Game-Turns in which he must ground air CSP's.

[14.33] Grounded Air CSP's and Transfer (Soviets only). Grounded Soviet Air CSP's may not be transferred from the HQ to which they are assigned in a Game-Turn in which they are grounded.

[14.4] Fog Determination Table (see charts and tables)

[14.5] Precipitation Determination Table (see charts and tables)

[15.0] Ammunition Supply (Optional Rule)

Commentary: Strategically the war in Europe may be one of ammunition shortages. For individual operations such as those covered in NATO Division Commander, the biggest problem is just moving the stuff around and putting it where it is most needed. Given the fact that NATO is operating in it's own territory and closer to its supply of ammunition, resupply is less of a problem. The Soviets are in a more precarious position since they are advancing and carrying everything they need with them. Still the problem is just moving the stuff around. It's also more paper work to keep track of, and nobody likes logistics primarily for that reason. This is why it is an optional rule.

General Rule: The number of counter-battery fire, interdiction, barrage and final protective fire missions in which field artillery and air CSP's may be used during the game is limited by the number of Ammunition Points available. For each air or field artillery CSP which is used in a counter-battery fire, interdiction, barrage or final protective fire mission, one Ammunition Point must be removed from the Ammunition Points Available to the HQ to which the CSP is attached. If the Ammunition Points Available to the HQ are zero, then none of that HQ's air or field artillery CSP's could be used in the above listed missions. Ammunition Points may be transferred during the Asset Transfer Phase just as CSP's are transferred, except that only a limited number of Ammunition Points may be transferred in any Asset Transfer Phase. Ammunition may be resupplied for the U.S. Player by using the DISCOM divisional HQ unit, unless that unit has been eliminated from play. The position of Enemy units and Zones of Control may inhibit the transfer of Ammunition Points between two HQ units.

Procedure: During the Asset Transfer Phase of each Player-Turn, the Phasing Player may transfer Ammunition Points from one HQ to any other HQ in the same division. To perform the transfer, simply reduce the number of Ammunition Points available to one HQ and increase the Ammunition Points Available to the other HQ by the same amount.

Cases:

[15.1] Transfer of Ammunition Points. Whenever a field artillery or air CSP is transferred from one HQ unit to another, one Ammunition Point is transferred with the CSP. However, if the HQ the CSP is being transferred from has no Ammunition Points, then no Ammunition Point is transferred with the CSP. Additional Ammunition Points may be transferred from one HQ to another, but the number of Ammunition Points being transferred in one division is limited.

[15.11] No more than 10 Ammunition Points, other than Points being transferred with CSP's, may be transferred within each Soviet division in any one Asset Transfer Phase.

[15.12] No more than 20 Ammunition Points, other than points being transferred with CSP's, may be transferred within each U.S. division in any one Asset Transfer Phase.

[15.13] To be transferred, a line of hexes which are passable to the movement of combat units and which are free of Enemy units and Zones of Control must exist between the two HQ units involved in the transfer of Ammunition Points.

[15.2] Resupply of Ammunition Points. The DISCOM HQ automatically replaces any Ammunition Point transferred out of it. Thus, whenever an Ammunition Point is transferred out of DISCOM, for any division, the Ammunition Points available to DISCOM is not reduced. If the DISCOM HQ unit of a division is eliminated, regardless of whether it is subsequently reconstructed, that division loses its resupply capability for the remainder of the game.

[16.0] Chemical Warfare (Optional Rule)

Commentary: Chemical warfare may be the most potentially decisive element in a future war in Europe. The Soviets have trained hard and extensively with the use of chemical weapons both offensively and defensively. Most NATO armies are starting to catch up. Chemicals are basically rather humane weapons. They cause far fewer fatal casualties than any other type of weapon, but because of their nature, much of their effect is psychological. You can not hide from chemical weapons. The defensive measures, such as masks and special clothing, tend to make life uncomfortable. Indeed, it is recognized that one of the biggest effects of gas warfare will be to slow down the tempo of operations. Gas is a very indiscriminate weapon and, based on World War I experience, it is expected that even the attacking force going through its own gas areas may suffer as high as 10 per cent casualties if they do not exercise extreme caution. This caution usually translates into slower speed. Because the psychological factor is so unknown, we have included the provision for catastrophic effects of gas. Again this is one element that can turn the entire operation around. It won't be the first time that gas warfare has done just that.

General Rule: Players may designate any counter-battery fire, interdiction, barrage or final protective fire mission performed by field artillery or air CSP's as a mission delivering gas. Either persistent or non-persistent gas may be delivered in such a mission, except for interdiction missions which may only deliver persistent gas. The U.S. Player may not use gas until the Soviet Player has used gas in some mission. In addition, only the Soviets have stockpiles of persistent gas, so only the Soviet Player may use persistent gas in any mission. Using gas in a barrage or final protective fire mission has the affect of shifting the combat differential in the favor of the Player using gas. Counter-battery fire missions which deliver gas are more effective than counter-battery fire which doesn't. Persistent gas delivered in an interdiction mission enhances the effects of the interdiction as well as places a persistent gas counter in the hex interdicted.

[16.1] Persistent Gas. Whenever persistent gas is delivered in any mission, two Persistent Gas markers are placed in the target hex of the mission. One marker is removed during the Housekeeping Phase of the Player-Turn (this insures that persistent gas remains at least one full turn). No more than 3 Persistent Gas markers may be placed on a hex at one time, and no more than two may be placed on a hex in one turn.

[16.11] Soviet units moving into or moving or attacking out of a hex which contains or is adjacent to a Persistent Gas marker must expend double the Movement Point costs for all such actions.

[16.12] U.S. units moving into or moving or attacking out of a hex which contains or is adjacent to a Persistent Gas marker must expend triple the Movement Point costs for all such actions.

[16.2] Non-Persistent Gas Delivered in Barrage Missions. The effectiveness of gas delivered in a barrage mission is expressed as a shift of the combat differential. This shift is in addition to any shift produced by Combat Support Points. The magnitude of the shift depends on how many Game-Turns the Soviet or U.S. Player has used Chemical Warfare.

[16.21] Gas delivered by a barrage mission of the Soviet Player produces a +5 shift on the first Game-Turn that the Soviet Player uses gas in any mission. The shift is +3 on the second Game-Turn the Soviet Player uses gas in any mission, and the shift is +1 on any Game-Turn after the second.

[16.22] Gas delivered by a barrage mission of the U.S. Player produces a +2 Shift on the first Game-Turn that the U.S. Player uses gas in any mission. The shift is +1 on any subsequent Game-Turn in which gas is delivered in a barrage mission.

[16.23] Only units with an intelligence level of 3 or 4 may be targeted for a gas attack.

[16.3] Gas Delivered in Final Protective Fire (FPF) Missions. The effectiveness of gas delivered in an FPF Mission is expressed as a shift of the Combat Differential, in the same way that gas delivered in barrage missions affect the combat differential. This shift is in addition to any shift produced by combat support or gas delivered in any barrage. Like gas delivered in barrage missions, the magnitude of gas delivered in FPF missions depends on how many turns the Soviet or U.S. Player has used chemical warfare.

[16.31] Gas delivered by an FPF mission of the Soviet Player produces a −3 shift the first Game-Turn that the Soviet Player uses gas in any mission. The shift is −2 on the second Game-Turn the Soviet Player uses gas in any mission, and after that the shift is −1.

[16.32] Gas delivered by an FPF mission of the U.S. Player produces a −2 shift the first Game-Turn that the U.S. Player uses gas in any mission. The Shift is −1 on any subsequent Game-Turn.

[16.4] Gas Delivered in Counter-Battery Missions. The effectiveness of gas delivered in a counter-battery fire mission is expressed as a shift applied to the combat differential used to resolve the counter-battery fire. The magnitude of this shift depends on how many turns the Soviet or U.S. Player has used chemical warfare.

[16.41] Gas delivered by a counter-battery fire mission of the Soviet Player produces a +3 Shift the first Game-Turn that the Soviet Player uses gas in any mission. The Shift is +2 on the second Game-Turn and +1 on all turns thereafter.

[16.42] Gas delivered by a Counter-Battery Fire Mission of the U.S. Player produces a +2 shift the first Game-Turn that the U.S. Player uses gas in any Mission. The Shift is +1 on all subsequent Game-Turns.

[16.5] Gas Delivered in Interdiction Missions (Soviet Player only). Gas delivered in an interdiction mission must be persistent gas, so that a Persistent Gas marker is placed in the interdicted hex. In addition, the Movement Point costs to enter or leave the interdicted hex is double (this supercedes 16.12). This effect is in addition to any Movement Point costs due to the interdiction (see 8.0).

[16.6] Catastrophic Gas (Optional). If the Players wish to pursue a more pessimistic chemical warfare alternative this rule may be applied. All combat differential shifts because of gas are doubled in magnitude. In addition, all effects of gas (normal or persistent) on movement are doubled.

[16.7] Preparation Detection (Optional). Because of the care taken in the use of gas (and nuclear) weapons it is likely that preparations for their use would be noticed. To reflect this the Player who is going to use gas (or nuclear) weapons must announce preparations for their use at least three Game-Turns before they are used. This announcement is made during the Intelligence Phase of the user's Player-Turn. For example, the Soviet Player would announce in Game-Turn 2 that he will be ready to use gas on Game-Turn 5. In addition, using Players must have Intelligence Level 3 or 4 on target units. Players may, by mutual agreement allow one or both Players to start the scenario with 1, 2 or 3 Game-Turns of preparation.

[17.0] Electronic Warfare (EW)

Commentary: Given modern armies' extensive reliance on communications to use their evermore sophisticated and mechanized weapons, electronic warfare strikes right at the Achilles Heel. Experiments conducted in peace time have shown the loss of command control through the use of electronic warfare to be quite catastrophic in terms of the affected units' ability to function.

At the present time it is problematic who will come off worse in the area of electronic warfare. Whoever does will, in effect, have severe command control problems. Players may adopt one of several alternate hypotheses regarding EW superiority:

  1. The Players may indulge their own opinions as to which side is likely to do better. In this case, EW superiority is conceded to one side and the levels of each side's EW (1 to 6) are assigned by mutual agreement.
  2. Electronic warfare superiority may be randomly determined, if Players wish to play what-if-we-have-it/what-if-they-have-it alternatives. Each Player rolls one die. The number in each case represents that Player's electronic warfare capability.
  3. As in (2), each side rolls a die to obtain EW capability (1 to 6). Both sides employ their Level of capability against their opponent's units without regard to possession of superiority. (Depending on who you listen to, this may be the most likely outcome of EW use.)

General Rule: Electronic warfare attacks are executed either by the Player with EW superiority, or by both Players (if option 3 above was selected). EW attacks can place a unit out of command control, or may reduce the effectiveness of the unit until the end of the next Player-Turn of the target unit's owning Player.

Procedure: Electronic warfare attacks are executed during any Movement and Combat Phase just before barrage and FPF missions are allocated for a combat. At that instant, any Player with an EW superiority or capability may declare that he is making an EW attack against the Enemy unit involved in the combat being resolved. Only Enemy combat units may be attacked in this manner. HQ units are unaffected by EW attacks. One signal CSP must be allocated to each EW attack by the Player making the attack. Note that the target unit must be within 10 hexes of the HQ's using a signal CSP for EW (Case 8.13). To resolve the attack, the attacker's EW superiority or capability is modified by the battalion leadership of the attacked unit (if Section 20.0 is used) to find the EW Value of the attack. The attacker then rolls one die and the row of the Electronic Warfare Table (17.3) corresponding to the result of the roll is cross-indexed with the column corresponding to the EW Value to find the EW result. The result is applied immediately.

Cases:

[17.1] Computing EW Value

[17.11] If battalion leadership is not used, the EW Value used to resolve an EW attack is equal to the EW superiority, or capability, of the attacker.

[17.12] If battalion leadership is used (Section 20.0), the Leadership Rating of the target unit of the attack is subtracted from the EW superiority or capability of the attacker to find the EW Value of the attack. This means that if the Leadership Rating is negative then the EW Value will be higher than the EW superiority or capability (a poor battalion commander cut off from higher HQ will mess up much worse).

[17.2] EW Attack Results. The results of an EW Attack are four fold: an effect on the Combat Differential of the combat the unit is currently participating in; an effect on the ability of the unit to use CSP's in the combat being resolved (in either a barrage or FPF mission); an effect on the Movement Allowance of the unit; and possibly placing the unit out of Command Control.

[17.21] The effect of the EW attack on the combat differential of the combat being resolved in detailed on the Electronic Warfare Table. The table lists, for each result, a shift to be applied to the combat if the attacking unit in the combat was subjected to EW as well as a shift to be applied if the defending unit was subjected to EW.

[17.22] A result of EW2 or EW3 will affect the ability of the unit to use CSP's in combat support. The Player controlling the affected unit must roll one die if an EW2 or EW3 result is obtained. If the die roll is within the range listed on the Electronic Warfare Table for the result obtained, then the unit may use CSP's in the combat; otherwise it may not.

[17.23] A result of EW2 halves the affected unit's Movement Allowance (rounding down). If the unit is owned by the Phasing Player, then the number of Movement Points remaining to the unit are immediately halved (after removing the Movement Points expended for the combat currently under way). If the unit is owned by the non-Phasing Player, then the Movement Allowance of the unit is halved (rounding down) in the next Movement and Combat Phase of the owning Player.

[17.24] A result of EW3 places the unit effectively out of command control. This loss of command control lasts until the end of the owner's Player-Turn (if the Phasing Player owns the unit, then the end of the current Player-Turn, otherwise to the end of the next Player-Turn). If the Phasing Player owns the unit, then the Movement Allowance is immediately halved (just as in an EW2 Result). If the Phasing Player owns the affected unit, then the shift for the EW3 result is applied to all combats involving the unit as long as the EW3 marker is on the unit.

[17.3] Electronic Warfare Table (see charts and tables)

[17.4] Electronic Counter Counter Measures (ECCM) (Optional, although both sides plan to try this)

Using a procedure identical to that used for barrage/FPF, no more than one signal CSP may be used for ECCM per division per Game-Turn. The attacker's EW Value then may be reduced by one (only) if the defending unit's division uses its ECCM Signal CSP.

[18.0] Tactical Nuclear Weapons (Optional Rule)

Commentary: Based on all the studies and experiments conducted since the introduction of nuclear weapons over thirty years ago, it is anticipated that their effect will be a combination of the anticipated effects of gas warfare (radiation and fallout) and massive artillery fire (particularly the World War I experience). These potential effects have been simulated in this rule.

General Rule: Tactical nuclear weapons are delivered by artillery or air CSP's by means of a counter-battery fire mission. Tactical nuclear weapons appear in the game in a number of types, each of which possess different ranges of effect. The effects of a tactical nuclear weapon apply to two different areas around the hex where the weapon is delivered. These areas are the minimum Range of Effectiveness and the maximum Range of Effectiveness. The number of weapons of each type a Player may use in any game is given on the Tactical Nuclear Weapons Chart (18.5), along with the size of the minimum and maximum Ranges of Effectiveness. A unit is within the minimum Range of Effectiveness if it is the specified number of hexes or less from the target hex of the nuclear weapon (including the target hex itself). A unit is within the maximum Range of Effectiveness if it is not in the minimum Range of Effectiveness but is still within the number of hexes of the target specified by the maximum Range of Effectiveness.

Procedure: The Player who owns the CSP delivering the nuclear weapon must first choose what type of weapon he wishes to use. The Player must then conduct nuclear attacks against any units which lie within either the minimum or maximum Range of Effectiveness. Losses are removed from an affected unit immediately, before resolving the nuclear attacks against any other units. Any CSP which delivers a nuclear warhead as its counter-battery fire mission does not resolve a normal counter-battery fire against the target hex, the nuclear warhead is the total effect of the CSP.

Cases:

[18.1] Limitations on the Use of Nuclear Weapons

[18.11] Neither Player may deliver more than three tactical nuclear weapons per Game-Turn.

[18.12] Optionally, the U.S. Player may not be the first Player to use Tactical Nuclear Warfare (upon agreement of both Players).

[18.13] Players may not deliver more nuclear warheads of a given type than are listed on the Nuclear Weapons Chart (18.5) during the course of the game.

[18.14] The U.S. Player may not deliver a nuclear warhead to a hex if any U.S. unit would be within the maximum or minimum Range of Effectiveness.

[18.15] The Soviet Player may not deliver a nuclear warhead to a hex if any Soviet unit would be within the minimum Range of Effectiveness of the weapon. The Soviet Player may deliver a nuclear warhead into a hex which would place a Soviet unit in the maximum Range of Effectiveness.

[18.16] Only units with an intelligence level of 3 or 4 may be targeted for a nuclear strike.

[18.17] Alternate Weapons Usage Rates (Optional). Soviet doctrinal writings repeatedly emphasize the use of massed nuclear strikes, and in this event NATO is likely to feel less restrained itself. Case 18.11 would be altered to allow the use of three to five weapons per turn for the U.S. and five to eight for the Soviets.

[18.2] Resolution of Nuclear Attacks

[18.21] If a unit lies within the minimum Range of Effectiveness of a nuclear warhead, the nuclear attack is resolved against the unit by computing a combat differential which is equal to six minus the Intelligence Value of the mode the unit is in. Then, the combat differential is used as if the attacking Player were conducting a normal combat against the affected unit. Only the effect to the defender applies and is doubled. All losses must be taken as T/O losses (or CSP's for HQ units). The affected unit is not Engaged as a result of this attack.

[18.22] If a unit lies within the maximum Range of Effectiveness of a nuclear warhead, the nuclear attack is resolved by rolling one die. If a six is rolled, the attacked unit suffers a T/O loss of one.

[18.3] Neutron Warheads (Optional). Neutron warheads are a form of tactical nuclear weapon which is not used in the same way as conventional tactical nuclear weapons. Instead, either Player may use an artillery or air CSP in an FPF mission to deliver a neutron warhead. This CSP does not count for any FPF benefit and is used by performing the neutron warhead delivery. The effect of delivering a neutron warhead is to shift the combat differential of the combat being resolved by −12.

[18.31] The U.S. Player may use no more than 10 neutron warheads in any one game.

[18.32] The Soviet Player may use no more than 5 neutron warheads in any one game.

[18.33] (Optional) It may be assumed by agreement between the Players that the Soviet Player has no neutron warheads at all (the Soviets apparently have none deployed).

[18.34] When using this rule, ignore the Maximum Range of Effectiveness line of the Nuclear Weapons Chart (18.5).

[18.4] Preparation Detection (Optional). (See 16.7).

[18.5] Nuclear Weapons Chart (see charts and tables)

[19.0] The Division Commander

Commentary: In a real-life situation the division commander will have a number of restrictions placed on him in terms of what he could accomplish. Mainly the restrictions fall into two broad areas. The first is the professional skills that the division commander would have accumulated in his career. This is reflected by the use of perception, organization, and command abilities. The second area of concern is time and energy. This is reflected by the use of Action Points and fatigue.

Perception is the net effect of the division commander's accumulated experience and his consequent ability to perceive what is actually going on. The organization ability is again the commander's experience and how it applies to getting things organized. Command ability is primarily leadership, something people are allegedly born with and, like anything else, must have developed through experience. The fatigue rule for the commander is quite realistic and this tends to be one of the key liabilities the division commander must struggle against — there's nothing worse than having a foggy brain when you can least afford it.

