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NATO: The Next War in Europe

NATO: The Next War in Europe Rulebook

Table of Contents

Table of Contents

  • Introduction
  • How to Start
  • How to Win
  • Game Terms
    • Air Attack Points
    • Airspace
    • Attack Strength
    • Combat
    • Defense Strength
    • Enemy
    • Formation
    • Movement Point
    • Rail Capacity
    • Soft Unit
    • Step
    • Support Range
    • Transport Points
    • Victory Points
    • Zones
  • Sequence of Play
    • Joint Point Record Phase
    • WP Reinforcement/Activation/Declaration Phase
    • WP Detraining Phase
    • WP Supply Determination Phase
    • WP Offensive Nuclear Strike Phase
    • WP Movement Phase
    • Joint Interdiction Removal Phase
    • WP Offensive Support Phase
    • NATO Defensive Nuclear Strike Phase
    • NATO Air Attack Phase
    • WP Air Attack Phase
    • Joint Supply Determination Phase
    • WP Ground Attack Phase
    • NATO Reinforcement/Activation/Declaration Phase
    • NATO Detraining Phase
    • NATO Supply Determination Phase
    • NATO Offensive Nuclear Strike Phase
    • NATO Movement Phase
    • NATO Offensive Support Phase
    • WP Defensive Nuclear Strike Phase
    • Joint Supply Determination Phase
    • NATO Ground Attack Phase
    • Joint Suppression Removal Phase
    • Victory Points Record Phase
  • Components
    • Reinforcement/Track Displays
    • The Game Map
    • Playing Pieces
    • Units
    • Summary of Unit Types
      • Headquarters Unit: Soft
      • Airborne Unit: Soft
      • Airmobile Unit: Soft
      • Armored Unit: Hard
      • Armored Cavalry Unit: Hard
      • Armored Marine Unit: Hard
      • Infantry: Soft
      • Mechanized Infantry (Mech): Hard
      • Marines: Soft
      • Mechanized Airborne: Hard
      • Mountain: Soft
    • Summary of Marker Types
      • Air Attack Points: Track
      • Airborne Transport Point: Track
      • Amphibious Transport Point: Track
      • Chemical Attack: Map
      • Chemical Points: Track
      • Control: Map
      • Entrained: Map
      • First Chemical Use: Track
      • Game-Turn: Track
      • Helicopter Transport Point: Track/Map
      • Interdiction: Map
      • Offensive Support: Map
      • Overrun: Map
      • Rail Capacity: Track
      • Unsupplied: Map
      • Victory Points: Track
  • Formations
  • HQ Unit Attributes
  • Warsaw Pact Marine HQ
  • Recombination
  • Zones of Control / Zones of Delay
  • Supply
    • Supply Lines and Sources
    • Valid Supply Sources
    • Valid HQ Units
    • When Supply Status Is Determined
    • Restrictions on Unsupplied Units
    • Supply Line Restrictions
    • Supply Exceptions
      • Warsaw Pact Organic Supply
      • Soviet Marine HQ
  • Movement
    • Road Movement
      • Tactical Road Movement
      • Strategic Road Movement
  • Transport
    • Rail Transport
    • Air Ferry
    • Airborne Transport
    • Sea Ferry
    • Amphibious Transport
    • Helicopter Transport
  • Interception
  • Flak
  • Exiting the Map
  • Combat
    • Ground Combat
    • Offensive Support
    • Chemical Warfare
    • Retreats
    • Advance After Combat and Exploitation
  • Air Power
    • Tactical and Operational Air Attack Points
    • Airstrike Mission
    • Support Suppression
    • Road Interdiction
    • Rail Interdiction
  • Tactical Nuclear Warfare
    • Nuclear Delivery Points
    • Striking Enemy Units
    • Striking Enemy NDP's
  • Cities and Countries
    • Cities
      • City Control
      • Entering City Hexes
      • Major City Garrisons
    • Countries
      • Neutral Countries
      • Surrender
  • Victory
    • Warsaw Pact Victory Points
      • NATO City Control
    • NATO Victory Points
      • Warsaw Pact City Control
      • West Berlin
      • Chemical Warfare
      • West German Cities
      • Warsaw Pact Militia
  • Scenarios
    • First Game-Turn Rules
    • Activation
    • Refugees
    • NATO Border Troops
    • Reinforcement Units
      • Road Reinforcements
      • Rail Reinforcements
      • Reserve Reinforcements
      • Airlifted Reinforcements
      • Sealifted Reinforcements
      • Reforger Reinforcements
      • Territorial Reinforcements
    • Conditional Reinforcements
      • Italian Reinforcements
      • Warsaw Pact Militia
    • Reinforcement Points
  • Scenario 1: Strategic Surprise
    • Warsaw Pact Scenario Specifications
    • NATO Scenario Specifications
    • Victory Conditions
  • Scenario 2: Tactical Surprise
    • Warsaw Pact Scenario Specifications
    • NATO Scenario Specifications
    • Victory Conditions
  • Scenario 3: Extended Build-Up
    • Warsaw Pact Scenario Specifications
    • NATO Scenario Specifications
    • Victory Conditions
  • Charts and Tables
    • Ground Combat Results Table
    • Air Strike Results Table
    • Road Interdiction Results Table
    • Rail Interdiction Results Table
    • Nuclear Strike Results Table
    • Interception Value Chart (NATO Player Insert)
    • Interception Value Chart (Warsaw Pact Player Insert)
    • Terrain Effects Chart
    • Special Terrain Features
    • Abbreviated Sequence of Play
    • Combat Modifier Applications
    • Zone Effects Summary

Introduction

001 NATO: The Next War in Europe is a division level simulation of a Warsaw Pact invasion of West Germany during the late 1980's. The game pits the two great alliances of the continent — the North Atlantic Treaty Organization (NATO) and the Warsaw Pact — in an all-out struggle for mastery of Western Europe. The game map depicts the area from Denmark to the Swiss Alps, and from France to Poland. Over this area, each player maneuvers his various ground units, and brings his airpower to bear, in an effort to break his opponent's forces. The game can be played for either two or four weeks following the opening airstrikes of the campaign, and three different scenarios are included to reflect various degrees of surprise and preparedness on each side. Special rules cover the more salient features of modern warfare, such as airborne, airmobile, and amphibious forces, tactical and operational airpower, and chemical and nuclear warfare.