Players should use the division commander carefully. As in real life, there is a temptation to be everywhere and do everything. Particularly in the controller version of the game, where things are realistically murky, there is an immediate incentive to go to the scene of the action. Although this is generally a good attitude (historically, it has been a rare trait, and the "dugout commander" has been more the rule than the exception), in the game players tend to do it to excess.

Note: The abbreviations used for the various divisional headquarters on the scenario charts and elsewhere in the rules are as follows:

  • Soviet: FDC = First Deputy Commander; COS = Chief of Staff; DAO = Division Artillery Officer.
  • United States: ADC1(2) = First (Second) Assistant Division Commander; COS = Chief of Staff; DAC = Division Artillery Commander; DSC = Division Support Commander.

General Rule: The person of the division commander is represented in the game by a counter placed on the mapsheet. The division commander has three personal characteristics or abilities which enable him to exert a personal influence on the combat operations of his division: perception, organization, and command. His level of perception ability is the functional measurement of the commander's "smarts," his ability to grasp what's going on around him. His organizational ability level is the functional measurement of his ability to utilize his resources to maximize their productivity. His command ability is the functional measurement of the commander's ability to utilize personal leadership (charisma) to elicit superior performance in combat

from his officers and men. The qualitative level of each of these abilities can vary from one to six. Players determine the levels of personal characteristics for each of their division commanders by using the Personal Characteristics Table (19.81).

Each Game-Turn, the division commander has ten Action Points (although an option may give variable numbers of Action Points) available to perform various functions.

The Division Commander may utilize perception, organization, and command abilities as actions, but each of them may be used successfully only once in a Game Turn (Exception: In the Controller Game Section 22.0, perception may be repeatedly used to ask questions, regardless of success).

Cases:

[19.1] Action Points. Each Game-Turn, the division commander has ten Action Points. These Action Points are expended by any activity of the Division Commander. The Division Commander Activity Costs Table (19.82) lists the activities which expend Action Points and how many Points are expended by each. The activities are: conducting tactical and operational intelligence; moving; using perception; using organization; using command.

[19.11] (Optional) The division commander may be given a randomly assigned number of Action Points. At the beginning of the game, the Players roll one die for each of their Division Commanders and find the result for each on the Action Points Determination Table. This result is the number of Action Points the division commander has each Game-Turn.

[19.12] The number of Action Points of a division commander may be increased for one Turn at the expense of additional fatigue (see Case 19.5).

[19.13] Within the preceding Case, the division commander may not perform activities for which he does not have sufficient Action Points to expend.

[19.14] No CSP's may be assigned to an Intelligence Mission, and no Tactical Intelligence is conducted by a division in which the division commander does not expend the Action Points for such activity. In the controller game, this means that no SITREP can be received for that division commander unless Action Points are expended.

[19.2] Use of Perception. The division commander's perception can be used to improve his division's operational intelligence functioning through enhanced sector coverage ability, or to improve SITREP (in controller game only). The use of perception in the controller game is detailed in Case 22.5. Each Game-Turn that operational intelligence is conducted by a division, that division's commander may attempt to increase his division's sector coverage ability. To do this, the controlling Player uses the division commander's perception level with the Personal Success Table (19.83). If a "C" result is achieved, the sector coverage ability of the Division is increased by an amount equal to the perception level of the division commander.

[19.21] If an attempt to achieve a "C" result fails, then the Player may try again, expending an additional two Action Points for each attempt. Once a "C" result is achieved, however, the Player may not try again in that Game-Turn.

[19.22] Regardless of the result on the Personal Success Table, at least one signal or air CSP must be assigned to sector coverage for the division in any Game-Turn in which perception is used.

[19.3] Use of Organization. The division commander's organization ability may be used to increase the Staff Point Allowance of one HQ of the commander's division. The division commander must be in the hex with the HQ to increase its Staff Point Allowance. The Player controlling the division commander uses the commander's organization level with the Personal Success Table to achieve a C, L, or P result. After one of these results is achieved, one die is rolled. Depending on the exact result, this die roll determines how many points the Staff Point Allowance is increased by.

[19.31] If a C result is achieved, any divisional HQ the division commander is in has its Staff Point Allowance increased by triple the die roll. Any brigade or regiment HQ the division commander is in has its Staff Point Allowance increased by double the die roll.

[19.32] If an L result is achieved, any divisional HQ the division commander is in has its Staff Point Allowance increased by double the die roll. Any brigade or regiment HQ the division commander is in has its Staff Point Allowance increased by one and one half times the die roll (fractions dropped).

[19.33] If a P result is achieved, any HQ the division commander is in has its Staff Point Allowance increased by the amount of the die roll.

[19.4] Use of Command. The division commander's command ability may be used to shift the Combat Differential of combats involving units of his division. The command level is used with the Personal Success Table to achieve a C, L, or P result. If one of these is the result, a shift of varying amount is applied to combats involving certain units of the commander's division.

[19.41] If the division commander is in a hex with one of his brigade or regiment HQ's then all attached units of the HQ receive a shift for the entire Movement and Combat Phase in which command is used. The amounts are: C result = shift 5 in unit's favor; L result = shift 3; P result = shift 1.

[19.42] If the division commander is in a hex with a battalion or company of his division then that unit receives a shift for the entire Movement and Combat Phase in which command is used. The amounts are: C result = shift 10 in unit's favor; L result = shift 6; P result = shift 2.

[19.5] Division Commander Fatigue. The division commander suffers and accumulates fatigue in much the same manner as combat and HQ units. At the end of any Game-Turn in which a division commander expends Action Points, the Fatigue Level of the commander is adjusted. At the end of any Game-Turn in which a division commander expends no Action Points, he returns to Fatigue Level Zero.

[19.51] At the end of a Game-Turn in which a division commander with no fatigue at all expends Action Points, a F0 marker is placed on the commander. F0 has no effect on the functioning of the commander. (Exception: See Cases 19.53 and 19.54).

[19.52] At the end of a Game-Turn in which a division commander with a Fatigue marker expends Action Points, the Player controlling the commander must roll for the effects of fatigue. The column of the Fatigue Table (12.4) used depends on how many Action Points were expended in the Game-Turn. If the commander did not expend more than his allowance of Action Points, then the leftmost column of the Fatigue Table is used regardless of the current Fatigue Level of the commander. Otherwise, use the "Unit in F1-F3" column.

[19.53] At the end of a Game-Turn in which a division commander expends up to one and one half times his normal Action Point allotment for a Game-Turn, regardless of his current Fatigue Level, that commander uses the same column of the Fatigue Table as units performing forced march, Level 1.

[19.54] At the end of a Game-Turn in which a division commander expends up to twice as many Action Points as his normal allotment for a Game-Turn, regardless of his current Fatigue Level, that commander uses the same column of the Fatigue Table as units performing forced march, Level 2.

[19.55] The division commander may never use more than twice as many Action Points as his normal allotment in a Game-Turn.

[19.6] Effects of Fatigue on the Division Commander. The various levels of fatigue have different effects on the functioning of the division commander.

[19.61] Fatigue Level Zero has no effect on the functioning of the division commander.

[19.62] A division commander at Fatigue Level One must pay double the normal number of Action Points to perform any activity. In addition, all C results on the Personal Success Table are treated as L results, and all L results are treated as P results. All P results are treated as No Effect.

[19.63] A division commander at Fatigue Level Two must pay double the normal number of Action Points to perform any activity. In addition, all C results are treated as P results and all L and P results are treated as No Effect.

[19.64] A division commander at Fatigue Level Three must pay triple the normal number of Action Points to perform any activity. In addition, all C results are treated as P results and all L and P results are treated as No Effect.

[19.65] Any division commander who is fatigued beyond Fatigue Level Three is considered incapacitated for the remainder of the game and is immediately removed from the Game-Map. See Case 19.7 for replacement of the division commander.

[19.7] Division Commander Casualties and Replacement. Whenever the division commander is in a hex with a unit which suffers a T/O loss, there is a chance the division commander will become incapacitated.

[19.71] To determine if the division commander is incapacitated, roll one die. If the result is a six, the commander is incapacitated.

[19.72] Whenever a division commander becomes incapacitated for any reason, a new division commander must be created. If subordinate leadership (Section 20.0) is being used, one of the subordinate commanders is removed from play (he becomes the new division commander). To create a new division commander roll dice for the various characteristics and abilities exactly as was done to create the original division commander. The order of succession should be other Generals, Chief of Staff, Combat regiment/brigade commanders, all others.

[19.73] The newly created division commander is placed in the hex from which the subordinate commander was removed, if subordinate leadership is being used; otherwise he is placed in any hex occupied by a unit of the division he commands.

[19.8] Commander Capability Charts (see charts and tables)

[19.81] Personal Characteristics Table (see charts and tables)

[19.82] Division Commander Activity Costs Chart (see charts and tables)

[19.83] Personal Success Table (see charts and tables)

[19.9] Creating Characteristics for the Division Commander. Roll one die once each for Perception, Organization, and Command Value. Example: A 4 is rolled for Perception; this value is cross-referenced on the Organization Determination Table with a die roll (e.g., 6, to yield an Organization Value of 5). This 5 is then cross-referenced on the Command Determination Table with a die roll (e.g., 2, to yield a Command Value of 1).

[20.0] Subordinate and Battalion Leadership

Commentary: A basic assumption in the game is the critical importance of leadership. The combat units' overall ability is critical, but leaders also can enhance or degrade the combat abilities of the units they command. The subordinate leader rules provide another group of "units" to deal with. In the controller game, where the abilities of subordinate commanders may be unknown (at least until they've been in combat for a while), this rule adds an extremely realistic flavor to the game.

General Rule: In addition to the division commander, each HQ unit has a subordinate commander over that HQ. In addition, there is one unassigned officer in each division, whether U.S. or Soviet, who is normally at the DIVMAIN HQ. Each subordinate commander has a Command Rating (from −3 to +3) which is determined randomly at the beginning of each game. This Command Rating is applied as a combat shift to any combat involving a unit attached to the HQ commanded by the subordinate commander. Unassigned subordinate commanders have no effect on any combat. Subordinate commanders may be transferred from one HQ to another during the Asset Transfer Phase of the owning Player's Player-Turn. As a separate option from subordinate Leadership, each battalion may be assigned a Command Rating in exactly the same way as a subordinate commander. This Command Rating is applied to any combat in which the unit is involved, exactly as if it were a subordinate commander.

Procedure: The scenario gives the letter code to be used in determining Command Ratings of leaders. This letter indicates a column of the Initial Value Table (23.45). For each Command Rating to be determined, roll one die. Cross-index the row corresponding to the die roll with the column corresponding to the letter given by the scenario to find the result. Use the Command Rating result as the Command Rating being determined (see Cases 23.43 and 23.44).

Cases:

[20.1] Effect of Command Rating on Combat

[20.11] When applied to an attack, the Command Rating is included as a shift to the combat differential. In an attack the Command Rating value is added to the differential. Thus, if the Command Rating is positive, the shift is positive, and if the Command Rating is negative, the shift is negative.

[20.12] When applied to a defense, the Command Rating is subtracted from the combat differential. Thus if the Command Rating is positive, the shift is negative, and if the Command Rating is negative, the shift is positive.

[20.13] Only one commander may be used per Headquarters (although you may have more than one commander in a Headquarters). This includes the division commander. In effect, you may have no more than two commanders affecting a combat, one at the brigade level and one at the battalion level.

[20.14] Staff Command Ratings affect the number of Staff Points and CSP's available in the following ways: (1) The rating of the Chief of Staff is added or subtracted from the Staff Points available at the DIVMAIN HQ; (2) The rating of the DIVARTY Commander is added or subtracted from the ARTY CSP's available to DIVMAIN or DIVARTY HQ; and (3) The rating of the DISCOM Commander is added or subtracted from the number of Ammunition Points which may be transferred by DISCOM each Game-Turn.

[20.2] Transfer of Subordinate Commanders. During the Asset Transfer Phase of a Friendly Player-Turn, a Player may transfer subordinate commanders from one HQ to another. Each HQ involved in the transfer must expend 5 Movement Points (unless in Deployed mode). The HQ expends 5 Movement Points regardless of the number of commanders transferred into or out of its command.

[20.21] A subordinate commander may become incapacitated whenever he is transferred into or out of an Enemy-controlled hex. In such a situation, roll one die. If a 4, 5, or 6 is rolled, the subordinate commander is incapacitated and removed from the game.

[20.22] A subordinate commander may only be transferred from a HQ if another subordinate commander is transferred into the HQ in the same Game-Turn.

[20.3] Subordinate Commander Casualties. Any time that an HQ suffers a T/O loss as a result of counter-battery fire or combat, any subordinate commanders with the HQ may become incapacitated. For each such commander roll one die. If the result is a six, the commander is incapacitated. If the unit is eliminated, the surviving subordinate commanders with the HQ are immediately moved to another HQ in the division. If the HQ is located in an Enemy Zone of Control when it is eliminated, the Player controlling the commanders must roll again for each commander. On a roll of four, five, or six, the subordinate commander is incapacitated.

[20.4] Unit Breakdown and Battalion Leadership. Whenever a unit breaks down into companies or troops, each smaller unit receives the same Command Rating as the original larger unit.

[20.5] Subordinate Officer Ranks. The various divisional headquarters have officers of the following ranks attached (normally Players may move people around at their discretion):

  • U.S.: Division Commander: Major General (MG); DIVTAC: Brigadier General (BG).
  • Soviet: Division Commander: Lieutenant General (LTG); DIVALT: Colonel (COL).

All other headquarters are commanded by colonels.

[21.0] Doctrine

Commentary: Doctrine is nothing more than tactics that are mandated to be used in the initial battles of the next war. Doctrine, as it exists now, would be extremely important since, lacking any other experience, the armies of both sides would rely upon their doctrine developed during peacetime (at least until combat experience showed changes had to be made in the doctrine). You don't have to use it but that's mainly because I haven't got the ability to court-martial you if you don't.

General Rule: The following section gives you the general guidelines on how each army maneuvers, attacks and defends. The material is a combination of text and illustration. Applied examples of much of this data can be found in the scenarios. In addition, there is a section containing rules covering doctrinal techniques unique to the Soviet army. These cover the apparently "automatic" functioning of Soviet formations in certain situations.

Cases:

[21.1] March Order Formations. Both armies have fairly formal methods of deploying for road marches. Indeed, when you get right down to it, both sides appear to be using nearly identical march order formations. Apparently there's one "correct solution" to this problem. In practice, however, division commanders can, if they wish, depart from the "textbook solution." In the initial actions of a war it would be unlikely that many division commanders would feel confident enough to experiment much. But some would, and you can too.

[21.11] The March Order Displays show the units of the division in the order in which they would enter the map. Next to each unit is the number of Movement Points each would have as it entered the map. This assumes that the units are traveling in Administrative Movement mode. Soviet units often would travel in this mode; NATO units would more likely use Tactical Movement mode. Merely adjust the number of Movement Points each unit has according to the mode. Halve the number for Tactical Movement, divide by four for Mobile Defense, etc.

[21.12] No distinction is made between armored and infantry divisions. They are organized similarly, with four regiments for Soviet divisions, or three brigades for NATO divisions. The divisional support units of both armies are the only ones that differ substantially in their deployment in both armies.

[21.13] U.S. March Order. In both armies, divisions may use one, two, or three (or four for the Soviets) columns for entry. Columns consist of intact regiments or brigades.

The printed March Order displays for [21.14] through [21.17] and [21.13] are diagrams. Each column is listed below top to bottom as "unit (MP as it enters the map)"; the designations and T/O/combat values are as printed on the counters.

[21.14] Soviet Single Column March Order.

  • Top of column (not bracketed with a regiment): 27/27 2-3 (40).
  • 1st Regiment: 1/91/27 BMP 4-6 (30); 91/27 HQ MO (20); 2/91/27 BMP 4-6 (16); 3/91/27 BMP 4-6 (12).
  • 2nd Regiment: 1/93/27 BTR 3-5 (8); 93/27 HQ MO (4); 2/93/27 BTR 3-5 (40); 3/93/27 BTR 3-5 (36).
  • 4th Regiment: 1/94/27 5-4 (32); 94/27 HQ MO (28); 2/94/27 5-4 (24); 3/94/27 5-4 (20).
  • 3rd Regiment: 1/92/27 BTR 3-5 (16); 92/27 HQ MO (12); 2/92/27 BTR 3-5 (8); 3/92/27 BTR 3-5 (4).
  • Unattached: 27 Arty HQ MO (40); 27 Main HQ MO (30).

[21.16] Soviet Three Column March Order.

  • 1st Regiment (column 1): 1/27/27 0-1 (40); 1/91/27 BMP 4-6 (30); 91/27 HQ MO (20); 2/91/27 BMP 4-6 (16); 3/91/27 BMP 4-6 (12).
  • 4th Regiment and 3rd Regiment (column 2): 2/27/27 0-1 (40); 1/94/27 5-4 (30); 27 Arty HQ MO (20); 94/27 HQ MO (16); 2/94/27 5-4 (12); 3/94/27 5-4 (8); 1/92/27 BTR 3-5 (40); 92/27 HQ MO (35); 2/92/27 BTR 3-5 (30); 3/92/27 BTR 3-5 (25); 27 Main HQ MO (15).
  • 2nd Regiment (column 3): 3/27/27 0-1 (40); 1/93/27 BTR 3-5 (30); 93/27 HQ MO (20); 2/93/27 BTR 3-5 (16); 3/93/27 BTR 3-5 (12).

[21.17] Soviet Four Column March Order.

  • Column 1: 3/27/27 0-1 (40); 1/93/27 BTR 3-5 (30); 93/27 HQ MO (20); 2/93/27 BTR 3-5 (16); 3/93/27 BTR 3-5 (12).
  • Column 2: 1/91/27 BMP 4-6 (40); 2/91/27 BMP 4-6 (30); 91/27 HQ MO (20); 3/91/27 BMP 4-6 (16); 27 Arty HQ MO (6).
  • Column 3: 2/27/27 0-1 (40); 1/94/27 5-4 (30); 94/27 HQ MO (20); 2/94/27 5-4 (16); 3/94/27 5-4 (12); 27 Main HQ MO (40).
  • Column 4: 1/27/27 0-1 (40); 1/92/27 BTR 3-5 (30); 92/27 HQ MO (20); 2/92/27 BTR 3-5 (16); 3/92/27 BTR 3-5 (12).

[21.15] Soviet Two Column March Order.

  • Column 1 (1st Regiment): 1/7/7 0-1 (40); 1/25/7 5-4 (30); 25/7 HQ MO (16); 2/25/7 5-4 (12); 3/25/7 5-4 (8).
  • Column 1 continued (2nd Regiment): 1/28/7 BMP 4-6 (4); 28/7 HQ MO (40); 2/28/7 BMP 4-6 (36); 3/28/7 BMP 4-6 (32); 7 Main HQ MO (22).
  • Column 2 (3rd and 4th Regiments): 3/7/7 0-1 (40); 1/27/7 5-4 (30); 27/7 HQ MO (16); 2/27/7 5-4 (12); 3/27/7 5-4 (8); 1/26/7 5-4 (4); 26/7 HQ MO (40); 2/26/7 5-4 (36); 3/26/7 5-4 (32); 7 Arty HQ MO (22).
  • Separately shown above the columns: 2/7/7 0-1 (40).

[21.13] U.S. March Order Display (one, two or three column variants are similar to the Soviet).

  • Left column (2nd and 3rd Brigades): 4/3/12/3 1-2 (40); 1/33/2/3 7-6 (24); 2/3 HQ MO (20); 1/48/2/3 4-8 (16); 1/39/2/8 4-8 (12); 1/36/3/3 4-8 (8); 3/3 HQ MO (4); 1/32/3/3 7-6 (40); 3/32/3/3 7-6 (36); 3 Main HQ MO (24); 3 Discom HQ MO (12).
  • Right column (1st Brigade): 3/3/12/3 1-2 (40); 2/32/1/3 7-6 (24); 1/3 HQ MO (20); 3/33/1/3 7-6 (16); 2/33/1/3 7-6 (12); 3/36/1/3 4-8 (8); 2/36/1/3 4-8 (4); 3 Tac HQ MO (8); 3 Arty HQ MO (40).

[21.2] Defensive Formations. Both armies are remarkably similar in their defensive doctrine. Although they use different terms to describe what they do (and one may debate as to whether both armies actually mean the same thing), they appear to be doing the same thing. The basic doctrine consists of putting three or four battalions ten hexes forward of the main line of resistance. This "covering force" is meant to force the attacker to dissipate his attacking forces before he hits the main line of resistance. It is also thought that the covering force can channel (or at least positively identify) the attacker's main thrust. The main line of resistance is also lightly held by only some four battalions (on a frontage of 15-30 hexes) with nearly half the division's combat power held in reserve, the better to pile on the enemy main thrust. Both sides seem reluctant to follow the successful German tactic of WW II, in which the defender allowed the attacker to run right past the main line or resistance to bring the defender's reserve to bear on the attacker's flank and rear. Both armies also allude to some vague "second line of defense," which is supposed to be manned by the survivors of the first line.

[21.3] Offensive Formations. Both armies also have similar attack formations, although their practice differs somewhat more than in defensive operations. Each attacking division covers a 7-15 hex front. Two regiments/brigades will attack (each on a front of two or three battalions, battalions being basically "shoulder to shoulder") with the remaining divisional resources being held in reserve to exploit the breach made by the "assault" units. The "assault" units are normally given the majority of the division's CSP's. The assault units are expected to breach the enemy defenses, the better to allow the reserve units to get a clear shot at the "green fields beyond." In practice it is expected that the reserve units will have to do a bit of slogging themselves.

[21.4] Non-Divisional Support.

[21.41] Both armies have considerable support units available outside of division control so that the total combat power of a division may be adjusted upwards depending on the importance of the division's mission. The following chart shows the numbers of Combat Support (and Staff) points available.

[21.42] Non-Divisional CSP's Summary (see charts and tables)

[21.5] Soviet Special Doctrine.

Commentary: The Soviets are always investigating new doctrinal developments that will enhance the combat power of their units. They feel this is particularly important in light of the introduction of new weapons, as well as the new and unique conditions brought about by the nearly complete motorization of the armies on both sides. The one "new" weapon that the Soviets are concerned about is electronic warfare and its effect on command control. Command control problems are nothing new; the Soviets had them in abundance in World War II and developed special doctrines to overcome these problems. The basic Soviet doctrine to overcome command control problems is to "point" their assault units in a particular direction and instruct them to keep going until they either reach a certain objective or are physically incapable of proceeding any further. This last instruction produced the many apparently suicidal attacks the Soviets launched during World War II. These "suicidal" attacks were brought about by the fact that the unit commander was told that if he did not attack continuously in his sector he would be dealt with severely after the battle. Given a choice between sacrificing his unit or sacrificing himself, most Soviet commanders choose to follow orders. The Soviet doctrine stipulates that it is a more serious error to disobey orders than to fail in taking the objective. The Soviets recognize the fact that their assault units may come up against enemy units of unanticipated strength. On the other hand, given the murky situation during an offensive, the opposing enemy unit may be quite weak and capable of being swept aside by the assaulting Soviet unit. Since time is of the essence in an offensive, the Soviet practice is to

assault, regardless of losses, anticipating that the unit they are assaulting will break before they do. If this is the case, the Soviets are then able to penetrate that much further into the enemy rear areas and bring about a hoped for critical disintegration of the enemy position. A detailed application of this Soviet doctrine is found in Case 33.63 of the rules.

This "special" Soviet doctrine is the one that we can be most confident the Soviets will use. Beyond that I would rather just leave it up to the players' imagination to develop special Soviet doctrines that might be employed. This free wheeling approach is based on the Soviet tendency to constantly develop and discard special doctrines they have never tried in combat. This is a common problem among the peacetime armies. During the 1973 Arab-Israeli war, for example, the Syrians followed to the letter the Soviet doctrine for the employment of tanks and armored personnel carriers. The doctrine at that time stipulated that the infantry in the personnel carriers was not to dismount unless the assault itself was stopped. What this particular doctrine did not account for was the Israeli doctrine of simply shooting up the Arab tanks and then falling back. Thus the Arab armored assault was never actually stopped until there were no more Arab tanks advancing. The armored personnel carriers were shot up in a like manner, although the tanks were always the primary targets.

The Israelis were successful in their destruction of the Arab tanks not so much because of the doctrine they were employing, but more so because of superior training and leadership. After the 1973 war the Soviets analyzed their doctrine and made some minor modifications, but they were still faced with the essential problem of maintaining the speed of their advance. Thus, they were not disposed to change their doctrine because, quite frankly, there's not much they can do in a situation like this except to attempt by other means (artillery, air power, or air assault tactics) to destroy the "retreating ambush" tactic which the Israelis had developed. Again, training, leadership, amount of intelligence achieved, and any number of other factors become critical in a situation such as this.

Essentially the overall Soviet special doctrine is to go like hell, ignore losses, ignore flanks, and hope that the enemy unit is shattered by the penetrating assault columns before the attack force itself is blown away.

[22.0] Controller Game (Optional)

Commentary: The use of this relatively simple and straightforward set of procedures changes the game enormously. Many gamers are continually aware of the lack of limited intelligence in the games they play. The Controller Game of NATO Division Commander illustrates as no other game does how important this key element is.

General Rule: Although the controller game requires the participation of two Players, there is a single active Player who has the opportunity of winning or losing. The other Player functions as controller, who referees the contest between the active Player and the non-Player force impartially. He devises a plan of operations for the non-Player force. This plan constitutes a kind of script which the controller follows directing the functioning of the game in accordance with one of the available scenarios. In the controller game, two maps with two sets of combat counters are employed: the active Player's map which shows only the information concerning Enemy units and their locations that he has previously acquired; and, concealed from the active Player by the controller screen, the controller's map on which the controller keeps track of the entire situation throughout the game. All information regarding Enemy units, map locations, and occurrences during play is delivered to the active Player by the controller either in the situation reports (SITREPS) during the active Player's Intelligence Phase, or in combat reports upon the resolution of each combat.

Procedure: The two Players select a scenario and determine which of the optional rules will be employed by mutual agreement. The controller then proceeds to initialize unit T/O values (as well as subordinate commander values and division commanders' personal characteristics, if required) for both sides. For his own benefit, the controller should write up a detailed plan of operations for the non-player force (NPF). The active Player is informed in a general way of the overall strategic situation, assigned his command, and given his orders and objectives. The game is set up on two identical maps, with the controller's map concealed from the active Player's view by the controller screen, and play is commenced. The controller maneuvers the units of the non-Player force in accordance with his operational plan, and determines all intelligence and combat results for both sides. At the conclusion of the appropriate number of Game-Turns, the victory conditions are consulted and the active Player is declared to have won or lost.

Cases:

[22.1] How to Prepare the NPF (Non-Player Force) Plan of Operation. In order to simplify the controller's task, and to avoid his taking advantage of the superior information he possesses in maneuvering the NPF units, the controller should devise and strictly adhere to a plan of operations for the non-Player force. This "plan" is nothing more than general guidelines for the NPF. Items that should be included are:

  1. Unit Operational Boundaries. (Always for divisions, sometimes for regiments.) These boundaries may be changed, but this must be done according to a planned schedule.
  2. Assignment of CSP's and Battalions to Regiments (as well as Ammunition Points, if the optional ammunition supply rules are employed).
  3. Assignment of Goals to Regiments. In particular, how much in the way of casualties (lost T/O Points) should first wave units take before the second wave units are committed. The more detailed this is, the less work the controller will have to do later, and the more realistically the game will operate. For most units, geographical goals should be assigned in relation to the scenario victory conditions.
  4. Assignment of General Goals to Divisions and the Total NPF. These goals should be adhered to for the entire course of the game, since they determine whether the active Player wins or loses. For the most part these general goals will be the exiting of regiments from the map from appropriate sectors. It is very important that the controller never deviate from these general goals once they are established. Needless to say, the NPF plan of operations should be as fully consonant with the appropriate military doctrine as possible (see Section 21.0).

[22.2] Sequence of Play. As in the basic game, a Game-Turn is composed of alternate Player-Turns. The non-Player force's functions in the Sequence of Play are directed by the controller in accordance with his previously devised plan of operations. The active Player may be the first or second Player in the Player-Turn sequence depending on the scenario.

1. Active Player Turn

A. SITREP Phase. The controller determines the results of the active Player's intelligence, utilizing the standard intelligence rules (see Section 5.0). The active Player is permitted to specify his own allocation of CSP's for operational intelligence level and sector coverage ability, and to choose which map sectors his operational intelligence potential will be focused on. These results are delivered to the active Player, mixed with "rumors" and speculations of possibly dubious validity, by the controller in the SITREP (see 22.3).

B. Asset Transfer Phase. Same as basic game.

C. Mode Change Phase. The active Player informs the controller of his intended mode changes, and the controller resolves all mode change attempts, utilizing the standard rules to ascertain their success or failure (see Section 7.0). The active Player's Staff Point production per Game-Turn by each of his HQ's will have been determined by the controller in the course of setting up the game. The active Player will be aware only in a general way of the range of these; he will not be informed of the specific figures. However, if the optional division commander rules are employed, the DC's perception ability may enhance the active Player's initial knowledge of Staff Points, and may be subsequently employed in the course of play to obtain this information (see 22.5).

D. Offensive Counter-Battery Fire Phase. The controller resolves the active Player's counter-battery fire mission's results in accordance with Section 8.0. The active Player is not informed of the results of his CB missions, except in an indirect fashion when he obtains NPF unit T/O values as the result of operational intelligence in the SITREP.

E. Defensive Counter-Battery Fire Phase. The controller employs the NPF's combat support for counter-battery fire missions against units with the appropriate levels of intelligence. The active Player is informed immediately of the results of such attacks upon his units (if any) in the form of combat reports (Section 22.4). In addition, the controller may interdict selected hex locations with NPF combat support. In this case Interdiction markers are placed on the appropriate hexes on the active Player's map as well. (The artillery and/or air fire upon interdicted hexes would be visible to the active Player's units.)

F. Movement and Combat Phase. The controller observes the active Player move each unit and informs the active Player whenever one of his units encounters a Zone of Control of otherwise undetected NPF units. The controller must also inform the active Player that the NPF unit encountered is a HQ unit, if this is the case. Since attacks on HQ's are made at a reduced cost of 2 Movement Points, and since HQ units would be identified as such by Enemy units in contact with them almost immediately, attacks made by the units belonging to the active Player are resolved by the controller, who informs the active Player only of the combat results of his own units. (The active Player only learns of losses sustained by NPF units through intelligence on their T/O levels in the SITREP.) If the active Player chooses to accept an advance after combat option for his attacking unit, he is informed of the new location of the retreated defender. However, if the active Player declines the advance after combat option, the retreating Enemy defender is considered to have succeeded in breaking contact with the attacker, and its new location is not specified to the active Player. Breakthroughs resulting from defenders' retreats or eliminations are indicated by Breakthrough markers on the active Player's map.

2. NPF Player Turn

A. Intelligence Phase. The controller determines the results of the NPF's intelligence in accordance with the standard intelligence rules (see Section 5.0).

B. Asset Transfer Phase. The controller makes any transfers of combat units and/or CSP's or AP's between NPF HQ units permitted by his plan of operations.

C. Offensive Counter-Battery Fire Phase. The controller employs NPF combat support for counter-battery fire missions against the active Player's units, and for the interdiction of selected hex targets. The active Player is informed immediately of casualties inflicted upon his units by NPF counter-battery fire. Interdiction markers are placed on the active Player's map to indicate hexes interdicted by NPF support. (The artillery and/or air fire used to interdict a hex would be visible to potentially affected units.)

D. Defensive Counter-Battery Fire Phase. The controller resolves all counter-battery fire missions by the active Player's CSP's against NPF units in accordance with the standard rules. The active Player is not informed of the result of these attacks (except through SITREP's).

E. Movement and Combat Phase. The controller maneuvers the units of the non-Player force in accordance with the appropriate doctrine (see Section 21.0). Attacks made by NPF units are, as always, resolved by the controller, and the active Player is informed of these results only insofar as they affect his units in the form of a combat report delivered to him by the controller upon the conclusion of the individual combat.

3. Game-Turn Record Interphase. The controller advances the Game-Turn marker one space (representing 8 hours) on the Game-Turn Record Track to indicate the completion of one Game-Turn.

[22.3] The SITREP. Since the active Player's limited intelligence is the raison d'etre of the controller game, the SITREP is the very heart of the controller game. Determining the flow of information to the active Player is the chief sense in which the controller "controls" the game. The controller determines all intelligence for the active Player utilizing the standard intelligence procedures to provide specific results (see Section 5.0). The active Player's role in determining his own intelligence results is limited to allocating CSP's to operational intelligence functions, and to the selection of sectors to which he wishes his operational intelligence level primarily applied. (The controller may throw in some real intelligence along with more dubious material concerning NPF activity in other sectors as a bonus.) The results as determined, and fabricated, by the controller are delivered to the active Player during his Intelligence Phase in an elaborated form as a situation report (SITREP).

The SITREP should be divided into three parts: strategic, operational, and tactical. It is usually more convenient for the controller to give the tactical situation first, followed by the operational, and concluding with the strategic. The main reason for this is to enable the controller to "build up" the strategic and operational reports using the lower level ones. A lot of details making up the SITREP must be developed by the controller as he goes along.

[22.31] The Tactical Report. The tactical report consists of information on NPF units in contact (i.e., in the active Player's units' Zones of Control). The controller creates the tactical report, basing it, as always, upon actual intelligence results derived through the standard rules, but employing his own common sense (and a little humor) to flesh it all out. He must "integrate" the information being delivered to the active Player with supplementary detail. This means that, in addition to the barebones information generated by the intelligence procedures, the controller should provide obvious additional information such as: What are these units most likely to do next? How are they most likely to do it? A certain amount of outright fabrication can be thrown in to spice up the SITREP, but this should generally be used as alternative explanations which the active Player can selectively accept or reject. It is also best to confine false information to the higher levels of intelligence, to the operational and strategic reports chiefly. It is possible for the controller to be creative and interesting without doing too much violence to the truth. The controller should not intentionally mislead the active Player too far. It would simply not be sporting.

[22.32] The Operational Report. The operational report consists of information on NPF units not in contact with the active Player's units. At the tactical intelligence level, the active Player will obviously already know that the units exist. His units will have encountered them in combat, or have been stopped by their zones of control. This is not the case at the operational level. The intelligence rules will generate the information on which units are identified, and to what extent. After that it's up to the controller to make things interesting. This is done by "interpreting" the data, as divisional G-2 would, before giving it to the active Player. It is important to keep in mind that, for a U.S. Player, much information supplementing ordinary military intelligence will come from civilians and the local police. This is probable because the telephone system will remain largely intact, particularly in U.S. rear areas. These potential informants would, of course, not be trained military observers. Their reports would be subject to wide variations in scale, seriousness, and general accuracy. This allows the controller considerable latitude in producing interesting and entertaining (even realistic) reports for the active Player, particularly concerning NPF units which have penetrated into the active Player's rear areas. Remember, just because the active Player's intelligence resource allocations have not produced a lot of hard information does not mean he should be deprived of the "benefit" of civilian rumors and reports. The operational report as delivered by the controller should contain opinions after all. The active Player is left free to use his own judgment as to their reliability and consistency with what he otherwise knows.

[22.33] The Strategic Report. The strategic report concerns operations off the map. It should deal particularly with units which have not entered the game (but probably will, eventually). Some scenarios depend more on reinforcements than others. Those that have reinforcements can have the arrival time of those units changed by the controller to add to the realism (or play balance) of the scenario. In some scenarios there may not be much input from the strategic situation; some things are simply local affairs.

[22.4] The Combat Report. Anytime a combat result is assessed against one of the active Player's units, whether through ground combat or counter-battery fire, the controller must inform the active Player immediately as to whether his unit has acquired Half Engaged or Engaged status, whether the unit has been placed out of command control, and whether additional fatigue to the active Player's unit has occurred. In addition, the controller must at once inform the active Player of any T/O losses to his combat units and/or CSP losses to his HQ units resulting from ground combat or counter-battery fire. The active Player receives no information from the controller concerning the results of his attacks upon NPF units, except whatever information of this kind is implicit in the SITREP.

[22.41] The Active Player must be informed by the controller when his unit has encountered an Enemy HQ unit, since attacks may be made upon HQ units at a reduced cost of 2 Movement Points.

[22.42] The active Player is informed of the new location of an Enemy unit which has retreated only if he chooses to accept the optional advance after combat by his attacking unit. Otherwise, the retreating enemy unit is considered to have broken contact. Note that the active Player can only learn of the elimination of a defending unit by accepting the attacker's option to advance after combat.

[22.43] The active Player is informed of a HQ unit in March Order (even though that HQ unit has no ZOC).

[22.5] Perception in the Controller Game (Optional). If the optional division commander rules are employed in the controller game, the DC's perception ability may be employed by the active Player to obtain additional information by the controller during the SITREP Phase of his Player-Turn. The active Player may ask the controller one or more questions after he has received his situation report from the controller. Such questions must deal with matters concerning which he has already received some information in the SITREP, and must be phrased in a way requiring only a yes or no answer. Each such question constitutes a usage of the DC's perception, and requires the expenditure of two Energy Points from the DC's per turn allowance. (The printed rule says "Energy Points"; the division commander rules elsewhere use Action Points.) The controller utilizes the personal success table to determine whether the active Player is to receive a correct response to each question. If an S result is obtained, the controller answers the question correctly. If an S result is not obtained, the active Player is given an incorrect answer to his question.

Charts and Tables

The printed "Charts & Tables" folio is reproduced below in the order of the cases that refer to it. The entries are in the same numbering as the case that calls for each chart.

[5.7] Intelligence Table

Intelligence Differential across the top (0 through 11, and 12 or more); the die roll (1 through 6) down the side. "−" means no intelligence gained, no effect. A number is the degree of intelligence gained; place an appropriate Intelligence marker on the unit affected.