How to Start

002 To begin, lay out the game map and punch out the playing pieces. Read through the rules slowly, concentrating especially on the sequence of play, game terms, playing piece descriptions, and the main body of rules. Examine the counters indicated in the examples, and play through the examples as you go through the rules sections. Once you feel you have a grip on the rules, refer to the back of the Reinforcement/Track Display, which lists the units that begin the game already on the map, together with the identifying numbers of the hexes in which they are set up initially. Set your track markers on the appropriate tracks in the boxes indicated in the instructions for the scenario you have selected to play, and begin play with the first Game-Turn. Be sure to follow the sequence of play strictly, as this sequence is the basis of all events that occur during the game.

There are three ways to play NATO, using the three scenarios. Each scenario is a complete game in itself, with different starting situations, reinforcement schedules, and conditions for victory. Before beginning to play any scenario, it is recommended that players read the Scenario Notes at the back of this booklet. The Designer's Notes, also in this booklet, are helpful in providing insights into the intentions of the various game mechanics, and should be read as an aid in understanding these rules.

How to Win

003 For the most part, it is the Warsaw Pact player's goal to capture as many cities as possible; the NATO player's prime objective is to slow or halt the Warsaw Pact invasion and maintain control of NATO cities. The capture of enemy cities by either side earns the capturing player Victory Points, which are totalled at the end of a scenario; the NATO player's final total is subtracted from the Warsaw Pact player's, and the difference is compared to a list of victory levels provided with each scenario to determine who has won and by what margin.

Victory: 208.

Game Terms

004 The following terms are used frequently throughout these rules, with very specific meanings. Wherever possible, these definitions — or salient portions of them — are repeated in relevant rules sections; but it is advisable to be reasonably familiar with the terms before proceeding.

Air Attack Points

005 Air Attack Points represent airpower in the game. There are two types of these points: Tactical and Operational. Tactical Points represent, essentially, short-range attack aircraft, while Operational Points represent air elements capable of deep penetration. To simulate this distinction, Tactical Air Attack Points are somewhat limited in the types of missions they can undertake, and restricted in the circumstances under which they operate.

During the Air Attack Phase, the Phasing player can spend Tactical and Operational Air Attack Points to perform Air Strike, Support Suppression, Road Interdiction, and Rail Interdiction missions. Air Power: 172.

Airspace

006 While handled abstractly, airpower is one of the most important aspects of this game. At times it is necessary to determine whether a ground unit occupies terrain that is controlled by FRIENDLY or ENEMY airpower — whether the unit occupies friendly or enemy airspace. A unit is in friendly airspace if, at the instant of determination, it can trace a path of hexes identical to a SUPPLY LINE to a valid SUPPLY SOURCE. A unit is in enemy airspace if, at the instant of determination, it cannot trace such a path of hexes.

When a unit uses Air Ferry (120) or Sea Ferry (127), its destination hex must be in friendly airspace. A unit using Airborne Transport (123) ends its move in enemy airspace. A unit using Amphibious Transport (130) can end its move in enemy or friendly airspace. Airspace is important in resolving interception (138) after transport, in directing Tactical Air Attack Points on airstrike missions (174), and in controlling cities for Victory Points (198).

Attack Strength

007 All combat unit counters have an Attack Strength, which quantifies their basic capacity to attack enemy units. A unit that suffers a step loss (and is not entirely eliminated) has a reduced Attack Strength, indicative of combat losses. A unit's Attack Strength is a basic strength, used to resolve combat subject to modification by terrain and other factors relevant to a given combat situation.

A unit's Attack Strength is used only during friendly Ground Attack Phases (149). A single unit's Attack Strength cannot be divided among two or more attacks in a single Phase.

Combat

008 In game terms, a combat is specifically the resolution of an attack by any number of units against all defending units in a given hex.

Only units that actually contribute their Attack Strength to a combat are considered attacking units in that combat. This is important in determining eligibility for advance after combat and exploitation (170).

Defense Strength

009 Each unit has a Defense Strength, which quantifies the unit's basic ability to resist enemy attack. A unit that suffers a step loss (and is not entirely eliminated) has a reduced Defense Strength, indicative of combat losses. A unit's Defense Strength is a basic strength, used to resolve combat subject to modification by terrain and other factors relevant to a given combat situation. Headquarters units differ from combat units in that they have a PROVISIONAL Defense Strength that is used only when an HQ unit is attacked while alone in a hex.

All units defending in a hex add their Defense Strengths together to arrive at a total. No unit can withhold its Defense Strength. EXCEPTION: HQ units (087) and units that have retreated during the Game-Turn (166). Provisional Defense Strength (055).

Enemy

010 If you are the NATO player, then anything pertaining to the Warsaw Pact player — his units, territory, turns, and so forth — is considered enemy to you, and the converse is true for the Warsaw Pact player. Your own units, territory, turns, etc., are FRIENDLY to you and enemy to your opponent.

Formation

011 The concept of formations is central to many of the game's functions, including supply and combat. For NATO, a formation consists of all units of a particular nationality; all West German units, for instance, belong to the same formation, in game terms. For the Warsaw Pact, a formation consists of all units of a particular army; the headquarters and all combat units designated 3S (3rd Shock Army), for instance, belong to the same formation. Note that numerous Warsaw Pact units are independent, belonging to no formation.

Movement Point

012 Each unit has a Movement Point Allowance, which indicates how many Movement Points that unit has to spend in each Game-Turn. The only time a unit need spend Movement Points is during a friendly Movement Phase, when the unit is using tactical or strategic road movement. When using road movement, the unit spends Movement Points to enter hexes — and, in some cases, to cross hexsides — according to the costs listed on the Terrain Effect Chart. Certain airborne units have provisional Movement Allowances that vary, depending on the unit's supply status.

Provisional Movement Point Allowance (056).

Rail Capacity

013 Each side has a specified capacity for moving troops and materiels by rail. This capacity is quantified in Rail Capacity Points, which are allotted to each player: 28 for the NATO player, and 16 for the Warsaw Pact player. At no time — ever — can either player have more STEPS of units entrained than he has Rail Capacity Points.

A player's current Rail Capacity, recorded on his Rail Capacity Track, can be temporarily reduced by enemy rail interdiction missions (185), or permanently eliminated by the outbreak of tactical nuclear warfare (187).

Soft Unit

014 Certain units — particularly those that are not armored — are termed SOFT units. Such units receive certain benefits in combat, attributable in part to their ability to disperse effectively. HARD units, on the other hand, receive certain benefits in exploiting breakthroughs made during combat, owing to their greater mobility in advancing.

Soft unit Defense Strengths are doubled when defending in certain types of terrain (151; Terrain Effects Chart). Hard units can, in certain situations, exploit after combat (171). Hard and soft units are affected differently by nuclear strikes (189; Nuclear Strike Results Table).

Step

015 A step represents roughly 5000 troops. A step is, therefore, an increment, in game terms, by which a unit's size is measured. No more than six steps can ever occupy a single hex at the end of any Phase. Each TRANSPORT POINT can transport a single step in a Game-Turn.

The more steps in a unit, the more powerful it is likely to be in combat, the more influence it is likely to exert over a geographical area (Zones, 019), and the more transport assets are required to move it.

Support Range

016 Each headquarters unit has a SUPPORT RANGE indicated on its counter. This range is the maximum distance, measured in hexes, that a combat unit can be from the HQ and still draw support and supply from that HQ.

In some circumstances, a unit must be within the Support Range of an HQ to be supplied (097). Units must be within Support Range of their HQ's to benefit from Offensive Support (156).

Transport Points

017 These points — Airborne, Amphibious, and Helicopter — represent the valuable, specialized transport assets possessed by both sides. Each Transport Point is capable of carrying one STEP of eligible units.

Airborne Transport: 123. Amphibious Transport: 130. Helicopter Transport: 134.

Victory Points

018 The game is won and lost on the basis of each player's success, relative to his opponent, in meeting certain victory conditions. The value of meeting these conditions is quantified in the Victory Points.

Victory Points are awarded primarily for controlling enemy cities (198). Warsaw Pact Victory Points: 209. NATO Victory Points: 211.

Zones

019 Units can exert ZONES OF DELAY or ZONES OF CONTROL in this game. Both types of zone represent the capability of a unit in a particular geographical location to exert influence over adjacent areas. Zones affect movement, supply, combat, transport, and nearly everything else in the game.

The effects of both types of Zones are summarized on each player's summary sheet.

Sequence of Play

Joint Point Record Phase

020 Each player records new Air Attack Points, Air Transport Points, Amphibious Transport Points, Helicopter Transport Points, and Chemical Warfare Points on his appropriate tracks.

Point allocations for each player in each turn are listed on the Game-Turn Track, on the map.

WP Reinforcement/Activation/Declaration Phase

021 Warsaw Pact (WP) player places his reinforcements due in the current Game-Turn on the map or on the Game-Turn Track, as specified by the rules for reinforcements. Any units currently on the map that are scheduled to be activated in the current Game-Turn are activated during this Phase. WP player can declare Tactical Nuclear Warfare (TNW).

Reinforcements: 223. Activation: 220. Tactical Nuclear Warfare: 187.

WP Detraining Phase

022 WP player removes Entrained markers from units he wishes to detrain and from units no longer eligible to be entrained.

Rail Transport: 115.

WP Supply Determination Phase

023 WP player determines the Movement Supply status of each of his units and indicates units that are unsupplied.

Supply: 093.

WP Offensive Nuclear Strike Phase

024 If TNW is in effect, the WP player can launch one nuclear strike with each Nuclear Delivery Point (NDP).

Tactical Nuclear Warfare: 187.

WP Movement Phase

025 WP player can entrain eligible units, and move eligible units by Road Movement or Transport.

Movement: 108. Road Movement: 107. Transport: 114.

Joint Interdiction Removal Phase

026 Both players remove all Road Interdiction markers from the map and each player increases his Rail Capacity by one box (4 points) to the maximum allowable.

Road Interdiction: 182. Rail Capacity: 013. Rail Interdiction: 185.

WP Offensive Support Phase

027 WP player can place undeployed Offensive Support markers on eligible HQ's, or remove Offensive Support markers from the map.

Offensive Support: 156.

NATO Defensive Nuclear Strike Phase

028 If TNW is already declared, NATO player can launch nuclear strikes against certain specified targets.

Tactical Nuclear Warfare: 187.

NATO Air Attack Phase

029 NATO player can use available Air Attack Points to execute air attack missions.

Air Power: 172. Air Attack Points: 005; 173.

WP Air Attack Phase

030 WP player can use available Air Attack Points to execute air attack missions.

Air Power: 172. Air Attack Points: 005; 173.

Joint Supply Determination Phase

031 Each player determines the Combat Supply status of each of his units and indicates units that are out of supply.

Supply: 093.

WP Ground Attack Phase

032 WP player, at his option, resolves combat between WP units and adjacent NATO units.

Ground Combat: 148.

NATO Reinforcement/Activation/Declaration Phase

033 NATO player places his reinforcements due in the current Game-Turn on the map or on the Game-Turn Track, as specified by the rules for reinforcements. Any units currently on the map that are scheduled to be activated in the current Game-Turn are activated during this Phase. NATO player can declare Tactical Nuclear Warfare.

Reinforcements: 223. Activation: 220. Tactical Nuclear Warfare: 187.

NATO Detraining Phase

034 NATO player removes Entrained markers from units he wishes to detrain and from units no longer eligible to be entrained.

Rail Transport: 115.

NATO Supply Determination Phase

035 NATO player determines the supply status of each of his units and indicates units that are unsupplied.

Supply: 093.

NATO Offensive Nuclear Strike Phase

036 If TNW is in effect, the NATO player can launch one nuclear strike with each NDP.

Tactical Nuclear Warfare: 187.

NATO Movement Phase

037 NATO player can entrain eligible units, and move eligible units by Road Movement or Transport.

Movement: 108. Road Movement: 107. Transport: 114.

NATO Offensive Support Phase

038 NATO player can place his undeployed Offensive Support marker on an eligible HQ, or remove the Offensive Support marker from the map.

Offensive Support: 156.

WP Defensive Nuclear Strike Phase

039 If TNW is already declared, WP player can launch nuclear strikes against certain specified targets.

Tactical Nuclear Warfare: 187.

Joint Supply Determination Phase

040 Each player determines the supply status of each of his units and indicates units that are out of supply.

Supply: 093.

NATO Ground Attack Phase

041 NATO player, at his option, resolves combat between NATO units and adjacent WP units.

Ground Combat: 148.

Joint Suppression Removal Phase

042 Suppressed Offensive Support markers are inverted to their unsuppressed sides.

All suppressed Offensive Support markers — whether on the map or on the reinforcement track — are unsuppressed at this time (156; 179).

Victory Points Record Phase

043 Each player adjusts the markers on his Victory Point Track to reflect current Victory Point totals according to the Victory Conditions in the scenario being played. If this is the last Game-Turn of the scenario, players compare their Victory Point totals to the Victory Conditions and Victory Levels listed in the scenario; if this is not the last Game-Turn, advance the Game-Turn marker to the next box on the Game-Turn Track and begin the Point Record Stage of the next Game-Turn.

Victory: 208.