Die0123456789101112 or more
12233334444444
2122

[6.9] Staff Point Effects Summary

EffectResult
HQ in March Order ModeStaff Point Allowance halved.
HQ in Fatigue Status F3Staff Point Allowance halved.
Combat unit more than 5 hexes from controlling HQ (except Recon)Staff Point cost doubled.
HQ unit ½ EngagedStaff Point Allowance halved.
HQ unit EngagedStaff Point Allowance zero.

Note (as printed): Each of these is cumulative. Any fractions are dropped after all effects are applied.

[7.4] Mode Change Costs Chart

Number of Staff Points required for a mode change. Read the row for the mode the unit is changing from and the column for the mode it is changing to. "−" means not applicable.

From \ ToAMTMDZTZRSHDMDPDR/IHADAMODP
AM−10152047121510717−−
TM9−5

[7.5] Mode Change Table

Read the row for the Staff Points available to the HQ and the column for the Staff Points needed for all of its mode changes. The range shown is the two-dice roll that succeeds for each unit attempting a change. "−" means the mode change is automatic. "X" means no mode change is possible.

Points Available \ Points Needed1-23-45-67-89-1011-1516-2021-2526-3031-4041-5051 or more
13…86…74…55555XXXXX
2−2…73…66…7

[7.6] Mode Combat Shift Matrix

Rows are the defender's mode; columns are the attacker's mode. The entry is the column shift to the right (+) or to the left (−) on the combat differential. "na" means not applicable.

Defender's Mode \ Attacker's ModeAMTMDZTZRSHDMDPDR/IHADA
DA0+20−1nana+4−20+7+8
HA+1+3+10nana+5

[8.5] CSP Mission Capabilities Chart

MissionArtyAirEngSig
Operational IntelligenceNoYes¹NoYes¹
Mode ChangeNoNoNoYes
Counter-Battery FireYesYesNoYes²
InterdictionYesYesNoNo
BarrageYesYesNoYes
  • Yes = the type of CSP may perform the Mission. No = the type of CSP may not perform the Mission.
    1. CSP's used for these missions may not be used for any other missions that turn.
    1. The type of CSP may only perform the Mission if other types of CSP's are present in the Mission. Signal CSP's must not exceed the number of Air or FA CSP's and must be attached to the same HQ.
    1. The Soviet Player may not use Air CSP's in an FPF Mission.
    1. Engineers count for three times their face value to simulate their ability to provide barriers and minefields.

[8.65] Counter-Battery Fire Table

Cross-index the intelligence level on the target units with the number of CSP's allocated to the mission. The result indicates the column to be used on the Counter-Battery Loss Table (8.66).

Intelligence Level on Target Units \ CSP's Allocated1,23,45,67,89,1011,1213-1516-2021 or more
1−−−−−1222
2−−−−12345
3

[8.66] Counter-Battery Loss Table

Read the column given by the Counter-Battery Fire Table (8.65) result and the die roll. Number to the left of the slash: 1 = Combat unit Half Engaged, or (if target is a HQ) 1 CSP used; 2 = Combat unit Engaged, or 2 CSP used. Number to the right of the slash: number of Combat unit steps or CSP's lost. When a unit is Engaged or Half Engaged, place two such counters on each affected unit so that only one is removed during the Housekeeping Phase. "−" = no result.

Die123456789
11/01/01/12/12/12/12/22/22/2
21/01/01/01/12/12/12/12/22/2
31/0

[8.8] CSP Effects Summary

EffectResult
Controlling HQ in March OrderCSP Effectiveness halved.
Controlling HQ in Fatigue Status F3CSP Effectiveness halved.
Controlling HQ Half EngagedCSP Effectiveness halved. May only be used in limited manner (see Case 6.71).
Controlling HQ EngagedSee Case 6.72.
CSP Transferred this TurnCSP Effectiveness halved.
CSP in Barrage or FPF for combat unit not attached to same HQCSP Effectiveness halved.

[9.7] Terrain and Movement Effects Chart

TerrainMovement Point CostCombat Effect on Attacker
Clear1No effect
Woods2−2
Rough 13−1
Rough 24−3
Main Road½ (see 9.21)As per other terrain in hex
Autobahn½ (see 9.21)−1* (as per other terrain in hex)
Town1−2
City without Rubble1−3
City with Rubble

*Autobahns are usually embanked and unscreened by trees, with emergency exits limited by drainage culverts, etc. †No rubble is created when combat occurs in the Fortress. Numbers under Combat Effect on Attacker indicate how many columns on Basic Combat Results Table to shift left. Terrain is that occupied by defender. Fritzlar A/F (3305) is not a city hex.

Movement Point Costs for Attacking:

  • +10 — to move through Enemy Zone of Control
  • +10 — for initial attack on Enemy unit
  • +5 — for unprepared attack on Enemy unit
  • +5 — for subsequent attacks
  • +2 — for attacks on overrun units
  • +2 — for attacks on HQ unit

[9.8] Movement Allowance Effects Summary

Attacker StatusMovement Allowance
Fatigue Level 3 (F3)Halved
Changed Mode in same Player-TurnHalved
Half EngagedHalved
EngagedNo Movement
Command Control LossHalved
Electronic Warfare 2 (EW2) (optional)Halved
Electronic Warfare 3 (EW3) (optional)Halved
HQ unit transferred Subordinate Commander this Turn (optional)Halved
Forced March, Level 1Multiply by 1.5
Forced March, Level 2Multiply by 2

All of the above effects are cumulative. Each effect is applied to the Movement Allowance separately, and when all relevant effects have been applied, any remaining fractions are dropped.

[11.27] Fatigue Combat Effects Chart

Fatigue StatusAttackerDefender
F0No effectNo effect
F1−2+1
F2−5+2
F3−8+3

[11.29] Surprise Shift Chart

Defender's Intelligence Level (rows) against Attacker's Intelligence Level (columns). "−" = no shift. The number is the shift to the right (+) or left (−) on the Combat Differential.

Defender's Intelligence Level \ Attacker's Intelligence LevelNone1234
None+2+1−−2−4
1+3+2+1−1−2
2+4+3+2−−1
3+5+4+2+1−
4

[11.91] Attack Abort Table

Final Combat Differential across the top (−10 or less, −9, −8, −7, −6, −5); die roll down the side.

Die−10 or less−9−8−7−6−5
1A−−−−−
2AA−−−−
3AAA−−−
4AAA

A = Attack abort; attacker must lose two T/O Points and Retreat. − = The attack is properly made; to resolve it use the −4 column of the Basic Combat Results Table.

[11.92] Overrun Table

Final Combat Differential across the top (+7, +8, +9, +10, +11, +12 or more); die roll down the side.

Die+7+8+9+10+11+12 or more
1OOOOOO
2−OOOOO
3−−OOOO
4−−−

O = Overrun. See Case 11.4. − = Combat must be resolved, using the +6 column of the Basic Combat Results Table.

[11.93] Basic Combat Results Table

Final Combat Differential across the top (−4 through +6); die roll down the side. Each named result (A1–A4, D1–D4) indicates a column of the Modified Combat Results Table (11.94).

Die−4−3−2−10+1+2+3+4+5+6
1A3A1D2D2D3D3D4D4D4D4D4
2A4A1D2D2D3D3D3

Each of the named results indicates a column of the Modified Combat Results Table. Whenever the Basic Combat Results Table is used, the Player must continue to the Modified Combat Results Table. The only purpose of the Basic Combat Results Table is to find the column of the Modified Combat Results Table to be used to resolve the combat.

[11.94] Modified Combat Results Table

Basic Combat Result across the top; die roll down the side. Format: Attacker Effect / Defender Effect. The indicated number is the T/O Loss to the affected unit (see Case 11.5). HQ unit losses are doubled (see 11.7).

DieA4A3A2A1D1D2D3D4
12/22/22/22/22/22/22/22/2
22/12/22/22/22/22/22/21/2
32/12/12/12/1

[12.4] Fatigue Table

DieUnit in F0Unit in F1-F3Forced March, Level 1Forced March, Level 2
1−112
2−112
31123
41123
51223
6

Mode Change or Movement column headings as printed: "Unit in F0" and "Unit in F1-F3" apply to mode change or movement. − = No effect; there is no additional Fatigue. # = That number of Fatigue Levels is added to the unit being checked. See Case 12.3.

[12.5] Fatigue Net Effects Chart

Defender Fatigue Level (rows) against Attacker Fatigue Level (columns). Results are shifts to the right (+) and to the left (−).

Defender Fatigue Level \ Attacker Fatigue LevelNf0123
Nf00−2−5−8
000−2−5−8
1+1+1−1−4−7
2+2+20−3−6
3

[11.95] Combat Differential Effects Summary

NA = not applicable. Def = effect on Defender. Att = effect on Attacker.

EffectAttDefGeneral
SurpriseNANASee Surprise Effects Chart (11.28)
TerrainNANASee Terrain and Movement Effects Chart (9.7)
T/ONANASubtract attacker's T/O from defender's T/O.
ModeNANAUse the shifts on the Mode Markers as per case 11.23.
Adjacency — Each Attacker's unit+2NANA
Adjacency — Each Defender's unitNA−1NA

[8.7] Support Shift Results Table

Combat Support Differential across the top; die roll down the side. Historical Note: No CSP's used by the attacker is assumed to put him at a disadvantage.

Die−7 or less−6 or −5−4 or −3−2 or −101 or 23 or 45 or 67 or 89 or 1011 thru 1516 or more
1−4−3−3−2−+1+2+3+4+4+5+5
2−4−4−3−3

[14.4] Fog Determination Table

Season across the top; dice total down the side. "−" = clear; no fog this Game-Turn. "F" = fog weather conditions apply to the entire map for this Game-Turn.

DiceSummerFallWinterSpring
2FFFF
3−FFF
4−−F−
5−−−−
6−−−−
7

[14.5] Precipitation Determination Table

Season across the top; dice total down the side. "−" = clear; no precipitation this Game-Turn. "P" = precipitation; in summer, fall or spring this is rain; in winter this is snow.

DiceSummerFallWinterSpring
2PP−−
3PP−−
4P−P−
5P−P−
6P−−P
7

[17.3] Electronic Warfare Table

Electronic Warfare (EW) Value across the top (0 through 9); die roll down the side. "−" = no effect. "#" = Electronic warfare result.

Die0123456789
1−−−1111123
2−−11112233

Effects of EW Results:

ResultUse of CSP'sMovement AllowanceAttack ShiftDefense Shift
1AutomaticNo effect−5+2
21…4Halved−6+3
31,2Halved*−8*+4*

*The unit is out of Command Control. These effects are for loss of Command Control; there is no additional effect of EW3. See 17.4 for optional ECCM.

[18.5] Nuclear Weapons Chart

Weapon Type (KT)15102050100200Neutron
Minimum Range of Effectiveness0111234NA
Maximum Range of Effectiveness123471013NA
U.S. Available754

*The indicated weapon is a device not normally allotted to a Division. These may be used at the Players' option, but only by agreement. NA = The ranges are not applicable to the Neutron Warheads.

Minimum and Maximum Ranges are given in hexes from the target hex. See Section 18.0 on the meaning of these numbers. Numbers available are the number of warheads of each type which can be used in the course of the game by either side. The numbers are given as an amount per division on the map. See 18.3 for use of neutron weapons.

[19.81] Personal Characteristics Table

Organization Determination (by Perception):

DiePerception 1,2Perception 3,4Perception 5,6
1431
2431
3532
4542
5643
6653

The resulting number is the Organization level of the division commander.

Command Determination (by Organization):

DieOrganization 1,2Organization 3,4Organization 5,6
1421
2431
3532
4542
5643
6653

The resulting number is the Command level of the division commander.

Action Points Determination (Optional):

DieAction Points Available
16
29
39
412
512
615

The number indicated as a result is the number of Action Points available to the division commander each Game-Turn before making adjustments for fatigue. Once determined this number is constant for the entire game.

[19.82] Division Commander Activity Costs Chart

ActivityAction Point Cost
Receive SITREP (Controller Game)3
Conduct Intelligence (Competition Game)3
Move1
Use Perception2
Use Organization4
Use Command4

[19.83] Personal Success Table

Ability Level (1 through 6) across the top; two-dice total down the side.

Die123456
2PLLLLL
3LCLLLP
4PPCLCP
5CLP

P = Success Possible. L = Success Likely. C = Success Certain. (Note: Cases 19.2 to 19.4 and 22.5 refer to "C", "L" and "P" results, and Case 22.5 also refers to an "S" result; no "S" entry appears on this table as printed.)

[23.32] Initial Value Table

Initial Value Column across the top (A through K); die roll down the side. The number to the left of the slash is the T/O Level of a combat unit if the Initial Value Table is being used for such. The number to the right of the slash is the Command Rating of the Subordinate Commander or Battalion Leadership if the Table is being used for this. In each case, only the number on the appropriate side of the slash is used; the other is ignored.

DieABCDEFGHIJK
14/+13/−12/−22/−21/−31/−31/−31/−31/−31/−31/−3
25/+24/+13/−13/−12/−22/−21/−3

[21.42] Non-Divisional Combat Support Points Summary

The following tables show the Combat Support Points added per division for various situations.

Soviet

CSP TypeNormalNon-Div LowNon-Div AvgNon-Div HighAvg Total for Assault Divs
FA80-122-1220
Sig30-122-69
Eng31-344-811
Air01-233-99
TOTAL

NATO

CSP TypeNormalNon-Div LowNon-Div AvgNon-Div HighAvg Total for Assault Divs
FA102-432-717
Sig102-432-515
Eng102-442-616
Air42-553-913
TOTAL

Low (under Non-Div) would be for a quiet sector, high for a main effort assault. Each army or corps has a number of CSP's to be distributed to the divisions under their command. The number of additional CSP's given each division depends on the division's mission. Not surprisingly, the more important the division mission, the greater number of CSP's allocated. In addition to CSP's, army and corps also have a number of additional Staff Points to allocate, in the same manner as CSP's. TOTAL reflects normal range of total CSP's.

Combat Resolution Procedure Outline

1. Determine the Initial Combat Differential. The Initial Combat Differential is determined by subtracting the Defense Strength of the defending unit from the Attack Strength of the attacking unit.

2. Determine the Final Combat Differential. The Final Combat Differential is determined by applying the effects of the applicable conditions listed below. These effects are expressed in terms of shifts in the column to be used on the Basic Combat Results Table (11.93), the use of which is described in step 3 of this Procedure. The effects of these conditions on combat resolution are described in the Combat Differential Effects Summary (11.95) and, in greater detail, in the Cases indicated in this outline.

  • A. Surprise: Case 11.
  • B. Terrain: Case 11.21
  • C. T/O: Case 11.32
  • D. Mode: Cases 11.23 and 7.6
  • E. Adjacency: Case 11.24
  • F. Command Control: Case 11.25
  • G. Unprepared Attack: Case 11.12
  • H. Fatigue: Case 11.26
  • I. Combat Support: Table 8.7, Section 8.0
  • J. Weather: Case 14.2
  • K. Chemical Warfare (Optional): Section 16.0
  • L. Electronic Warfare (Optional): Section 17.0
  • M. Division Commander (Optional): Section 18.0
  • N. Subordinate Commanders (Optional): Section 20.0
  • O. Neutron Warhead (Optional): Case 18.3
  • P. Ammunition Depletion: Case 11.8

Note (as printed): Players should record the accumulated shifts in Combat Differential, as the effects of these conditions are applied, on the Combat Differential Track (see separate sheet).

3. Roll the Die and Consult the Basic Combat Results Table (11.93). If the Final Combat Differential is between −4 and +6, inclusive, the Players consult the Basic Combat Results Table, rolling a die to determine which code letter and number will be used in step 4 of this Procedure. Note (as printed): If the Final Combat Differential is −5 or less, the attacking Player must check for the possibility of an Attack Abort (11.3); if no Attack Abort is then called for, resolve the combat using the −4 column on the Basic Combat Results Table. If the Final Combat Differential is +7 or greater, the attacking Player must check for the possibility of Overrun (11.4); if no Overrun result is called for, resolve the combat using the +6 column on the Basic Combat Results Table.

4. Roll the Die and Consult the Modified Combat Results Table (11.94). The Players consult the Modified Combat Results Table, rolling a die to determine the final combat result. The result is applied immediately, to the defending unit first if both are affected.

Play Aids and Display Sheets (3.7)

The following track and display sheets are printed as separate blank play aids (see "see separate sheet" in each case). They are described here so that the scales of the tracks are on record.

  • [3.71] Combat Differential Track. Scaled from −10 (left) through 0 and +1 to +12 (right), used to record the Combat Differential as its shifts are applied (see Case 3.21).
  • [3.72] Unit Movement Track. Numbered 1 through 40 in four rows, used to record a unit's remaining Movement Points (see Case 3.22).
  • [3.73] Combat Support Point Allocation and Use Display. Boxes for each HQ (1st, 2nd and 3rd Brigade/Regiment; 4th Regiment; and Divisional), each divided into an Unused and a Used row for each division (see Cases 6.11 and 8.6).
  • [3.74] Ammunition Point Tracks. Tracks used to record the Ammunition Points available to each HQ (see Section 15.0).

[23.0] Scenario Information

Commentary:

Scenario Background. NDC comes alive only through its scenarios. In addition to showing off the various capabilities of the game, the scenarios tell a story of their own.

General Strategic Situation. For the most part, NDC scenarios assume a fluid situation, a sudden war. There are scenarios showing "set piece" type battles, but with mechanized armies a fluid situation shows much. We assume (for the purposes of setting up the scenarios, not because we have any heavy convictions about it) that the Russians are able to mass a force north of Fulda and make a decisive push in the direction of Giessen (and the Rhine beyond, or Frankfurt below). This is assumed to begin happening on the second or third day of the war. The other Warsaw Pact divisions have tied down NATO forces north and south of the area covered by our maps. Through a successful strategic deception (in which the Warsaw Pact desperately needs to succeed) a Russian Tank Army hustles through the gap, toward the Rhine and beyond. NATO, not caught completely flatfooted, has some reserves available. The question is, will the reserves be either sufficient and/or soon enough?

Units Involved. We have a regular cast of characters for the game. On the NATO side we have a number of units which would most likely be the "reserve" units for this area. We have the 8th Mechanized Infantry Division, which is normally stationed west of the Rhine, to the west of Mainz. This unit, like all others in our scenarios, is assigned to the U.S. V Corps (based in Frankfurt). The 8th Mech is (by virtue of its location, if for no other reason) a reserve unit. The other two major elements of the V Corps are closer to the fire. The 3rd Armored Division is based just north of Frankfurt. The 11th Armored Cavalry Regiment is stationed close by the East German Border and the town of Fulda (of Fulda Gap fame). The 3rd Armored and 11th Cav have as their primary mission (again, by virtue of location) the defense of Frankfurt. Frankfurt-am-Main, in addition to being the largest city in central Germany, is probably the largest military target in Germany. To further insure Frankfurt's defense, the remaining major element of the V Corps is the 4th Brigade of the 4th Mechanized Infantry Division (based at Wiesbaden). This brigade is the "lead" element of the 4th Mech, which is normally based back in the U.S.A. The 4th Mech has a complete set of weapons and equipment stockpiled west of the Rhine. The troops of the 4th Mech will fly into Frankfurt (the major aerial gateway in West Germany), go to their stockpiled equipment, and join the war — all no later than seven days after the war starts. But to do this Frankfurt must be held. And the 4th Brigade will be thrown in to assist from day one. All of the remaining elements of the V Corps are support units (combat and non-combat). These are represented in the game as "non-divisional Combat Support Points."