Components

044 A copy of NATO: The Next War in Europe contains the following components.

  • One Rules Booklet
  • One 22" x 32" Map
  • One 260-Piece Counter Sheet
  • One 130-Piece Counter Sheet
  • One Warsaw Pact Reinforcement/Track Display
  • One NATO Reinforcement/Track Display
  • One 6-Sided Die
  • One Counter Tray
  • One Game Box and Lid

045 This rules booklet contains an 8-page pull-out section at its center. The pull-out consists of one 4-page leaflet containing charts, tables, and summaries for the NATO player, and one 4-page leaflet of similar material for the Warsaw Pact player. Use of the 6-sided die for resolving combat is covered in that section of the rules. The counter tray is recommended for use in sorting and storing the counters after play. The nature and use of the other components are described below.

Each 4-page pull-out contains the following: Ground Combat Results Table; Terrain Effects Chart; Air Strike Results Table; Road Interdiction Results Table; Rail Interdiction Results Table; Interception Value Chart (different for each player); and various summaries.

Reinforcement/Track Displays

046 These displays, one for each player, contain complete lists of reinforcements for all scenarios, and provide each player with all the tracks necessary to record the various points provided throughout the game. On the back of each sheet is the appropriate player's initial set-up.

Players can keep their reinforcement units (223) on this display, or shift them to the appropriate boxes provided on the Game-Turn Track.

The Game Map

047 The game map represents the terrain over which the campaign takes place. Each terrain type and feature, identified on the map terrain key, has its own particular effects on movement and combat. The effects of each terrain type are detailed in the Terrain Effects Chart.

Note that the map is divided into hexagons (hexes), to regularize movement and positioning of playing pieces.

048 The Game-Turn Track is also located on the map. Listed on this track are all the various Transport, Air Attack, and Chemical Warfare Points that become available to the players each turn. A row of empty boxes on each player's side of the track is provided for reinforcement units that are due to arrive in the current turn.

049 Surrounding the southern portion of the map there are eight numbered areas — the Reinforcement Sectors. These sectors are used to regulate the arrival of reinforcements, and their use is explained in the rules for reinforcements.

Reinforcement Sectors are also used in conjunction with exiting the map (145).

Playing Pieces

050 There are two basic types of playing pieces in the game: units and markers. Units represent the divisions, brigades, regiments, and headquarters that actually maneuver and engage across the map. Markers are simply reminders, placed on the map and on the player's tracks, to indicate various temporary game conditions and record the accumulation and expenditure of points.

Units come in various sizes, denoted by the symbology above the unit type symbol: III: Regiment; X: Brigade; XX: Division; XXX: Corps (HQ's only); XXXX: Army (HQ's only). Unit size has little effect on play, except when dealing with Helicopter Transport (134).

Units

051 Typical Warsaw Pact Headquarters (HQ) Unit. Front: Army Formation (top line); Size of Unit Commanded (XXXX); Unit Type (HQ symbol); Deployment (the four-digit number, e.g. 3609); Support Range, Movement Point Allowance, Provisional Defense Strength, and Steps along the bottom line (e.g. 3 4 P [1]). Back: same data, with an Unsupplied dot in place of the deployment number.

Deployment refers to the unit's initial placement at the beginning of the game. Some units have a four-digit number (such as 3609), which indicates the hex in which they are set up on the map. Other units are designated as reinforcements of various types: Rd Road reinforcement (225); RR Rail reinforcement (226); Rf Reforger reinforcement (NATO only) (231); A Airlifted reinforcement (229); N Naval (sealift) reinforcement (230); Rs Reserve reinforcement (228).

052 Typical NATO Headquarters (HQ) Unit. Front: Nationality (Formation); Size of Unit Commanded (XXX); Unit Type (HQ symbol); Deployment (e.g. 4220); Support Range, Movement Point Allowance, Provisional Defense Strength, and Steps. Back: same, with the Unsupplied dot.

053 Typical Combat Unit. Front: Designation (e.g. 1C/III); Unit Size (XX); Deployment (e.g. 4624, or a reinforcement code such as Rf); Unit Type symbol; Attack Strength, Movement Point Allowance, Defense Strength, and Steps along the bottom line (e.g. 5 4 6 [3]). Back: the Reduced Step Level, showing Reduced Strengths (e.g. 3 4 4 [2]).

Units with only one step have only one counter to represent them, and that counter is printed on only one side. A unit with two steps is represented on both sides of a single counter. A three-step unit is represented on both sides of a single counter, and on one side of an additional counter. As units lose steps, they are represented by their reduced step counter faces.

Summary of Unit Types

054 The rules to NATO distinguish headquarters units from combat units; combat units include all unit types other than HQ's. The game also distinguishes between "hard" units and "soft" units, as indicated in the following unit type descriptions.

Headquarters Unit: Soft

055 HQ's represent the command and support elements of combat formations. Most NATO HQ's are corps HQ's, and most Warsaw Pact HQ's are army HQ's. This distinction between corps and army has no effect on play, per se; however, the rules for formations reflect these size distinctions. The HQ's provisional Defense Strength indicates that it has no Defense Strength at all when in a stack of friendly units; it has a Defense Strength of 1 that can be used only if the HQ is attacked while alone in a hex.

The Soviet Marine HQ unit is treated as an exception to HQ's generally in several regards (089; 104).

Airborne Unit: Soft

056 Airborne units are generally lightly equipped, highly mobile troops that can be transported quickly by air — either by air ferry, airborne transport, or helicopter. The airborne unit's provisional Movement Point Allowance indicates that the unit has a normal Movement Point Allowance of 4 when supplied, but a Movement Point Allowance of only 1 when unsupplied.

Airmobile Unit: Soft

057 Airmobile units function in a manner similar to airborne units, although they cannot be transported by airborne transport. Airmobile units have the same type of provisional Movement Point Allowance as airborne units.

Armored Unit: Hard

058 Armored units, as their name implies, rely on tanks and other armored vehicles for the bulk of their offensive power. As heavy units, armored units are ineligible for air ferry, airborne transport, helicopter transport, and amphibious transport.

Armored Cavalry Unit: Hard

059 Armored cavalry units, especially useful in such tasks as reconnaissance and screening, comprise light armored vehicles for the most part. They share the same restrictions as armored units.

Armored Marine Unit: Hard

060 The armored marine unit is simply a relatively light armored unit attached to a marine formation. This unit also shares the restrictions on armored units in general, except that it is eligible for amphibious transport.

Infantry: Soft

061 These units represent the basic "foot soldiers" that have limited mobility and medium armament. Such units are eligible for rail and sea ferry transport.

Mechanized Infantry (Mech): Hard

062 Mechanized infantry units represent troops operating in armored personnel carriers and similar vehicles, with significant armored support. These units are treated as armored units as far as eligibility for transport is concerned.

Marines: Soft

063 The marine units represent bodies of troops especially suited to amphibious operations. They are eligible for sea ferry and amphibious transport, and they are accorded special supply considerations in some circumstances.

Mechanized Airborne: Hard

064 These specialized Warsaw Pact units combine many of the attributes of both mech and airborne units. While they are eligible for airborne-type transport missions, they do not have that unit type's provisional Movement Point Allowance.

Mountain: Soft

065 These units are also specialized troops, trained for operations in mountainous regions and suitably equipped. They are eligible for transport as infantry units.

Summary of Marker Types

066 Note that many of the marker types in the game are printed on the reverse side of other game markers. This arrangement was made to keep the number of separate playing pieces to a manageable level. If, during a game, players should run short of a particular type of marker — such as control markers — any token can be used to fulfill the function of the markers.

Air Attack Points: Track

067 Each player has a Tactical Air Attack Point marker and an Operational Air Attack Point marker. These markers are used on the players' Air Attack Point Tracks to record the accumulation and expenditure of Air Attack Points.

Airborne Transport Point: Track

068 These markers, provided to the players according to the scenarios as reinforcements, are kept in the players' Transport Assets Boxes, in either the Used or Available space, depending on whether or not they have been used in the current Game-Turn.

Amphibious Transport Point: Track

069 These markers are provided to the players and serve a function similar to Airborne Transport markers, when amphibious transport is undertaken.

Chemical Attack: Map

070 Chemical Attack markers are used on the map to designate NATO units against which Warsaw Pact units are using Chemical Points to aid in their attack.

Chemical Points: Track

071 The Warsaw Pact player uses this marker on his Chemical Points Track to record the accumulation and expenditure of Chemical Points allotted by the scenario.

Control: Map

072 Each side is provided with control markers to indicate cities in enemy territory that are currently under friendly control.

Entrained: Map

073 These markers are used to designate any unit or stack of units that is currently entrained.

First Chemical Use: Track

074 The First Chemical Use marker is placed on the Game-Turn Track to record the Game-Turn in which the Warsaw Pact player uses chemical warfare for the first time.

Game-Turn: Track

075 This marker is placed on the Game-Turn Track and advanced one space at the conclusion of each Victory Point Stage to indicate the completion of a Game-Turn and the beginning of the next.

Helicopter Transport Point: Track/Map

076 Helicopter Transport Points are provided to the players and serve a function similar to Airborne and Amphibious Transport markers, when helicopter transport is undertaken. Additionally, Helicopter Transport markers are used on the map to indicate the flight path of the transported unit.

Interdiction: Map

077 The markers are used to indicate hexes that have been subjected to interdiction missions by Air Attack Points. (Markers show +1, +2 and +3.)

Offensive Support: Map

078 Offensive Support markers are used to designate headquarters units that are providing extraordinary support to units in their formation during combat.

Overrun: Map

079 Certain hexes on the map — such as Reforger sites — no longer function once an enemy unit has passed through them. In such an instance, an Overrun marker is placed on the hex to indicate this condition.

Rail Capacity: Track

080 Each player uses his Rail Capacity marker to record the current level of his Rail Capacity on his Rail Capacity Track.

Unsupplied: Map

081 These markers are placed on units that are judged out of supply in any Supply Determination Phase. Note that HQ units have unsupplied designations on the backs of their counters.

Victory Points: Track

082 Each player has three Victory Points markers, one for each row of his Victory Point Track. The markers are used to indicate the accumulation and loss of Victory Points throughout and at the conclusion of the game.

Formations

083 Each HQ unit commands a particular formation. An HQ unit and the units subordinate to that HQ share the same color scheme and the same formation designation. Each Warsaw Pact formation represents a particular army, while each NATO formation represents the entire forces of that nationality. Warsaw Pact independent units belong to no formation, and can be used in conjunction with any Warsaw Pact HQ.

Note that some NATO formations (nationalities) have more than one HQ. Each HQ can support any and all combat units of its formation (nationality), regardless of nominal corps designation. Note also that Canadian units use US HQ's for all purposes.

084 When units of different formations occupy the same hex, units of only one formation (selected by the owning player) in that hex can be used to attack.

085 A unit that must trace through an HQ in order to be supplied can trace only through an HQ commanding its own formation. A Warsaw Pact independent unit can trace supply through any headquarters.

HQ Unit Attributes

086 HQ units are restricted in their movement. HQ units can move only by tactical road movement or rail transport. When moved by rail, an HQ counts as four steps for purposes of rail capacity (it does not count as four steps for purpose of the six-step limit per hex [015] or any other purpose).

087 HQ units are restricted in their combat capabilities. HQ units have no Attack Strength and therefore can never attack enemy units. An HQ unit that is attacked adds nothing to the defense strength of the hex when it is stacked with other units; if attacked while alone in a hex, an HQ unit defends with a strength of 1, receiving no terrain benefits. An HQ unit cannot be eliminated in ground combat unless it is alone in the hex, or all units with which it is stacked are eliminated first. HQ units cannot be eliminated by air strikes; they are, however, affected by nuclear strikes.

088 An HQ unit occupying a hex alone can be forced to retreat by any enemy combat unit entering the HQ's hex by tactical road movement. This displacement can occur more than once per enemy Movement Phase, and is conducted as retreat after combat. If an HQ unit is forced to displace and is prohibited by terrain that blocks normal retreat after combat, the HQ unit is eliminated.

A displaced HQ unit is subject to all the restrictions of retreat following combat (164).

Warsaw Pact Marine HQ

089 If this HQ occupies any coastal hex between the eastern mapedge and hex 0215 (inclusive), it is always automatically supplied during the Friendly Supply Determination Phase; if the HQ occupies any other coastal hex, it must trace supply normally. The marine HQ can be used by units of its own formation, airborne, and airmobile units (only) to trace supply; other formation units and independent units cannot use the marine HQ. The marine HQ can use Chemical Warfare Points, but cannot supply offensive support.

Recombination

090 Two division-sized NATO units (Dutch 41/4/I and U.S. 3/1/VII) begin the game split into two counters. If both counters of either of these divisions begin a NATO Stage in the same hex, the unit can be recombined. To recombine a division, remove the brigade counter from the map and flip the division counter to its 3-step side. If, prior to recombination, the division counter has been reduced to one step, recombination restores it to two steps.

Zones of Control / Zones of Delay

091 Three or more steps worth of combat units occupying a hex exert a Zone of Control over the hex they occupy and the six hexes adjacent to the hex they occupy. Two steps worth of combat units occupying a hex exert a Zone of Control over the hex they occupy and a Zone of Delay over the six hexes adjacent to the hex they occupy. A one-step combat unit exerts a Zone of Control over the hex it occupies. Both types of zone extend into all types of terrain, including all-sea hexes and impassable terrain. Zones of enemy and friendly units can be exerted over a same hex.