The Warsaw Pact forces are represented in the game by the Soviet 1st Guards Tank Army. With its headquarters in the suburbs of Dresden, the 1st Guards is probably the single most powerful Soviet army in East Germany. By definition, this makes the 1st Guards the most powerful army in the entire Soviet ground forces. An elite unit, like all others in East Germany, it contains the best troops, weapons, and equipment the Soviet Union can produce. The 1st Guards consists of five divisions; the 27th Guards Mechanized Infantry division and four tank divisions — the 7th Guards, 9th, 6th, Guards and 11th Guards. In addition, one scenario contains elements of the 109th Guards Airborne Division (which is not normally attached to the 1st Guards). The most frequently encountered Soviet units in the game are the 27th Guards and the 7th Guards. As with the U.S. V Corps, the 1st Guards Army has the usual plethora of support units. Shown elsewhere in these rules is a chart displaying each side's doctrine and the assignment of non-divisional Combat Support Points (21.42).

The Battlefield. The area in which all of our scenarios take place is called Hesse by the Germans (which is fair enough, as Hessian mercenaries in British pay fought up and down the east coast of the United States some 200 years ago). For the Warsaw Pact forces to reach the Rhine they must go through Hesse. Physically, the area is hilly and wooded. The wide open spaces of mother Russia it isn't. Although the terrain is basically rugged, it is not all that difficult to move across. There are a lot of roads and other evidence of human habitation. Only the main roads ("Autobahns" or superhighways and other principal roads, some of which aren't that super) are shown. But for a war this short, who's going to notice. This road network allows an unopposed mechanized army to make prodigious marches (in theory, over 300 miles in one 24-hour period; that isn't war, it's tourism). Most of the rivers are obstacles more for the gulleys they run through than for the depth of their water (usually quite fordable).

A Short Description of the Scenarios.

The Battle for Hesse Trilogy. This is a group of three scenarios that are linked together in one basic situation. The opening scenario is "Incident on Bundesstrasse 49." This is the classic meeting engagement. Next comes "The Thin Red Line" which deals with the situation behind the first one. The meeting engagement has the first wave of the 1st Guards Tank Army (one mech and one tank division) meeting a U.S. mech division. The second wave (two tank divisions) is some 40-60 miles behind the first and is to pass through the first wave should the first wave have to burn itself out against enemy resistance. This second scenario has a U.S. armored division coming up from the south with the intention of doing fatal damage to this second wave. The Soviet intention is to minimize the damage and get all help to the first wave, so that the third scenario might be played out. This third part of the trilogy is "To The Green Fields Beyond" and is a set piece battle. It assumes that the initial meeting engagement resulted in a stalemate. Following their doctrine, the Soviet mech division goes over to the defensive while the tank division reforms behind it to attempt a breakthrough of the U.S. line. Additional ammunition and support units are brought up. The U.S. division also reinforces, but the Soviets have two divisions, the U.S. unit is spread thin, and the Soviets also have — most importantly — the initiative. If, in addition, the Soviets win the "Thin Red Line" scenario they will have an additional tank division coming on, which will make the U.S. position rather tenuous. And that's the Battle for Hesse trilogy.

A variation on the Battle for Hesse trilogy is The Marburg Variations, which is nothing more than the Battle for Hesse scenarios played on the northern map. This is a viable option. The Soviets are merely shifting their axis of advance 30-40 km to the north.

An unusual scenario is the Siege of Ziegenhain. This one has a Soviet airborne regiment landing behind U.S. lines and holding the area around an old fortified town until a Soviet tank division can link up with it. A U.S. mech division is attempting to prevent all of this relief and linking up activity. A rather fluid situation.

In order to show off the U.S. offensive capabilities, we have the Spoiling Attack scenario. Here a U.S. armored division goes after a Soviet mech division on the defensive, the objective being to crash into the Soviet rear area to spoil a building offensive. Another race against time, and tenacious Soviet defense.

There are a number of scenarios using both maps. These include a very fluid one aptly titled The 11th Cav Goes For Broke. Here the 11th Armored Cavalry Regiment, spared a Soviet overrun at Fulda, hustles north to delay a Soviet thrust well on its way to the Rhine. Trundling up right behind the 11th is the U.S. 3rd Armored, which will hopefully get north before the 11th Cav gets sent south by the two Soviet tank divisions it runs into.

A very interesting scenario is The Audacious Assault. This one demonstrates a tactical option opening to the Soviets. Taking the BMP regiments from three divisions, these units are sent hurtling westward with the idea of disrupting NATO rear areas before any effective resistance can be mustered. Well, it might work. Here the 8th Mech division comes into the area piecemeal (those BMP units are fast little buggers) while the Soviet battalions hurtle southward toward Frankfurt and the land of the big PX's.

"The Russians Are Coming" scenario was, like the "Audacious Assault," suggested to us by some military analysts working for the government in the Washington, D.C. area. In this scenario, the premise is the situation following a breakthrough. The fellows who did this went so far as to type it in their own text editing machines, which conveniently place the word UNCLASSIFIED at the top of the page. That was misleading. We tried the scenario out and would classify it as pretty good.

As an introduction to the game system we have a little gem called The Advance on Fritzlar. Involving only a handful of U.S. and Soviet units, it is a good scenario to learn the game mechanics with. It can use just the north map, or both north and south maps together.

Finally, we have a section on building your own scenarios. All the raw materials are in the game. It's simply a matter of putting them together.

Cases:

[23.1] Introduction. NATO Division Commander is designed to provide the utmost in flexibility. Most of the "machinery" is exposed to the view of the Players, like a watch with a glass back. Nowhere does this flexibility become more evident than in the scenarios. Although a full line of complete and ready-to-play scenarios are provided, the Players are free to construct their own versions of the situations. This option is supported by specific game mechanisms which allow a systematic and intelligent change of the various scenario specifications.

[23.11] Scenario Format. The many and differing factors entering into a scenario in NATO Division Commander require a complex format in order to minimize the space needed to represent the relevant information. This format however, must be explained.

Each scenario (Sections 24.0 through 34.0) consists of six or seven Cases. Each of those Cases deals with a certain area of information necessary to play the scenario. The Cases of Section 23.0 correspond to the Cases of the scenarios themselves. In addition, some Cases in this Section explain procedures used to set up scenarios. Each Case in this Section that corresponds with the Cases in the scenarios deals in general terms with the more detailed information provided in the corresponding scenario Cases.

[23.12] Scenario Variability. Players may use the scenarios of NATO Division Commander in several different ways. In the truest sense, all of these scenarios are just suggestions. Order of Battle, turn of entry, and the objective of the offensive are no more than guesses (although educated guesses). Even though Players should feel free to experiment with the scenario conditions, some aspects of the scenarios are more suitable for variation than others. These factors, called variables, are T/O level, CPS level, mode status, ammunition level and leadership levels. Each scenario provides two levels of information about each variable.

[23.13] Specific Scenario Values. The first level of information is the exact specification of the values and states of the variables (T/O, CSP, mode, ammunition and leadership). These values are provided in tabular format in the Scenario Charts (23.8). Players who want their scenarios cut and dried will prefer the specific information. This allows the game to be set up and played immediately. No time need be wasted in the methods for determining the values of the variables. The specific values were determined by the same procedures that a Player would use as instructed by Case 23.3.

[23.14] General Scenario Specifications. The second level is general information (given in Case 00.3 of each scenario Section). This general information allows the Players the option of random variations (within well defined limits) of some of the key elements of the scenarios. This tells the Players how to determine the initial values for the variables. Usually this translates into a specific column on the Initial Value Table.

[23.15] The Map. The various scenarios of NATO Division Commander are played on portions of the mapsheet called the North, South and Full maps. Which section to use is noted in the individual scenario descriptions.

  • Map Boundaries. The mapsheet is divided into regions called sectors, each with a sector name. Maps are defined by the sectors which compose them.
  • The North Map. The North map is composed of all sectors A, B, C, D and E.
  • The South Map. The South map is composed of all sectors F, G, H, J and K.
  • The Full Map. The Full map is composed of both the North and South map sectors.
  • Map Limits. In some scenarios portions of the mapsheet are excluded from play. Treat sector boundaries of excluded sectors as map edges.

Note: Players may either ignore sectors not in use or they may fold the map over to conserve space.

[23.2] Forces. Most scenarios deal with actions in which entire divisions are committed to combat (the organizational structure of the various units represented in the game are noted in the following text). Occasionally ad hoc formations, or part of a division, may be represented. These oddities are specifically dealt with in the appropriate portion of the individual scenario description.

Each Player's forces are listed in the individual forces section of each scenario. The listing is by parent unit. Players are referred to the Scenario Charts, which are organized according to unit, to determine the specific information pertinent to the units listed for the scenario to be played. Accompanying the Scenario Charts is an explanation of how to read the data for a unit in a given scenario. The data listed on the Charts include T/O level, battalion leader rating, set-up or entry mode and hex for each battalion; leader ratings of all division officers; and allocations of Combat Support Points, ammunition, and Staff Points among various headquarters.

[23.21] U.S. Organization.

3rd Armored Division. Headquarters: DIVMAIN, DIVTAC, DIVARTY, DISCOM. 1st Brigade: 1st Brigade Headquarters, 2/32 Armored Battalion, 3/33 Armored Battalion, 2/36 Mechanized Battalion, 3/36 Mechanized Battalion. 2nd Brigade: 2nd Brigade Headquarters, 1/33 Armored Battalion, 1/48 Mechanized Battalion, 2/48 Mechanized Battalion. 3rd Brigade: 3rd Brigade Headquarters, 1/32 Armored Battalion, 3/32 Armored Battalion, 1/36 Mechanized Battalion. Divisional Units: 3/12 Armored Cavalry Squadron.

8th Mechanized Division. Headquarters: DIVMAIN, DIVTAC, DIVARTY, DISCOM. 1st Brigade: 1st Brigade Headquarters, 4/69 Armored Battalion, 2/28 Mechanized Battalion, 2/87 Mechanized Battalion. 2nd Brigade: 2nd Brigade Headquarters, 1/68 Armored Battalion, 2/68 Armored Battalion, 1/13 Mechanized Battalion, 1/39 Mechanized Battalion, 1/87 Mechanized Battalion. 3rd Brigade: 3rd Brigade Headquarters, 3/68 Armored Battalion, 5/68 Armored Battalion, 2/13 Mechanized Battalion. Divisional Units: 3/8 Armored Cavalry Squadron.

4th Mechanized Division (detachment). 4th Brigade: 4th Brigade Headquarters, 1/70 Armored Battalion, 1/12 Mechanized Battalion, 2/12 Mechanized Battalion, A Troop 1/10 Armored Cavalry Squadron.

11th Armored Cavalry Regiment. 11 ACR Headquarters, 1/11 Armored Cavalry Squadron, 2/11 Armored Cavalry Squadron, 3/11 Armored Cavalry Squadron.

[23.22] Soviet Organization.

27th Motorized Rifle Division. Headquarters: DIVMAIN, DIVALT. 91st Motorized Rifle Regiment: 91st Regiment Headquarters, 1/91 BMP Battalion, 2/91 BMP Battalion, 3/91 BMP Battalion. 92nd Motorized Rifle Regiment: 92nd Regiment Headquarters, 1/92 BTR Battalion, 2/92 BTR Battalion, 3/92 BTR Battalion. 93rd Motorized Rifle Regiment: 93rd Regiment Headquarters, 1/93 BTR Battalion, 2/93 BTR Battalion, 3/93 BTR Battalion. 94th Tank Regiment: 94th Regiment Headquarters, 1/94 Tank Battalion, 2/94 Tank Battalion, 3/94 Tank Battalion. Divisional Units: 27th Reconnaissance Battalion, 27th Independent Tank Battalion.

7th Guards Tank Division. Headquarters: DIVMAIN, DIVALT. 25th Tank Regiment: 25th Regiment Headquarters, 1/25 Tank Battalion, 2/25 Tank Battalion, 3/25 Tank Battalion.

26th Tank Regiment: 26th Regiment Headquarters, 1/26 Tank Battalion, 2/26 Tank Battalion, 3/26 Tank Battalion.

27th Tank Regiment: 27th Regiment Headquarters, 1/27 Tank Battalion, 2/27 Tank Battalion, 3/27 Tank Battalion.

28th Motorized Rifle Regiment: 28th Regiment Headquarters, 1/28 BMP Battalion, 2/28 BMP Battalion, 3/28 BMP Battalion.

Divisional Units: 7th Reconnaissance Battalion.

11th Guards Tank Division. Headquarters: DIVMAIN, DIVALT. 33rd Tank Regiment: 33rd Regiment Headquarters, 1/33 Tank Battalion, 2/33 Tank Battalion, 3/33 Tank Battalion. 34th Tank Regiment: 34th Regiment Headquarters, 1/34 Tank Battalion, 2/34 Tank Battalion, 3/34 Tank Battalion. 35th Tank Regiment: 35th Regiment Headquarters, 1/35 Tank Battalion, 2/35 Tank Battalion, 3/35 Tank Battalion. 36th Motorized Rifle Regiment: 36th Regiment Headquarters, 1/36 BMP Battalion, 2/36 BMP Battalion, 3/36 BMP Battalion. Divisional Units: 11th Reconnaissance Battalion.

109th Airborne Division. Headquarters: DIVMAIN, DIVALT. 1st Airborne Regiment: 1st Regiment Headquarters, 1/1 Airborne Battalion, 2/1 Airborne Battalion, 3/1 Airborne Battalion. 2nd Airborne Regiment: 2nd Regiment Headquarters, 1/2 Airborne Battalion, 2/2 Airborne Battalion, 3/2 Airborne Battalion. 3rd Airborne Regiment: 3rd Regiment Headquarters, 1/3 Airborne Battalion, 2/3 Airborne Battalion, 3/3 Airborne Battalion. Divisional Units: 109th Reconnaissance Company.

[23.3] Variables. As mentioned in the Introduction (23.1) the variables of a scenario can be altered to provide variety, play balance or to test hypotheses.

Variables can be altered in one of three ways.

  1. New values can be assigned by the Players according to their whims.
  2. New values can be obtained from the Initial Value Table and the other tables within the limits given in the scenario. See Table 19.81 and Case 19.9 for the determination of initial values.
  3. New values can be obtained from the various tables without regard to the limits imposed by the scenario restrictions. Players are cautioned that this may result in strange outcomes.

[23.31] The Initial Value Table (23.32) allows you to derive T/O and Command Ratings (for Regiment/Brigade and Battalions) based on 11 different levels of quality (labeled A through K with A being the highest).

[23.32] Initial Value Table (see charts and tables)

[23.33] The Initial Value Columns on the Initial Value Table used for Soviet leaders are FDC (First Deputy Commander): C; COS (Chief of Staff): D; DAO (Division Artillery Officer): D; RC (Regimental Commanders): E. For Soviet Headquarters units, Initial Value Columns used are DIVMAIN HQ: H; DIVALT: K; Regiment HQ's: G.

[23.34] The Initial Value Columns on the Initial Value Table used for American leaders are ADC-1 (Assistant Division Commander): C; ADC-2: C; COS (Chief of Staff): C; DAC (Division Artillery Commander): D; DSC (DISCOM Commander): E; Brigade Commanders: D. For American Headquarters units, Initial Value Columns used are DIVMAIN: F; DIVTAC: I; DIVARTY: F; DISCOM: F; Brigade HQ's: E.

[23.4] Set-Up and Reinforcements. Each scenario gives the formations to be used as well as their starting hexes or entry areas.

[23.41] Defensive scenarios have the defending divisions set up according to doctrine. The Doctrine Section of the rules (21.0) give the general "rules of deployment" for each army. These rules allow for some latitude in set-up. Players may, upon mutual agreement, vary from the set-up given in the scenario as long as such deviations do not conflict with that army's doctrine. The same general rule applies for the attacking force. You may modify any "set-piece" set-up as long as you do not deviate from the spirit of the doctrine. Experiment, but try not to go crazy.

[23.42] Entry areas are generally given in terms of a side of the map. Consult the various "March Orders" for each army (see 21.1) and select one for each division or independent brigade entering. Although the number of columns in which the division may enter can vary from one to four, the width of the entire division's sector will never be more than 10-17 hexes wide. To attain the maximum in realism, the Player entering the map should commit himself to an entry sector at the beginning of the game. This should be done in writing, although kept secret from the other Player until the entering force comes on the map.

[23.43] The Doctrine Section (21.0) contains the march orders. These show the order of entry as well as the Movement Points for each unit (as the units are "strung out" on the roads behind each other). Units do not have to enter on a road. However, each unit in a column must enter the map on the same hex that the first unit in the column entered. If this hex is blocked by Enemy units or Zones of Control, the entering Player must designate the nearest (to the original entry hex) unblocked hex as the next entry hex. This is the only way the entering Player can change an entry hex once a column has begun to use it.

[23.44] Default Mode. Rather than have mode markers on all units, you should determine which single mode is used by the greatest number of units. Consider this the "default mode." Do not put a mode marker on all units in the default mode. Instead, keep a mode marker for that mode off to one side to remind you which mode the default mode is. Often the entire division will be in the same mode at one time or another, if not for the entire game.

[23.5] Standard Victory Points Schedule and Victory Conditions. NATO Division Commander covers only "battles" which do not, in themselves, represent decisive victory. In order to represent the decisive victory aspect of modern warfare the victory conditions reflect not only mastery of the immediate battlefield but also the subsequent operations in which mastery of the battlefield (as shown by operations on the playing map) would be exploited for a decisive victory. This decisive victory would be accomplished by going behind the division area into the Enemy rear where essential support and control units and installations would be destroyed thus eliminating the enemy ability to resist further. In most scenarios the same victory point system is used. This system is described in the following Procedure.

Procedure: The attacking Player secretly designates exit sectors. By getting as many regiments off the map as early in the game as possible, the attacking Player wins (by degrees, depending on how successful he is). Failure to obtain a minimum number of victory points gives victory to the defending Player.

[23.51] Only one side in a scenario can obtain Victory Points. This side is generally the stronger ("attacking") Player.

[23.52] Victory Points are obtained for exiting complete regiments (one regimental/brigade headquarters and at least three battalions, having between them a total of at least eight steps) off the map from previously designated sectors. Usually only tank regiments are allowed for the Soviets. Once exited, units may never re-enter the game.

[23.53] The "Primary Exit Sector" is secretly chosen by the superior (stronger) Player before play begins. The sector identification is written down and not revealed until the end of the game. Only sectors opposite from the superior Player's "entry" edge of the map may be primary exit sectors. For example, if the superior Player's units are entering from the north edge of the map, a primary exit sector must be chosen from among the sectors of the south edge of the playing map.

[23.54] The number of Victory Points per regiment (or brigade) will vary depending on the Game-Turn in which the units are exited and whether the actual exit sector is the primary, adjacent, or secondary exit sector.

Time/Sector Victory Points Adjustment Schedule

SectorTurns 1-2Turns 3-5Turns 6+
Primary852
Adjacent531
Secondary210

The number indicates the number of Victory Points gained per regiment exited in the Game-Turn and sector indicated.