The numerous effects and restrictions of Zones are detailed in the Zone Effects Summary on each player's pull-out leaflet.

092 Zones affect enemy movement, supply, retreat, combat, and transport.

Supply

093 To function at its full potential, a unit must be supplied. A unit is supplied if it can trace a supply line from the hex it occupies to a valid supply source. There are three Phases during a Game-Turn when a unit must determine whether or not it is supplied, and the requirements for a valid supply source and valid supply line vary somewhat depending on the Phase in progress.

Supply Lines and Sources

094 A supply line is a path of hexes traced from a unit to a valid supply source. In some cases a unit's supply line must be traced through a valid HQ unit. A supply line to a supply source can be of any length and can wind through as many hexes as necessary, provided it does not pass through hexes that restrict supply. When a supply line must be traced through a valid HQ, the HQ and the unit drawing supply can be no farther apart than the HQ's support range, which is printed on each HQ counter. When counting hexes between a unit and a valid HQ, count the hex occupied by the unit, but do not count the hex occupied by the HQ providing supply.

A combat unit that is unsupplied (out of supply) has an Out of Supply marker placed on it, where it remains until the next Supply Determination Phase in which the unit is judged supplied. An HQ unit that is unsupplied is inverted to its unsupplied side, which functions identically to an Out of Supply marker (099).

Valid Supply Sources

095 Supply sources vary according to nationality. Only the following hexes are supply sources for the nationalities specified.

  • British, Canadian, and US Units: Any NATO-controlled port hex in NATO territory.
  • Italian Units: Hex 5706, 5711, 5713, or 5718, provided the hex is not WP-controlled or overrun.
  • Other NATO Units: Any NATO-controlled city hex in the unit's home country.
  • Warsaw Pact Units: Any WP-controlled city hex in WP territory.
  • All Units: Copenhagen, as long as it is friendly-controlled.

Valid HQ Units

096 When a combat unit is required to trace supply through a valid HQ unit, that HQ must belong to the same formation and be supplied itself. A NATO HQ is a valid HQ if it is of the same nationality as the unit drawing supply (remember, actual corps designations on NATO units have no effect on play). A WP HQ is a valid HQ if it is of the same army as the unit drawing supply; an independent WP unit can draw supply through any supplied WP HQ.

Note that Canadian units use US HQ's for all purposes.

097 A combat unit must trace its supply line through a valid HQ under the following conditions:

  • The combat unit is in enemy territory.
  • The combat unit is a NATO unit that is not in its home country (even though it may be in friendly territory). This restriction applies only during the Joint Combat Supply Determination Phases. Note that, since British, US, Canadian, and Italian units have no home country, these units must always trace supply through valid HQ's during Joint Supply Determination Phases.

When determining friendly airspace (006), any unit outside its home country must trace supply in this manner.

When Supply Status Is Determined

098 During the Friendly Supply Determination Phase, each friendly unit must determine its supply status. During both Joint Supply Determination Phases, each friendly and enemy unit must determine its supply status. Each unit must therefore determine its supply status three times during each Game-Turn.

All reinforcement units are considered to be in supply prior to entering the map, for purposes of transport eligibility (114).

099 Once a unit's supply status is judged during any Supply Determination Phase, that supply status remains in effect until the next Supply Determination Phase. A friendly combat unit that cannot trace an appropriate supply line has an Out of Supply marker placed on it. A friendly HQ unit that cannot trace an appropriate supply line is inverted to its Out of Supply side. This marker (or inversion) remains in place until the next Supply Determination Phase. A friendly unit that can trace an appropriate supply line has no marker placed on it and is supplied until the next Supply Determination Phase.

Restrictions on Unsupplied Units

100 The following restrictions apply to any HQ or combat unit that has an Out of Supply marker on it or is inverted to its Out of Supply side.

  • An unsupplied HQ unit cannot be used by any unit to provide supply.

  • An unsupplied Warsaw Pact HQ unit cannot provide Offensive Support.

  • An unsupplied unit can move only by using tactical road movement, and its Movement Point Allowance is halved.

  • An unsupplied unit can attack only at half strength; it still defends at full strength.

  • An unsupplied unit cannot entrain; if already entrained, the Entrained marker must be removed immediately, during the Supply Determination Phase in which the unit is judged out of supply.

Supply Line Restrictions

101 No part of any supply line can ever enter any of the following hex types:

  • An all-sea hex.
  • A mountain hex, except through an access hexside.
  • An enemy Zone hex, unless the hex is occupied by a friendly combat or HQ unit.
  • Into any hex through a blocked hexside.

Supply Exceptions

Warsaw Pact Organic Supply

102 As specified in each scenario description, all Warsaw Pact units (except airborne, airmobile, and marine units; these units must always trace supply normally) are automatically supplied during certain Game-Turns. During these specified Game-Turns, Warsaw Pact units can never be unsupplied. Immediately after the Victory Point Record Stage of the last Game-Turn of organic supply indicated in the scenario being played, Warsaw Pact units must trace supply normally in all Phases.

Airborne, airmobile, and marine units transported to hexes from which they cannot trace supply are nonetheless automatically considered supplied during the first Joint Supply Determination Phase following their transport.

103 While in effect, Warsaw Pact organic supply does not automatically qualify a WP unit to direct Tactical Air Points (WP units must trace a normal supply line to perform this function).

Soviet Marine HQ

104 The Soviet Marine HQ unit is automatically supplied during the Warsaw Pact Supply Determination Phase when it occupies any coastal hex between the eastern mapedge and hex 0215 (inclusive). The Soviet Marine HQ can provide supply for any WP marine, airborne, or airmobile unit within its Support Range, provided the HQ itself is supplied.

Note that the Soviet Marine HQ unit is not automatically supplied during a Joint Supply Determination Phase.

Movement

105 A unit can move only during a friendly Movement Phase. There are 8 ways in which a unit can move:

  • Tactical Road Movement
  • Strategic Road Movement
  • Rail Transport
  • Air Ferry
  • Airborne Transport
  • Sea Ferry
  • Amphibious Transport
  • Helicopter Transport

106 A unit can move by only one method in a given Movement Phase, and a unit must meet all eligibility requirements in order to move by a particular method.

A unit moving by tactical road movement, for instance, cannot use strategic road movement or any form of transport in the same Phase.

Road Movement

107 The most common form of movement in the game — and the type of movement for which most units are eligible — is road movement. There are two types of road movement: tactical and strategic. Both types of road movement require a unit to move from hex to adjacent hex, paying Movement Points from its Movement Point Allowance according to the costs and restrictions listed on the Terrain Effects Chart.