[23.55] The Primary Sector is chosen by the superior (stronger) Player. The Adjacent Sectors are the two sectors on either side (adjacent to) the Primary Sector. The Secondary Sectors are the two sectors adjacent to the Adjacent Sectors. This makes for a total of five sectors the superior Player may exit from. For example, the superior Player is entering on the east edge of the south map (sectors F8, G8, H8, I8, J8). He may choose as his Primary Sector any of the sectors on the west edge of the map (sectors F1, G1, H1, I1, J1). The superior Player chooses sector F1 as his Primary Sector. This makes sectors G1 and F2 the Adjacent Sectors and sectors H1 and F3 his Secondary Sectors.

[23.56] With respect to a particular unit, a Line of Communication is defined as a path of unbroken road hexes, no more than one Game-Turn's movement away from that unit in terms of its current Movement Allowance, which is free of Enemy units or their Zones of Control and leads off a Friendly mapedge (western mapedge for the U.S., eastern mapedge for the Soviets).

Player's Note: It goes without saying that the foregoing system puts a premium on getting there "first with the most." You can win the game quickly as the attacker if you are willing to take chances. Taking chances is a calculated risk. Well, it should be a "calculated" risk. If you just go charging for the opposite edge of the battlefield, you should do so keeping in mind all of the victory conditions — in particular the requirement that you exit only complete regiments (or brigades). This is necessary to realistically represent the necessity to get into the Enemy rear area as the "superior" force. Independent battalions might find themselves outgunned by what they encounter. The rear area people are not unarmed. Nor do they lack combat support (artillery, air, etc.) or eventual reinforcing ground combat units. It is deceptively easy to get single battalions through the Enemy lines. Complete regiments are another matter. Keep this in mind and you won't hand the other Player a cheap victory.

[23.6] Adjusting Victory Conditions. No two Players are equal in skill. In addition, some perform better in the offense, some in the defense. Not all situations are inherently "balanced." The victory conditions given in the NATO Division Commander scenarios generally favor the defense. Make any of the following adjustments to give the offense (or defense) more of an edge.

[23.61] The number of columns in which the divisions enter the map has a decisive effect. One column favors the defense, four columns favors the offense (considerably).

[23.62] Changing the Game-Turn that reinforcements enter changes play balance. This is already suggested in some scenarios. Like most other victory condition adjustments, this one can have considerable effect with even one Game-Turn difference. Handle with care.

[23.63] Change any one of the variables (T/O, leadership, etc.). Ammunition (if you use that option) can have considerable effect, especially for the defense.

Player's Note: Since no NATO (or Warsaw Pact) division commander has ever led a division into combat, the scenarios are hypothetical. So are our "given" levels for the mix of opposing forces and variable levels. The scenarios are based on the types of situations both armies say they plan to encounter. No one knows exactly what will happen. We have laid out the available information as best we can. This applies particularly to the victory conditions. The game was designed to suit NATO and Warsaw Pact estimates of the situation and/or new or different information. Not being a historical situation, the game is vulnerable to considerable change. The game was designed to accommodate this change as efficiently as possible.

[23.7] Building Your Own Scenarios. The scenarios given were based on our own analysis of a likely chain of events in a future war. The basis of this analysis was taken from the initial set up for the "Central Front" as shown in the Next War game. We concluded that there was a high likelihood of significant battles being fought in the area depicted on the NATO Division Commander maps. The scenarios subsequently constructed were, however, only one opinion. Given the materials in the game, you could easily construct your own. Indeed, the "11th Cav Goes For Broke" scenario was redesigned by one of our blindtesters (outside-of-N.Y. playtesters). This fellow also happened to be an officer in an armored division, which may account for some of that scenario's flavor. Building your own scenarios will be made easier if you follow the following guidelines. (Which also, oddly enough, apply to designing games).

[23.81] Decide what you are going to do before you do it. Decide what type of engagement you want to depict, what forces are to be involved, and what the objectives (victory conditions) are to be. This may sound obvious, but many people charge right ahead without taking such obvious steps.

[23.82] Work out all the details of initial set-ups before playing around with your scenario. This includes writing the set-up down so that you can accurately reproduce it when you re-test it. One well tried method is to develop a new scenario out of an existing one. You'll often get better results that way than if you start from scratch.

[23.83] If you start from scratch, refer to World War II history. Things haven't really changed that much. Weapons lethality has apparently increased (by as much as 100%) although the speed of mechanized units (as opposed to individual vehicles) has remained the same.

[23.8] Scenario Charts. The printed Scenario Charts (pages 59 to 66 of the source) are not transcribed in this file; see the Omitted Material note at the end.

[24.0] Incident on Bundesstrasse 49

Cases:

[24.1] Introduction.

[24.11] Commentary. The Soviets expect that the majority of actions occurring in any future conflict will be meeting engagements. This scenario shows two Soviet divisions encountering a U.S. mechanized division. This type of engagement is especially important, since the outcome of any further actions would depend on the result of the meeting engagement.

[24.12] Map. This scenario is played on the South map.

[24.13] Game Length. This scenario is nine Game-Turns long.

[24.14] First Player. The Soviet Player moves first.

[24.2] Forces.

[24.21] U.S. Forces. U.S. 8th Mechanized Division.

[24.22] Soviet Forces. Soviet 27th Motorized Division; Soviet 7th Guards Tank Division.

[24.3] Variables.

[24.31] T/O Levels. U.S.: B. Soviet: B.

[24.32] CSP Levels. U.S.: Average. Soviet: Average.

[24.33] Mode Status. U.S.: Movement. Soviet: Movement.

[24.34] Ammunition Point Levels. U.S.: Average. Soviet: Average.

[24.35] Leadership Levels. All Leadership values are standard (see 23.33).

[24.4] Set-Up and Reinforcements.

[24.41] U.S. Set-Up. See Scenario Charts for U.S. initial set-up (8th Mech Div: 3/8 AC Regt; 1st Bde).

[24.42] U.S. Reinforcements.

  • Game-Turn 1: 2nd Bde/8th Mech enters west mapedge.
  • Game-Turn 2: All remaining U.S. units that do not set up initially enter west mapedge, using one column Division March Order (1st Bde, DIVTAC, DIVARTY, 3rd Bde, DIVMAIN, DISCOM).

[24.43] Soviet Set-Up. No Soviet units start on the map.

[24.42] Soviet Reinforcements. (The printed case number reads 24.42 here; transcribed as printed.) Game-Turn 1: All Soviet units enter east mapedge.

[24.5] Victory Conditions.

[24.51] Victory Points. Victory Points are awarded to the Soviet Player for exiting tank regiments from the map. These points are awarded in accordance with the standard Victory Points Schedule and Victory Conditions (see 23.6).

[24.52] Determining Victory. Victory is determined by the total Victory Points accumulated by the Soviet Player.

Total Soviet Victory PointsLevel of Victory
4 or fewerU.S. Victory
5 through 9Soviet Tactical
10 through 14Soviet Substantive
15 or moreSoviet Decisive

[24.6] Special Rules. The U.S. units entering as reinforcements on Game-Turn 2 have their Movement Allowances halved for the Game-Turn of entry only.

[25.0] The Thin Red Line

Cases:

[25.1] Introduction.

[25.11] Commentary. In the event that the initial Soviet attack bogs down or the units involved become exhausted, the following wave is supposed to come up and complete the breakthrough. The U.S. reaction would be to try to disrupt this attack before it could gain momentum.

[25.12] Map. This scenario is played on the South map.

[25.13] Game Length. This scenario is nine Game-Turns long.

[25.14] First Player. The U.S. Player moves first.

[25.2] Forces.

[25.21] U.S. Forces. U.S. 3rd Armored Division.

[25.22] Soviet Forces. Soviet 7th Guards Tank Division; Soviet 11th Guards Tank Division.

[25.3] Variables.

[25.31] T/O Levels. U.S.: B. Soviet: B.

[25.32] CSP Levels. U.S.: High. Soviet: Average.

[25.33] Mode Status. U.S.: Movement. Soviet: Movement.

[25.34] Ammunition Point Levels. U.S.: Average. Soviet: Average.

[25.35] Leadership Levels. All Leadership values are standard (see 23.33).

[25.4] Set-Up and Reinforcements.

[25.41] U.S. Set-Up. No U.S. units start on the map.

[25.42] U.S. Reinforcements. Game-Turn 1: All U.S. units enter south mapedge.

[25.43] Soviet Set-Up. No Soviet units start on the map.

[25.44] Soviet Reinforcements. Game-Turn 1: All Soviet units enter east mapedge.

[25.5] Victory Conditions.

[25.51] Victory Points. Victory Points are awarded to the Soviet Player for exiting tank regiments from the map. These points are awarded in accordance with the standard Victory Points Schedule and Victory Conditions. (see 23.6).

[25.52] Determining Victory. Victory is determined by the total Victory Points accumulated by the Soviet Player.

Total Soviet Victory PointsLevel of Victory
4 or fewerU.S. Victory
5 through 9Soviet Tactical
10 through 14Soviet Substantive
15 or moreSoviet Decisive

[26.0] To the Green Fields Beyond

Cases:

[26.1] Introduction.

[26.11] Commentary. When mobile engagement fails, the Soviets intend to proceed with a set piece assault. Unit density would reach its highest in such a battle.

[26.12] Map. This scenario is played on the South map.

[26.13] Game Length. This scenario is nine Game-Turns long.

[26.14] First Player. The U.S. Player sets up first. The Soviet Player moves first.

[26.2] Forces.

[26.21] U.S. Forces. U.S. 8th Mechanized Division; U.S. 4th Brigade/4th Mechanized Division.

[26.22] Soviet Forces. Soviet 7th Guards Tank Division; Soviet 27th Motorized Division; Soviet 11th Guards Tank Division.

[26.3] Variables.

[26.31] T/O Levels. U.S.: 8th Mech Div: C; 4th Mech Bde: A. Soviet: 27th Mot Div: D; 7th Gd Tank: C; 11th Gd Tank: B.

[26.32] CSP Levels. U.S.: 8th Mech Div: High; 4th Mech Bde: Low. Soviet: 27th Mot Div: Average; 7th Gd Tank: High; 11th Gd Tank: Average.

[26.33] Mode Status. U.S.: 8th Mech Div: Defense; 4th Mech Bde: Movement. Soviet: 27th Mot Div: Defense; 7th Gd. Tank: Attack; 11th Gd Tank: Movement.

[26.34] Ammunition Point Levels. U.S.: 8th Mech Div: High; 4th Mech Bde: Average. Soviet: 27th Mot Div: Average; 7th Gd Tank: High; 11th Gd Tank: Average.

[26.35] Leadership Levels. All Leadership values are standard (see 23.33).

[26.4] Set-Up and Reinforcements.

[26.41] U.S. Set-Up. See Scenario Charts for U.S. initial set-up (11th AC Regt: 2/11; 8th Mech Div).

[26.42] U.S. Reinforcements. Game-Turn 4: 4th Mech Bde enters west mapedge (see 29.6 for special rules affecting this time of entry).

[26.43] Soviet Set-Up. See Scenario Charts for Soviet initial set-up (27th Mot Div; 7th Gd Tank Div).

[26.44] Soviet Reinforcements. Game-Turn 4: 11th Gd Tank Div enters east mapedge (see 29.6 for special rules affecting this time of entry).

[26.5] Victory Conditions.

[26.51] Victory Points. Victory Points are awarded to the Soviet Player for exiting tank regiments from the map. These points are awarded in accordance with the standard Victory Points Schedule and Victory Conditions (see 23.6).

[26.52] Determining Victory. Victory is determined by the total Victory Points accumulated by the Soviet Player.

Total Soviet Victory PointsLevel of Victory
4 or fewerU.S. Victory
5 through 9Soviet Tactical
10 through 14Soviet Substantive
15 or moreSoviet Decisive

[26.6] Special Rules.

[26.61] There are four U.S. units not associated with any brigade listed in the set-up. These units are under divisional control until they come within 10 hexes of any brigade HQ, at which time they are transferred to that brigade. Players may at their option attach these units to any HQ they wish from the start of the game.

[26.62] The U.S. 4th Mechanized Brigade normally enters on Game-Turn 4. If the U.S. Player is a perceptibly poorer Player than the Soviet Player, these units may enter on Game-Turn 2 or 3, at the Players' option.

[26.63] The Soviet 11th Guards Tank Division normally enters on Game-Turn 4. If the Soviet Player is a perceptibly poorer Player than the U.S. Player, these units may enter on Game-Turn 2 or 3 at the Players' option.

[26.64] Instead of allowing the poorer Player's reinforcements to enter early, the Players may decide to delay the better Player's reinforcements. These delayed reinforcements would arrive on Game-Turn 5 or 6, at the Players' option.

[27.0] Incident on Bundesstrasse 3 (Marburg Variation)

Cases:

[27.1] Introduction.

[27.11] Commentary. Identical to the Incident on Bundestrasse 49 in scope, this scenario deals with a Soviet attack along an axis some 25 miles further north.

[27.12] Map. This scenario is played on the North map.

[27.13] Game Length. This scenario is nine Game-Turns long.

[27.14] First Player. The U.S. Player moves first.

[27.2] Forces.

[27.21] U.S. Forces. U.S. 8th Mechanized Division.

[27.22] Soviet Forces. Soviet 27th Motorized Division; Soviet 7th Guards Tank Division.

[27.3] Variables.

[27.31] T/O Levels. U.S.: B. Soviet: B.

[27.32] CSP Levels. U.S.: Average. Soviet: Average.

[27.33] Mode Status. U.S.: Movement. Soviet: Movement.

[27.34] Ammunition Point Levels. U.S.: Average. Soviet: Average.

[27.35] Leadership Levels. All Leadership values are standard (see 23.33).

[27.4] Set-Up and Reinforcements.

[27.41] U.S. Set-Up. See Scenario Charts for U.S. initial set-up (8th Mech Div: 3/8 AC Regt; 1st Bde).

[27.42] U.S. Reinforcements.

  • Game-Turn 1: 2nd Bde/8th Mech Div enters west mapedge.
  • Game-Turn 2: All remaining U.S. units that do not set up initially enter west mapedge.

[27.43] Soviet Set-Up. No Soviet units start on the map.

[27.44] Soviet Reinforcements. Game-Turn 1: All Soviet units begin to enter east mapedge.

[27.5] Victory Conditions.

[27.51] Victory Points. Victory Points are awarded to the Soviet Player for exiting tank regiments from the map. These points are awarded in accordance with the standard Victory Points Schedule and Victory Conditions (see 23.6).

[27.52] Determining Victory. Victory is determined by the total Victory Points accumulated by the Soviet Player.

Total Soviet Victory PointsLevel of Victory
4 or fewerU.S. Victory
5 through 9Soviet Tactical
10 through 14Soviet Substantive
15 or moreSoviet Decisive

[27.6] Special Rules. The U.S. units entering as reinforcements on Game-Turn 2 have their Movement Allowance halved for the Game-Turn of entry only.

[28.0] The Thin Red Line (Marburg Variation)

Cases:

[28.1] Introduction.

[28.11] Commentary. This scenario deals with the Soviet follow-up to their attack dealt with in Incident on Bundestrasse 3. It is identical in scope to the Thin Red Line (25.0) except that the axis of the Soviet attack is shifted 25 miles north.

[28.12] Map. This scenario is played on the North map.

[28.13] Game Length. This scenario is nine Game-Turns long.

[28.14] First Player. The U.S. Player moves first.

[28.2] Forces.

[28.21] U.S. Forces. U.S. 3rd Armored Division.

[28.22] Soviet Forces. Soviet 7th Guards Tank Division; Soviet 11th Guards Tank Division.

[28.3] Variables.

[28.31] T/O Levels. U.S.: B. Soviet: B.

[28.32] CSP Levels. U.S.: High. Soviet: High.

[28.33] Mode Status. U.S.: Movement. Soviet: Movement.

[28.34] Ammunition Point Levels. U.S.: Average. Soviet: Average.

[28.35] Leadership Levels. All Leadership values are standard (see 23.33).

[28.4] Set-Up and Reinforcements.

[28.41] U.S. Set-Up. No U.S. units start on the map.

[28.42] U.S. Reinforcements. Game-Turn 1: All U.S. units enter the west mapedge.

[28.43] Soviet Set-Up. No Soviet units start on the map.

[28.44] Soviet Reinforcements. Game-Turn 1: All Soviet units enter the east mapedge.

[28.5] Victory Conditions.

[28.51] Victory Points. Victory Points are awarded to the Soviet Player for exiting tank regiments from the map. These points are awarded in accordance with the standard Victory Points Schedule and Victory Conditions (see 23.6).

[28.52] Determining Victory. Victory is determined by the total Victory Points accumulated by the Soviet Player.

Total Soviet Victory PointsLevel of Victory
4 or fewerU.S. Victory
5 through 9Soviet Tactical
10 through 14Soviet Substantive
15 or moreSoviet Decisive

[29.0] To the Green Fields Beyond (Marburg Variation)

Cases:

[29.1] Introduction.

[29.11] Commentary. This scenario is identical in scope to the Green Field Beyond scenario (26.0). The Soviet attack is occurring 25 miles north of the one depicted in that scenario.

[29.12] Map. This scenario is played on the North map.

[29.13] Game Length. This scenario is nine Game-Turns long.

[29.14] First Player. The U.S. Player sets up first. The Soviet Player moves first.

[29.2] Forces.

[29.21] U.S. Forces. U.S. 8th Mechanized Division; U.S. 4th Brigade/4th Mechanized Division; U.S. 2/11 AC Sqd/11th Armored Cavalry Regiment.

[29.22] Soviet Forces. Soviet 7th Guards Tank Division; Soviet 27th Motorized Division; Soviet 11th Guards Tank Division.

[29.3] Variables.

[29.31] T/O Levels. U.S.: 8th Mech Div: C; 4th Mech Bde: A. Soviet: 27th Mot Div: D; 7th Gd Tank: B; 11th Gd Tank: B.

[29.32] CSP Levels. U.S.: 8th Mech Div: High; 4th Mech Bde: Low. Soviet: 27th Mot Div: Average; 7th Gd Tank: High; 11th Gd Tank: Average.

[29.33] Mode Status. U.S.: 8th Mech Div: Defense; 4th Mech Bde: Movement. Soviet: 27th Mot Div: Defense; 7th Gd Tank: Attack; 11th Gd Tank: Movement.

[29.34] Ammunition Point Levels. U.S.: 8th Mech Div: High; 4th Mech Bde: Average. Soviet: 27th Mot Div: Average; 7th Gd Tank: High; 11th Gd Tank: Average.

[29.35] Leadership Levels. All Leadership values are standard (see 23.33).

[29.4] Set-Up and Reinforcements.

[29.41] U.S. Set-Up. See Scenario Charts for U.S. initial set-up (11th AC Regt: 2/11; 8th Mech Div).

[29.42] U.S. Reinforcements. Game-Turn 4: 4th Mech Bde enters west mapedge (see 29.6 for special rules affecting this time of entry).

[29.43] Soviet Set-Up. See Scenario Charts for Soviet initial set-up (27th Mot Div; 7th Gd Tank Div).

[29.44] Soviet Reinforcements. Game-Turn 4: 11th Gd Tank Div enters east mapedge (see 29.6 for special rules affecting this time of entry).