EXCEPTION: Despite terrain costs, a unit can always move a single hex, as long as it does not enter or cross terrain that is strictly prohibited. A unit that cannot move except directly from one enemy Zone of Control hex to another (normally prohibited; see Terrain Effects Chart) can still move, provided this move reduces the number of Zone hexes (of either type) astride its supply line (094).

Tactical Road Movement

108 ELIGIBILITY:

  • Unit has no Entrained marker on it.

109 Any unit on the map that has no Entrained marker on it can use Tactical Road Movement. A unit that is supplied during a friendly Movement Phase can use its entire Movement Point Allowance. A unit that is unsupplied during a friendly Movement Phase can use only half (rounded down) of its Movement Point Allowance.

There are several cases in which a unit can move only by tactical road movement: from or into an interdicted hex (182), into an enemy-controlled city during the friendly Movement Phase (198), into a hex occupied solely by an enemy HQ during the friendly Movement Phase (088).

110 PROCEDURE: To move by Tactical Road Movement, a unit moves from hex to adjacent hex, spending Movement Points from its Movement Point Allowance according to the Terrain Effects Chart for each hex entered and each hexside crossed, until it has reached the hex to which the player wishes to move it, or its Movement Point Allowance is exhausted, whichever occurs first.

Strategic Road Movement

111 ELIGIBILITY:

  • Unit is a combat unit.
  • Unit has no Entrained marker on it.
  • Unit has no Unsupplied marker on it.
  • Unit does not occupy an interdicted hex.
  • Unit does not occupy an enemy Zone hex.
  • Unit occupies a hex in friendly territory.

112 An eligible unit using Strategic Road Movement can use double its printed Movement Point Allowance.

Note that a unit cannot at any time in its movement violate any conditions of eligibility for strategic road movement.

113 PROCEDURE: To move by Strategic Road Movement, a unit moves from hex to adjacent hex, spending Movement Points from its Movement Point Allowance according to the Terrain Effects Chart for each hex entered and each hexside crossed, until it has reached the hex to which the player wishes to move it, or its Movement Point Allowance is exhausted, whichever occurs first.

A unit moving by Strategic Road Movement can never enter an enemy Zone hex, an interdicted hex, or a hex that is not in a friendly country.

Transport

114 Transport differs most significantly from road movement in that a transported unit pays no Movement Point costs; a transported unit is, in effect, carried to its destination, by one means or another, by transport assets. Each player is limited in the amount of transport assets he has available at any given time.

Each Transport Point of any kind is capable of transporting a single step. Players are free to combine two or three Transport Points in order to transport a two- or three-step unit.

Rail Transport

115 ELIGIBILITY:

  • Unit has no Unsupplied marker on it.
  • Unit does not occupy an interdicted hex.
  • Unit does not occupy an enemy Zone hex.
  • Unit occupies a hex in friendly territory.

116 A unit meeting these requirements can have an Entrained marker placed on it. A unit that has an Entrained marker placed on it can move 20 hexes during a friendly Movement Phase. The unit's Movement Point Allowance has no effect on rail transport.

Virtually the entire area represented on the map is well-endowed with rail lines. For this reason, no rail lines are indicated on the map; all hexes that permit road movement (that is, all hexes except all-sea hexes, blocked hexsides, and so forth) are eligible for rail movement. The distinctions in each side's actual facilities and rolling stock are accounted for in the rail capacities (118).

117 PROCEDURE: To move by Rail Transport, a unit moves from hex to adjacent hex, disregarding terrain Movement Point costs, until it has reached the hex to which the player wishes to move it, or it has moved 20 hexes, whichever occurs first. A unit moving by Rail Transport can never enter an enemy Zone hex, an interdicted hex, a mountain hex, or a hex not friendly to its own alliance.

Entrained units are subject to certain restrictions:

  • An entrained unit has an no Attack Strength, and a Defense Strength of 1.
  • An entrained HQ cannot be used to provide supply or offensive support.
  • An entrained unit receives no terrain benefits in ground combat or as the target of air strikes.
  • An entrained unit can never retreat; it must lose additional steps if required to do so.
  • An entrained unit does not exert — even in the hex it occupies — nor contribute to Zones of Delay and Control.

118 The number of units that can have Entrained markers on them simultaneously is limited by a player's Rail Capacity. The NATO player's Rail Capacity is 28 steps, and the Warsaw Pact player's Rail Capacity is 16 steps, in all scenarios. A player can never have more steps entrained at one time than are allowed by his Rail Capacity.

119 An entrained unit can have its Entrained marker removed only during a friendly Detraining Phase, or during any Supply Determination Phase that the unit is judged unsupplied. Detraining during a friendly Detraining Phase is voluntary; the Entrained marker can be left in place if the player wishes. Detraining as a result of being unsupplied is mandatory.

Air Ferry

120 ELIGIBILITY:

  • Unit is an airborne or airmobile unit.
  • Unit has no Entrained marker on it.
  • Unit has no Unsupplied marker on it.
  • Unit does not occupy an enemy Zone hex.
  • Unit does not occupy a mountain hex.
  • Unit occupies a hex in friendly territory.

121 An eligible unit can use Air Ferry to move to any land hex in friendly airspace, except a mountain or enemy Zone hex.

122 PROCEDURE: To move by Air Ferry, a unit does not trace a path of adjacent hexes. Instead, the unit is simply placed in its destination hex, regardless of the distance. Once the unit has move, the enemy player resolves interception, using the Friendly Airspace portion of the Interception Value Chart.

There is no limit to the number of units that can use Air Ferry (although there are restrictions on the type). It is assumed that both sides have sufficient air assets to meet all general airlift requirements. For this reason, there are no Air Ferry Points assigned to players, as is the case with Airborne Transport (123), which requires a more specialized asset.

Airborne Transport

123 ELIGIBILITY:

  • Unit is an airborne unit.
  • Unit has no Unsupplied marker on it.
  • Unit has no Entrained marker on it.
  • Unit does not occupy an enemy Zone hex.
  • Unit does not occupy a mountain hex.

124 An eligible unit can use Airborne Transport to move to any hex that is in enemy airspace, except a rough or mountain hex.

125 PROCEDURE: To move by Airborne Transport, a unit does not trace a path of adjacent hexes. Instead, the unit is simply placed in its hex, regardless of the distance. Once the unit has moved, the enemy player resolves interception using the Enemy Airspace portion of the Interception Value Chart.