[29.5] Victory Conditions.

[29.51] Victory Points. Victory Points are awarded to the Soviet Player for exiting tank regiments from the map. These points are awarded in accordance with the standard Victory Point Schedule and Victory Conditions (see 23.6).

[29.52] Determining Victory. Victory is determined by the total Victory Points accumulated by the Soviet Player.

Total Soviet Victory PointsLevel of Victory
4 or fewerU.S. Victory
5 through 9Soviet Tactical
10 through 14Soviet Substantive
15 or moreSoviet Decisive

[29.6] Special Rules.

[29.61] There are four U.S. units not associated with any brigade listed in the set-up. These units are under divisional control until they come within 10 hexes of any brigade HQ, at which time they are transferred to that brigade. Players may at their option attach these units to any HQ they wish from the start of the game.

[29.62] The U.S. 4th Mechanized Brigade normally enters on Game-Turn 4. If the U.S. Player is a perceptibly poorer Player than the Soviet Player, these units may enter on Game-Turn 2 or 3, at the Players' option.

[29.63] The Soviet 11th Guards Tank Division normally enters on Game-Turn 4. If the Soviet Player is a perceptibly poorer Player than the U.S. Player, these units may enter on Game-Turn 2 or 3 at the Players' option.

[29.64] Instead of allowing the poorer Player's reinforcements to enter early, the Players may decide to delay the better Player's reinforcements. These delayed reinforcements would arrive on Game-Turn 5 or 6, at the Players' option.

[30.0] The Siege of Ziegenhain

Cases:

[30.1] Introduction.

[30.11] Commentary. Despite U.S. airpower, Soviet airlandings remain a possibility. Once on the ground, the airborne units must survive until an assault force reaches them.

[30.12] Map. This scenario is played on the North map.

[30.13] Game Length. This scenario is nine Game-Turns long.

[30.14] First Player. The Soviet Player sets up first. The U.S. Player moves first.

[30.2] Forces.

[30.21] U.S. Forces. U.S. 8th Mechanized Division.

[30.22] Soviet Forces. Soviet 11th Guards Tank Division; Soviet 109th Airborne Division.

[30.3] Variables.

[30.31] T/O Levels. U.S.: B. Soviet: C.

[30.32] CSP Levels. U.S.: Average. Soviet: 109th AB Div: Low; 11th Gd Tank Div: Average.

[30.33] Mode Status. U.S.: Movement. Soviet: 109th AB Div: Defense; 11th Gd Tank Div: Movement.

[30.34] Ammunition Point Levels. U.S.: Average. Soviet: 109th AB Div: Low; 11th Gd Tank Div: Average.

[30.35] Leadership Levels. All Leadership values are standard (see 23.33).

[30.4] Set-Up and Reinforcements.

[30.41] U.S. Set-Up. No U.S. units start on the map.

[30.42] U.S. Reinforcements. Game-Turn 1: All U.S. units enter the west mapedge.

[30.43] Soviet Set-Up. See Scenario Chart for initial Soviet set-up (109th AB Div). Also see Case 30.6 for special rules on Soviet set-up.

[30.44] Soviet Reinforcements. Game-Turn 4: 11th Gd Tank Div enters the east mapedge.

[30.5] Victory Conditions. Victory is determined by control of Ziegenhain. If the Soviet Player controls Ziegenhain (hex 3019), the Soviet Player wins; if the U.S. Player controls the town, the U.S. Player wins. In order to establish control of Ziegenhain, a Player must either have a unit in the town or have been the last Player to have had a unit in the town. The Soviet Player must also have a line of communication (as defined in Case 23.66 as printed; the definition of Line of Communication is at Case 23.56) to establish control. The Soviet Player controls Ziegenhain at the start of the scenario.

[30.6] Special Rules.

[30.61] Soviet Airborne Force. The units included in the Soviet airborne force are variable according to the relative abilities of the Players. If the Players are of approximately equal abilities, the Soviet airborne force consists of the 1/109 and 2/109 Regiments. If the Soviet Player is superior, delete the 2/109 Regiment from the Soviet airborne force. If the U.S. Player is superior, add the 3/109 Regiment to the Soviet airborne force. If the U.S. Player is of markedly superior ability, add the remaining HQs and divisional unit of the 109th Airborne Division to the Soviet airborne force.

[30.62] Soviet Drop Zones. For each Soviet airborne regiment included in the Soviet airborne force, the Soviet Player must select one hex as a "drop zone" for that regiment. In the event that the airborne force includes the divisional elements of the 109th Airborne, these elements are assigned a drop zone of their own. All units of a regiment (or the divisional elements) must set up within 4 hexes of the drop zone hex associated with that regiment. Ziegenhain must always be designated the drop zone for at least one regiment. More than one regiment may select the same drop zone hex.

[30.63] Reminder. Soviet airborne units, being "leg" troops, may enter only HA or HD mode.

[31.0] Spoiling Attack

Cases:

[31.1] Introduction.

[31.11] Commentary. Most of the scenarios of NATO Division Commander deal with Soviet attacks. The U.S. offensive capability is also very substantial, and it is presented here.

[31.12] Map. This scenario may be played on either the North or South map.

[31.13] Game Length. This scenario is nine Game-Turns long.

[31.14] First Player. The U.S. Player moves first.

[31.2] Forces.

[31.21] U.S. Forces. U.S. 3rd Armored Division.

[31.22] Soviet Forces. Soviet 27th Motorized Division; Soviet 11th Guards Tank Division.

[31.3] Variables.

[31.31] T/O Levels. U.S.: B. Soviet: 27th Gd Mot Div: C; 11th Gd Tank Div: B.

[31.32] CSP Levels. U.S.: High. Soviet: 27th Gd Mot Div: Low; 11th Gd Tank Div: Average.

[31.33] Mode Status. U.S.: Movement. Soviet: 27th Gd Mot Div: Defense; 11th Gd Tank Div: Movement.

[31.34] Ammunition Point Levels. U.S.: High. Soviet: 27th Gd Mot Div: Average; 11th Gd Tank Div: High.

[31.35] Leadership Levels. All Leadership values are standard (see 23.33).

[31.4] Set-Up and Reinforcements.

[31.41] U.S. Set-Up. No U.S. units start on the map.

[31.42] U.S. Reinforcements. Game-Turn 1: All U.S. units enter the west mapedge.

[31.43] Soviet Set-Up. See Scenario Chart of Soviet initial set-up (27th Mot Div).

[31.44] Soviet Reinforcements. Game-Turn 5: 11th Gd Tank Div enters east mapedge (see 23.6 for variations).

[31.5] Victory Conditions.

[31.51] Victory Point Schedule. No Victory Points are awarded to the Soviet Player. The U.S. Player is awarded points for exiting units from the east mapedge. Points are awarded according to the following schedule. For each U.S. brigade exited from the east mapedge prior to the entry of any Soviet reinforcements, the U.S. Player is awarded 4 Victory Points. For each U.S. brigade exited from the east mapedge after the entry of any Soviet reinforcements, the U.S. Player is awarded 2 Victory Points.

[31.52] Determining Victory. Victory is determined by the total Victory Points accumulated by the U.S. Player.

Total U.S. Victory PointsLevel of Victory
0Soviet Victory
2 or 4U.S. Tactical
6U.S. Substantive
8 or moreU.S. Decisive

[32.0] The 11th Cavalry Goes for Broke

Cases:

[32.1] Introduction.

[32.11] Commentary. This scenario shows a delaying action by a U.S. armored cavalry regiment against much superior Soviet forces.

[32.12] Map. This scenario is played on the full map (both North and South sections).

[32.13] Game Length. This scenario is nine Game-Turns long.

[32.14] First Player. The U.S. Player moves first.

[32.2] Forces.

[32.21] U.S. Forces. U.S. 11th Armored Cavalry Regiment; U.S. 3rd Armored Division.

[32.22] Soviet Forces. Soviet 7th Guards Tank Division; Soviet 11th Guards Tank Division.

[32.3] Variables.

[32.31] T/O Levels. U.S.: 11th ACR: B; 3rd Armor: C. Soviet: All B.

[32.32] CSP Levels. U.S.: 11th ACR: Low; 3rd Armor: Average. Soviet: All average.

[32.33] Mode Status. U.S.: All Movement. Soviet: All Movement.

[32.34] Ammunition Point Levels. U.S.: All average. Soviet: All average.

[32.35] Leadership Levels. All Leadership values are standard (see 23.33).

[32.4] Set-Up and Reinforcements.

[32.41] U.S. Set-Up. No U.S. units start on the map.

[32.42] U.S. Reinforcements.

  • Game-Turn 1: 11th Armored Cavalry Regt enters from the south mapedge.
  • Game-Turn 3: 3rd Armored Div enters from the south mapedge. See 32.6 for variations.

[32.43] Soviet Set-Up. No Soviet units start on the map.

[32.44] Soviet Reinforcements. Game-Turn 1: 7th Gds Tank Div and 11th Gds Tank Div enter from north mapedge. See 32.6 for variations and special movement rules.

[32.5] Victory Conditions.

[32.51] Victory is achieved by the Soviet or U.S. Player depending on how many Soviet regiments exit off the south mapedge by the end of the game.

[32.52] Determining Victory. The Soviet regiments referred to in the following schedule must exit the south mapedge by the Game-Turns indicated.

  • Soviet Decisive Victory: 4 or more regiments by Game-Turn 3.
  • Soviet Substantial Victory: 3 regiments by Game-Turn 3 or 4 or more regiments by the end of the game.
  • Soviet Marginal Victory: 2 regiments by Game-Turn 3 or 3 regiments by the end of the game.
  • U.S. Marginal Victory: 1 regiment by Game-Turn 3 or 2 regiments by the end of the game.
  • U.S. Substantial Victory: 1 regiment by the end of the game.
  • U.S. Decisive Victory: No regiments exited.

[32.6] Special Rules.

[32.61] Special Movement Doctrine. The Soviet Special Movement rule makes use of the map sectors (see Glossary). The Soviets enter the map on Game-Turn 1 with their two divisions employing anywhere from one to three columns. The actual number of columns must be agreed upon by the Players prior to the start of the game. The number of columns the Soviet Player can use has a large effect on how easy — or how likely — a Soviet victory will be. Each column should use one row of sectors. For example, if one Soviet column enters on sector A5, that column would have to proceed toward the south mapedge through sectors B5, C5, D5, etc., until encountering a U.S. unit. At that point, the leading unit in the Soviet column enters the U.S. unit's Zone of Control and attacks. Once this happens, the next unit in the Soviet column must attempt to go around the U.S. unit. If there are no Soviet columns using the sector rows to the right or left, the Soviet unit attempting to go around the U.S. unit may move into the next row of sectors. If the Soviet unit cannot do this, it must enter the Zone of Control of the U.S. unit farthest to the right (or left) and attempt to attack. When the Soviet Player chooses to go right or left (assuming he has that option), all units in that column must henceforth use those two sector rows — the original row and the selected row.

Basically, the Soviets are instructing their column commanders to move straight ahead, attempt to go around any opposition encountered, and — failing to by-pass — blast their way through. The adherence to sectors of advance prevents the Soviet units from becoming entangled in each other's columns, making control that much easier for the Soviets.

[32.62] U.S. Doctrinal Considerations. Current U.S. doctrine holds that an armored cavalry regiment should be able to delay one or two Soviet divisions for at least 24 hours. Playtesting indicated that, against an aggressive Soviet Player, this is a rather chancy proposition. Much depends upon the skill of the two Players and on the particular tactics they use. There are so many variations in this that Players are encouraged to allow for variable entry of the 3rd Armored Division. Depending upon his skill (or hubris), the U.S. Player may decide to bring in the 3rd Armored Division on the second, third, or fourth Game-Turn, or even later. This postponement must be decided upon prior to the start of the game. Another major consideration, as mentioned before, is the number of columns the Soviet Player is allowed upon entering the game. This speed would more likely to achieved by using a small number of columns, thus maximizing the use of the best routes.

[33.0] The Audacious Assault

Cases:

[33.1] Introduction.

[33.11] Commentary. A tactical option available to the Soviets is the formation of a task force from the BMP regiments of several divisions. This scenario shows such a group of three BMP regiments. It can also be used to examine the eventual results of the cohesion of all Soviet infantry to BMPs.

[33.12] Map. This scenario is played on the full map (both North and South sections).

[33.13] Game Length. This scenario is nine Game-Turns long.

[33.14] First Player. The Soviet Player moves first.

[33.2] Forces.

[33.21] U.S. Forces. U.S. 8th Mechanized Division.

[33.22] Soviet Forces. Soviet 91st Motorized Rifle Regiment/27th Motorized Division; Soviet 28th Motorized Rifle Regiment/7th Guards Tank Division; Soviet 36th Motorized Rifle Regiment/11th Guards Tank Division.

[33.3] Variables.

[33.31] T/O Levels. U.S.: C. Soviet: C.

[33.32] CSP Levels. U.S.: Low. Soviet: Low.

[33.33] Mode Status. U.S.: Movement. Soviet: Movement.

[33.34] Ammunition Point Levels. U.S.: Low. Soviet: Low.

[33.35] Leadership Levels. All Leadership values are standard (see 23.33).

[33.4] Set-Up and Reinforcements.

[33.41] U.S. Set-Up. See Scenario Charts for U.S. initial set-up (8th Mech Div).

[33.42] U.S. Reinforcements. The U.S. Player receives no reinforcements.

[33.43] Soviet Set-Up. No Soviet units start on the map.

[33.44] Soviet Reinforcements. Game-Turn 1: All Soviet units enter the east mapedge (see 33.6 for details).

[33.5] Victory Conditions. No Victory Points are awarded to either Player for exiting units from the map. Each Player receives points for eliminating Enemy units, T/O Points, or CSPs. Points are awarded according to the following schedule.

[33.51] Victory Point Schedule.

  • Soviet Player: Each U.S. divisional HQ unit destroyed — 5 VPs; each U.S. T/O Point or CSP destroyed — 1 VP; each U.S. brigade HQ unit destroyed — 2 VPs.
  • U.S. Player: Each Soviet T/O Point or CSP destroyed — 1 VP; each Soviet regimental HQ unit destroyed — 2 VPs.

[33.52] Determining Victory. The Player who has accumulated the most Victory Points at the end of the scenario is the winner.

[33.6] Special Rules. The unusual assumptions of the scenario require special rules in order to reflect the abnormal conditions represented.

[33.61] Determining Soviet Entry Hexes. Each of the three Soviet regiments enters as a group at a particular hex on the east mapedge. The hex-row number of the entry hex for the first regiment is found by rolling one die and multiplying the resulting number by three. The hex row number of the entry hex for the second regiment is found by rolling one die, multiplying the resulting number by three, and adding it to the hex row number of the second regiment's entry hex. Example: The first die roll is 4. The entry hex of the first regiment is 3912. The second die roll is 5. 15 plus 12 equals 27, the entry hex of the second regiment is 3927. The third die roll is 2. Since 6 plus 27 equals 33, the entry hex of the third regiment is 3933.

[33.62] Soviet Entry. Each Soviet regiment enters according to Soviet doctrine (see 19.0.) Each regiment enters its entry hex separately and has no effect on the entry of any other regiment. The Movement Allowances for the first turn of entry and the order of the individual units entry is the same as for the first regiment of a Motorized Rifle Division.

[33.63] Soviet Pre-Contact Movement. When the first Soviet unit enters the Zone of Control of a U.S. unit, contact has occurred. After that all Soviet units, including the unit making contact, may be moved normally. The unit making contact is free to expend its remaining Movement Points in any way the Soviet Player sees fit, after complying with the requirements of restriction 7. Prior to the instant of contact the Soviet Player is restricted in his movement.

  1. All Soviet units must expend the maximum number of Movement Points possible, while obeying the remaining restrictions.
  2. A Soviet unit may not enter any hex with a hex-row number different from the hex-row number of its entry hex.
  3. If a Soviet unit is for some reason prohibited from entering the hex with the same hex-row number as its entry hex, it may enter another hex, but it must return to the next possible hex with the same hex-row number as its entry hex as soon as possible.
  4. A Soviet unit may not enter a hex with a hex-column number equal to or greater than that of the hex it currently occupies. That is, the Soviet unit must always move forward.
  5. If a Soviet unit is for some reason forced to enter a hex with a hex-column number equal to or less than that of the hex it currently occupies, it must return to a hex of an appropriate hex column, according to restriction 4, as soon as possible.
  6. For the purposes of these restrictions, a unit is not prohibited from entering a hex because it has insufficient Movement Points remaining, although it may not enter the hex.
  7. The first Soviet unit to enter a U.S. Zone of Control must attack that unit. The Soviet Player has the option of making either a normal or an Unprepared Attack.
  8. The Soviet Player is free to determine which regiment will enter at which of his entry hexes, once those hexes have been determined.

[33.64] Soviet Entry Limits. No Soviet Unit may enter the map on a mapedge hex with a hex-row number greater than 41. If the results of the Soviet entry procedure (33.61) would indicate this for the third Soviet regiment roll again until a number is obtained that falls within the limits of this case.

[33.65] Map Limits. All of sectors J and K are excluded from play in this scenario. Treat the southern edge of sector H as the edge of the map.

[33.66] U.S. Movement Limit. On the first Game-Turn (and only the first Game-Turn) the Movement Allowance of all U.S. units is halved.

[33.67] Soviet Chemical Warfare. The Soviet Player may initiate Chemical Warfare at any time. See 16.0 for details of the effects of Chemical Warfare.

[34.0] The Russians Are Coming

Cases:

[34.1] Introduction.

[34.11] Commentary. This scenario explores the problems facing a NATO division commander whose flank has disintegrated. Many a commander has unhappily discovered that a supposedly secure flank was not so secure after all, because someone has failed to get up in time, or has been driven from their positions. In this scenario, the war has been going on for two days, and the 8th Mech has had little difficulty against the lone MRD, although the 4/4 was battered a bit. But the breakthrough to the north has changed the situation, and the division is in danger of being enveloped. The 4/4 has been sent back from corps to help, while the 11 ACR is falling back, trying to delay the spearhead 7TD. The second echelon spearhead 11TD is in good shape and has joined in the effort to envelop or roll up the 8th Mech.

[34.12] Map. This scenario is played on the full map (both North and South sections).

[34.13] Game Length. This scenario is eleven Game-Turns long.

[34.14] First Player. The U.S. Player moves first.

[34.2] Forces.

[34.21] U.S. Forces. U.S. 8th Mechanized Division; U.S. 11th Armored Cavalry Regiment; U.S. 4th Brigade/4th Mechanized Division.

[34.22] Soviet Forces. Soviet 27th Motorized Rifle Division; Soviet 7th Guards Tank Division; Soviet 11th Guards Tank Division.

[34.3] Variables.

[34.31] T/O Levels. U.S.: 4/4 Mech Bde: C; 11 ACR: C; 8th Mech Div: B. Soviet: 27th Mot Div: D; 7th Tank Div: C; 11th Tank Div: B.

[34.32] CSP Levels. U.S.: 4/4 Mech Bde: Low; 11th ACR: Low; 8th Mech Div: Average. Soviet: 27th Mot Div: Average; 7th Tank Div: Low; 11th Tank Div: High.

[34.33] Mode Status. U.S.: 4/4 Mech Bde: Movement; 11th ACR: Movement; 8th Mech Div: Various. Soviet: 27th Mot Div: DA; 7th Gd Tank Div: Movement; 11th Gd Tank Div: Movement.

[34.34] Ammunition Point Levels. U.S.: Average. Soviet: Low.

[34.35] EW Levels. U.S.: 2. Soviet: 3.

[34.4] Set-Up and Reinforcements.

[34.41] U.S. Set-Up. See Scenario Charts for U.S. initial set-up (8th Mech Div).

[34.42] U.S. Reinforcements. Game-Turn 1: 11 ACR enters hex 0301; 4/4 enters hex 0120.

[34.43] Soviet Set-Up. See Scenario Charts for Soviet initial set-up (27th Mot Div).

[34.44] Soviet Reinforcements. Game-Turn 1: 7th Tank Div enters hexes 1201 and 2501; 11th Tank Div enters hexes 3701, 3801, and 3911.

[34.5] Victory Conditions. Victory is awarded according to the following schedule (if none of the Soviet Victory Conditions is met, the game ends in a U.S. victory).

  • Soviet Marginal: Capture all hexes of Marburg.
  • Soviet Substantive: Achieve marginal victory and exit one regiment via hex 0129.
  • Soviet Decisive: Achieve substantive victory and exit one regiment via hex 0147.

[34.6] Special Rules. No nuclear or chemical weapons may be used by either side. The Soviets are doing all right with their conventional attack, and NATO is yet unable to make up its collective mind to do anything.

Omitted Material

Transcriber's note: this file transcribes the rules text, charts and tables of the SPI Rules of Play (231P11) as printed. The following printed material is not transcribed: (1) the separate Scenario Charts (per-unit set-up, leader, CSP, ammunition and T/O values for each scenario; printed pages 59 to 66), which the scenario sections above refer to; (2) the designer's and players' notes, the designer commentary and the fictional operations order (printed pages 52 to 58), which are commentary and flavour rather than rules; (3) the essays on divisional organization, staff organization, unit organization tables and "Life in the Fulda Gap" (printed pages 67 to 78); (4) the map-only page (printed page 58). Credits and the publisher's mailing address are omitted throughout.

  • [11.27] Fatigue Combat Effects Chart
  • [11.29] Surprise Shift Chart
  • [11.91] Attack Abort Table
  • [11.92] Overrun Table
  • [11.93] Basic Combat Results Table
  • [11.94] Modified Combat Results Table
  • [12.4] Fatigue Table
  • [12.5] Fatigue Net Effects Chart
  • [11.95] Combat Differential Effects Summary
  • [8.7] Support Shift Results Table
  • [14.4] Fog Determination Table
  • [14.5] Precipitation Determination Table
  • [17.3] Electronic Warfare Table
  • [18.5] Nuclear Weapons Chart
  • [19.81] Personal Characteristics Table
  • [19.82] Division Commander Activity Costs Chart
  • [19.83] Personal Success Table
  • [23.32] Initial Value Table
  • [21.42] Non-Divisional Combat Support Points Summary
  • 3/91/27 Mech Battalion
    4
  • TO/E. Combat units take losses in terms of TO/E. TO/E markers are valued from 0 to 5. A unit not carrying a TO/E marker is assumed to have a TO/E of 6 (the maximum). Zero is the minimum. A unit going below "0" TO/E is considered destroyed (see Case 11.2).
  • Intelligence Level. Intelligence Level Markers indicate the level of intelligence gained on given enemy units (lets you shoot at them with Artillery or Air). Values from 1 to 4 (see Section 5.0).
  • Unit Leadership. Unit Leadership Markers indicate the value in Combat (CRT Shifts) of the individual combat unit's Leadership. These are valued from −3 to +3, excluding zero (see Section 20.0).
  • Forced March. Forced March Markers indicate that a unit has been assigned to undertake "Forced March, Level 1" or "Forced March, Level 2" in a subsequent phase of the Player-Turn (see Case 9.4).
  • Out of Command Control. Out of Command Control Markers indicate several disadvantages to units which have had their HQ destroyed (see Case 6.3).
  • Interdiction. Interdiction Markers indicate "interdicted" hex targets (see Section 8.0).
  • Ammo Depleted. Ammo Depletion Markers indicate units disadvantaged in combat because they are running out of ammunition. When involved in Combat when surrounded by enemy Zones of Control, they surrender on a die-roll of six (see Case 11.8).
  • Persistent Gas. Persistent Gas Markers indicate "interdiction" using Persistent Gas (see Case 16.1).
  • Identification. Identification Markers indicate new HQ attachments of combat units. Brigade or Regiment HQ's are arbitrarily termed #1, #2, #3, or #4 (see Case 6.22).
  • US and Soviet Combat Differential. Used to record (on a track) the ever shifting odds of Combat (see Case 3.21).
  • US and Soviet Movement Track. Used to keep track of the usage of Movement Points in moving and/or attacking. This is possible since each new unit moves one at a time. This is necessary since a unit can have up to 60 Movement Points, and can expend them in a combination of moving and carrying out repeated attacks (see Case 3.22).
  • Operational Intelligence (US and Soviet). Used to record (on a track) increases in Operational Intelligence Levels (see Case 5.1).
  • Sector Coverage Ability. Used to record (on a track) changes in ability to employ Operational Intelligence Levels in so many particular map sectors (see Case 5.2).
  • Nuclear Warhead. Used to indicate a hex where a nuke is being dropped. Only one can be dropped at a time (see Section 18.0).
  • Ammunition Points. These are used to keep track of usage of Ammo Points used by Artillery and Air CSP's if optional Supply Rules are used. Both Players use them for Divisional, Brigade, and Regimental HQ's (see Section 15.0).
  • Detachment. Detachment Markers are used two at a time to represent the physical expansion of a combat unit in Double or Triple Zone Modes (see Case 7.3).
  • Breakdown. US armored cavalry squadrons are capable of breaking down into four independent troops. Soviet reconaissance battalions are capable of breaking down into three independent companies. (Section 13.0)

  • Breakthrough. The time expended in destroying or causing an Enemy unit to retreat is reflected by the placing of Breakthrough markers indicating an additional movement cost to the attacker's units, in hexes vacated by the retreating or destroyed Enemy units. (Case 9.3)

  • Brigade. In the U.S. army, the command echelon between battalion and division is normally termed a brigade. An exception from normal terminology exists for U.S. armored cavalry; a "brigade" of U.S. armored cavalry is instead called a regiment. Similarly, U.S. armored cavalry "battalions" are called squadrons; "companies" are called troops. The Soviet equivalent of a U.S. brigade is also called a regiment.

  • BTR. The motorized rifle battalions of two out of three motorized rifle regiments in Soviet motorized rifle divisions are equipped with BTR's. The BTR-60 ("Bronewaja Transporter" — armored transport vehicle) is the predecessor to the BMP, as yet only partially replaced by the newer design. BTR's armaments include 7.62mm and 14.5mm machineguns in various combinations. (Case 3.4)

  • Chemical Warfare. Chemical warfare is the usage of poison gas for attacking Enemy units. (Section 16.0)

  • Combat Support Points (CSP's). The support elements (artillery, engineer, signal, air) attached to division and brigade/regimental level organizations for a period of operations are represented in the Combat Support Point System. (Section 8.0)

  • Combat Units. The armor and infantry counters representing battalion and company-sized formations of troops are termed combat units.

  • Command Control. Units which are able to communicate and receive orders from their immediate headquarters are said to be in command control. (Case 6.3)

  • Command Value. The quantification of the impact of battalion and/or brigade level leadership upon a unit's combat abilities is called its command value(s).

  • Competition Game. The two-Player version of NDC.

  • Core Units. The original unit entering Double Zone or Triple Zone mode is termed the core unit, as opposed to detachment units. (Case 7.3).

  • Controller Game. The version of NDC in which one person "controls" the game activities of one or more players.

  • Counter-Battery Fire. Counter-Battery fire, in accordance with usage of the term in U.S. Army manuals, is the bombardment of Enemy units behind the FEBA (q.v.). Players may note that the targets of counter-battery fire are not restricted to Enemy artillery. (Section 8.0)

  • Detachments. Detachments are the unit formations created by a unit's adoption of a Multiple Zone mode (DZ and TZ). (Case 7.3)

  • Electronic Warfare. The operational capabilities of combat units can be impaired by the effects upon their communication of jamming, false messages, and other forms of electronic warfare. (Section 17.0)

  • Engaged. Units which are attacked are considered to have their time and attention occupied in reacting to the attack to the detriment of their movement capabilities. These units are said to be engaged (Cases 9.5 and 11.54).

  • FA (Field Artillery). Used as a short term for "artillery."

  • Fatigue. Headquarters and combat units which surpass their normal capabilities will suffer increasing fatigue which can ultimately detrimentally affect their movement capabilities, and even take its toll in terms of personnel loss. (T/O — Section 12.0).

  • FEBA. FEBA is the acronym of forward edge of battle area.

  • Final Protective Fire. Final protective fire is the functioning of support elements in direct support of a unit's defensive efforts in the face of an individual dual attack upon that unit. (Section 8.0)

  • Forced March. Units may increase their movement capabilities at the cost of fatigue by forced marching. (Case 9.4)

  • Headquarters Units. The units representing division and brigade/regiment level command posts are termed HQ units. Most HQ's contain numerous combat support units (artillery, signal, engineer, and air) which are represented by CSP's. (Section 6.0)

  • HQ Mode. An HQ mode is a functional preparedness state (mode) which is relevant only to HQ operations, and which may be assumed only by HQ units. (Section 7.0)

  • Interdiction. Interdiction is the bombarding of certain hexes by artillery and air combat support elements in order to increase the difficulty of Enemy movement through the hexes. (Section 8.0)

  • Infiltration. Infiltration is the passage of combat units through Enemy Zones of Control (see Case 10.3)

  • Modes. Modes include eleven states which may be assumed by combat units and two which may be assumed by HQ units. A unit's movement capability in its entirety, and its combat capabilities in large part, are dependent upon the mode it is in. (Section 7.0)

  • Operational Intelligence Level. A division's operational intelligence level is a quantification of its ability to obtain intelligence on Enemy units behind the FEBA. A division's operational intelligence level is dependent upon the allocation of support elements to that function. (Case 5.1)

  • Overrun. An attack delivered at a very high combat differential favoring the attacker may result in losses to, and the retreat of, the defender with no possibility of casualties to the attacker, and increased facility in further attacks by the original attacker. (Case 11.4)

  • Regiment. The command echelon equivalent to an ordinary U.S. brigade is called — in the case of U.S. armored cavalry and for the Soviets generally — a regiment.

  • Relief. Relief is the substitution of a combat unit in Relief/Infiltration mode for a unit which could not otherwise leave an Enemy Zone of Control. (Case 10.4)

  • SITREP. In the controller game, tactical and operational intelligence are determined for the active Player by the controller, who incorporates this with other (possibly false) information in a situation report (SITREP) delivered during the active Player's Intelligence Phase. (Case 22.3)

  • Sector. A square area on the game map (5 hexes x 5 hexes) used for gathering intelligence. (Case 5.2)

  • Sector Coverage Ability. The ability of a division to apply its operational intelligence level in selected map sectors is dependent upon the establishment of some degree of sector coverage ability, through the allocating of Combat Support Points to that function. (Case 5.2)

  • Staff Points. Staff Points are the quantification of the ability of the staff of a HQ in a Game-Turn to perform the tasks necessary to issue and transmit orders to the units under them to change their modes. (Section 6.0)

  • T/O. The Table of Organization and Equipment (TO/E) level of a combat unit is the numerical expression of the unit's strength in terms of personnel and equipment. Losses resulting from combat are expressed in terms of T/O Points. (Case 3.4)

  • Unprepared Attack. An attack delivered in haste without the normal expenditure of time for preparation of the attack is termed an unprepared attack. (Case 11.12)

  • Withdrawal. Withdrawal is the act of leaving an Enemy unit's Zone of Control; only units in Relief/Infiltration mode may perform withdrawal. (Case 10.3)

  • Zone of Control. The six hexes surrounding any unit (except HQ units in March Order) constitute that unit's Zone of Control. Hexes on which a unit exerts a Zone of Control are called controlled hexes.

  • Administrative Movement (AM)−2+6240
    2
    3
    3
    3
    3
    3
    3
    4
    4
    4
    31111122223344
    4−111111222334
    5−−−−−11122233
    6−−−−−−−−22223
    10
    4
    3
    12
    11
    6
    7
    17
    −
    −
    DZ156−51091817121323−−
    TZ20115−15142322171828−−
    RS561116−38116313−−
    HD91015204−1286717−−
    MD910152043−89717−−
    PD91015204312−9717−−
    R/I910152043128−313−−
    HA91015204312119−10−−
    DA12131823761514123−−−
    MO−−−−−−−−−−−−5
    DP−−−−−−−−−−−5−
    4…5
    4…5
    5
    5
    5
    5
    5
    X
    3−2…104…73…66…74…54…55555X
    4−−3…84…73…66…74…54…5555X
    5−−2…103…84…73…66…74…54…555X
    6−−2…103…84…73…66…74…54…555X
    7−−−2…103…84…73…66…76…74…54…52
    8−−−−2…92…73…66…76…74…54…52
    9−−−−2…103…84…73…66…76…74…52
    10−−−−−2…92…73…63…66…74…52
    11−−−−−2…92…74…73…66…74…52
    12−−−−−2…103…84…73…66…76…73
    13−−−−−−3…82…74…73…66…73
    14−−−−−−2…92…74…73…66…73
    15−−−−−−2…93…84…73…66…73
    16−−−−−−2…103…82…74…73…64
    17−−−−−−2…103…82…74…73…64
    18−−−−−−−2…92…74…73…64
    19−−−−−−−2…93…84…73…64
    20−−−−−−−2…103…82…73…64
    21-25−−−−−−−−2…93…84…75
    26-30−−−−−−−−−2…92…76
    31-35−−−−−−−−−2…103…87
    36-40−−−−−−−−−−2…98
    41-50−−−−−−−−−−−8-9
    −1
    +1
    +8
    +9
    HD−5−3−5−6nana−1−7−5+2+3
    MD−3−1−3−4nana+1−5−3+4+5
    PD−8−6−8−9nana−4−10−8−10
    R/I−3−1−3−4nana+1−5−3+4+5
    TM−20−2−3nana+2−4−2+5+6
    RS−3−1−3−4nana+1−5−3+4+5
    TZ+3+5+3+2nana+7+1+3+10+11
    AM+4+6+4+3nana+8+2+4+11+12
    DZ+1+3+10nana+5−1+1+8+9
    Final-Protective-FireYesYes³Yes⁴No
    Chemical Warfare (optional)YesYesNoNo
    Electronic Warfare (optional)NoNoNoYes¹
    Nuclear Weapons (optional)YesYesNoNo
    −
    −
    1
    2
    3
    4
    5
    6
    7
    4123456789
    1/0
    1/0
    1/0
    1/1
    2/1
    2/1
    2/1
    2/2
    4−1/01/01/01/01/11/12/12/1
    5−−1/01/01/01/01/01/02/1
    6−−−−−−1/01/01/0
    3
    −3
    LakeProhibitedNot applicable
    Eder StauseeProhibitedNot applicable
    Minor River+1−1
    Major River+3−3
    BridgeNo additional cost−2
    Tagebau, KippeProhibitedNot applicable
    Medieval Fortress4−6†
    AirfieldNo effectNo effect
    +6
    +5
    +4
    +2
    −
    A
    −
    −
    5AAAAA−
    6AAAAAA
    O
    O
    O
    5−−−−OO
    6−−−−−O
    D4
    D4
    D4
    D4
    3A4A2D1D1D2D3D3D3D4D4D4
    4A4A3D1D1D2D2D3D3D3D4D4
    5A4A3A1D1D1D2D2D3D3D3D4
    6A4A4A2A1D1D1D2D2D3D3D3
    1/2
    1/2
    1/2
    1/2
    42/−2/−2/11/11/11/2−/2−/2
    52/−2/−1/−1/11/1−/1−/2−/2
    62/−1/−1/−1/−−/1−/1−/1−/2
    2
    2
    3
    3
    +3
    +3
    +1
    −2
    −5
    Cmd Control Loss−8+4NA
    Unprepared Attack−2NANA
    Fatigue F0no effectno effectNA
    Fatigue F1−2+1NA
    Fatigue F2−5+2NA
    Fatigue F3−8+3NA
    Night+1NANA
    Fog+1NANA
    Precipitation+2NANA
    Chemical Warfare (optional) — 1st use (Soviet)+5−3NA
    Chemical Warfare (optional) — 2nd use (Soviet)+3−2NA
    Chemical Warfare (optional) — Subsequent use (Soviet)+1−1NA
    Chemical Warfare (optional) — 1st use (U.S.)+2−2NA
    Chemical Warfare (optional) — Subsequent use (U.S.)+1−1NA
    Electronic Warfare (optional) — EW3−8+4NA
    Electronic Warfare (optional) — EW2−6+3NA
    Electronic Warfare (optional) — EW1−5+2NA
    Electronic Warfare (optional) — ECCMNA+1NA
    Division Commander at Brigade/Regiment HQ using command (optional) — C Result+3−5NA
    Division Commander at Brigade/Regiment HQ using command (optional) — L Result+3−3NA
    Division Commander at Brigade/Regiment HQ using command (optional) — P Result+1−1NA
    Division Commander with combat unit using command (optional) — C Result+10−10NA
    Division Commander with combat unit using command (optional) — L Result+6−6NA
    Division Commander with combat unit using command (optional) — P Result+2−2NA
    Subordinate Commanders (optional)apply Command Rating as per Case 20.1
    Battalion Leadership (optional)apply Command Rating as per Case 20.1
    Combat SupportNANAapply result found in the Support Shift Results Table (8.7)
    −1
    −
    +1
    +2
    +3
    +3
    +4
    +5
    3−5−4−4−3−2−1−+1+2+2+3+4
    4−6−5−4−4−2−1−+1+2+2+2+3
    5−7−6−5−4−3−2−1−+1+2+2+2
    6−8−6−5−5−4−3−2−1−+2+2+2
    −
    −
    −
    −
    8−−−−
    9−−−−
    10−FF−
    11−FFF
    12FFFF
    −
    −
    P
    P
    8−−−−
    9−−−−
    10−−−−
    11−P−−
    12−P−−
    3−111122233
    4−111222233
    51112222333
    61122223333
    3
    1
    *
    *
    10
    Soviet Available23212**5
    P
    P
    P
    6LCLCCC
    7LPCCCC
    8PLPPPC
    9PPPPPP
    10PPPPPP
    11PPPPPP
    12PPPPPP
    1/−3
    1/−3
    1/−3
    1/−3
    36/+35/+24/+13/−13/−12/−22/−22/−22/−21/−31/−3
    46/+36/+35/+24/+14/+13/−12/−22/−22/−22/−21/−3
    56/+36/+36/+35/+25/+23/−13/−12/−22/−22/−22/−2
    66/+36/+36/+36/+36/+34/+13/−13/−12/−22/−22/−2
    14
    2-7
    11
    15-30
    49
    Staff Pts.130-122-43
    34
    8-15
    15
    17-23
    61
    Staff Pts.231-344-65