126 The number of units that can be transported by Airborne Transport is limited by the number of Airborne Transport Points available to the owning player and recorded on his Transport Assets Track. Each available Airborne Transport Point is capable of transporting one step of airborne unit. Once an Airborne Transport Point has been used, it is moved to the Used portion of the Transport Assets Track, and it cannot be used again in the current Game-Turn.

Sea Ferry

127 ELIGIBILITY:

  • Unit is a combat unit.
  • Unit has no Entrained marker on it.
  • Unit has no Unsupplied marker on it.
  • Unit occupies a friendly-controlled port.

128 An eligible unit can use Sea Ferry to move to any other friendly-controlled port in friendly airspace.

129 PROCEDURE: To move by Sea Ferry, a unit does not trace a path of adjacent hexes. Instead, the unit is simply placed in its destination friendly-controlled port hex, regardless of the distance. Once the unit has moved, the enemy player resolves interception, using the Friendly Airspace portion of the Interception Value Chart.

As in the case of Air Ferry (120), there are no Sea Ferry Points assigned to players, and within the restrictions of unit types and eligibility requirements, players can move as many units as they wish by Sea Ferry.

Sea Ferry can be used to transport units to coastal hexes, or to hexes bordering Major (navigable) Rivers (see Terrain Effects Chart).

Amphibious Transport

130 ELIGIBILITY:

  • Unit is a marine, armored marine, or marine HQ unit.
  • Unit has no Entrained marker on it.
  • Unit occupies a coastal hex.

131 An eligible unit can use Amphibious Transport to move to any other coastal hex.

132 PROCEDURE: To move by Amphibious Transport, a unit does not trace a path of adjacent hexes. Instead, the unit is simply placed in its destination coastal hex, regardless of the distance. Once the unit has moved, the enemy resolves interception. He uses the Friendly Airspace portion of the Interception Value chart if the transported unit both began and ended its amphibious movement in a friendly airspace hex; if either hex is in enemy airspace, interception is resolved on the Enemy Airspace portion of the Interception Value Chart.

133 The number of units that can be transported by Amphibious Transport is limited by the number of Amphibious Transport Points available to the owning player and recorded on his Transport Assets Track. Each available Amphib Point is capable of transporting one step of marines. Once an Amphibious Transport Point has been used, it is moved to the Used portion of the Transport Assets Track, and it cannot be used again in the current Game-Turn.

Helicopter Transport

134 ELIGIBILITY:

  • Unit is an airborne or airmobile regiment or brigade.
  • Unit has no Entrained marker on it.
  • Unit has no Unsupplied marker on it.

135 An eligible unit can use Helicopter Transport to any hex up to 10 hexes away.

136 PROCEDURE: To move by Helicopter Transport, a unit traces a path of adjacent hexes. Each time the unit passes directly from one enemy Zone hex to another, the unit is subject to flak.

137 The number of units that can be transported by Helicopter Transport is limited by the number of Helicopter Transport Points available to the owning player and recorded on his Transport Assets Track. Each available Helicopter Transport Point is capable of transporting one airborne or airmobile regiment or brigade. Once a Helicopter Transport Point has been used, it cannot be used again until the following friendly Movement Phase.

Interception

138 During the friendly Movement Phase, the enemy player resolves interception attempts against all friendly units that have used Air Ferry, Sea Ferry, Amphibious Transport, and Airborne Transport during the current Phase.

139 PROCEDURE: To resolve interception against a friendly unit that uses Air or Sea Ferry, the enemy player refers to the friendly Airspace column of his Interception Value Chart and rolls the die once for each step in the transported unit, comparing the die roll with the Interception Value listed next to the appropriate Game-Turn line of the chart. If the die roll is equal to or less than the number listed, the friendly step is eliminated.

Note that one US HQ unit is flown into the game as a Reforger reinforcement. This unit can be eliminated by interception, just as any combat unit, despite the restrictions on eliminating headquarters units (087).

140 To resolve interception against a friendly unit that uses Airborne Transport, the enemy player refers to the Enemy Airspace column of his Interception Value Chart and rolls the die once for each step in the transported unit, comparing the die roll with the Interception Value number listed next to the appropriate Game-Turn line of the chart. If the die roll is equal to or less than the number listed, the friendly step and the Transport Point carrying the step are permanently eliminated.

The "Enemy" column of the Warsaw Pact player's Interception Value Chart is the column headed "NATO Unit in Warsaw Pact Airspace" (signifying that the NATO unit is in enemy airspace). The "Friendly" column of the Warsaw Pact player's Interception Value Chart is the column headed "NATO Unit in NATO Airspace" (signifying that the NATO unit is in its own friendly airspace). The converse is true for the NATO Interception Value Chart. See Airspace, 006.

141 To resolve interception against a friendly unit that uses Amphibious Transport, use the Friendly Airspace column of the Interception Value Chart if the friendly unit both begins and ends the transport in a friendly airspace hex. If either hex is in enemy airspace, use the Enemy Airspace column. Whichever column is used, if the die roll is equal to or less than the number listed, the friendly step and the Transport Point carrying the step are permanently eliminated.

142 If a friendly transported unit begins or ends its transport in an enemy Zone hex, the Interception Value on the enemy player's Interception Value Chart is increased by one. If a friendly transported unit begins and ends its transport in an enemy Zone hex, the enemy Interception Value is increased by two.

Flak

143 During the friendly Movement Phase, the enemy player resolves flak attempts against all friendly units using Helicopter Transport each time the unit passes directly from one enemy Zone hex to another.

144 PROCEDURE: To resolve flak against a friendly unit that uses Helicopter Transport, the enemy rolls one die. If he rolls a 1, the transported unit and the Helicopter Transport Point are eliminated.

Exiting the Map

145 A friendly unit can exit the map through a friendly reinforcement sector using any type of transport for which the unit is normally eligible, or by using Advance After Combat. A friendly unit can exit the map through an enemy Reinforcement Sector using Tactical Road movement or Advance After Combat (only). Once a unit has exited the map, it can never return to play. The Movement Point cost to exit the map is equal to the number of Movement Points the exiting unit would have to expend to enter the mapedge hex it is leaving. Attacking units that are eligible to advance two hexes after combat, after eliminating enemy units in a mapedge hex, can advance after combat normally to exit the map.

146 When an enemy unit exits the map through a friendly reinforcement sector hex, no friendly reinforcements except reserve reinforcements can be brought onto the map until the number of enemy steps that have exited has been matched. The friendly player must match the enemy steps in one of two ways:

  1. Exit an equal or greater number of friendly steps through any friendly Reinforcement Sector hex.
  2. Withdraw an equal or greater number of friendly steps from the current turn Reinforcement Box of the Game-Turn Track. Reinforcements withdrawn from the Game-Turn Track are permanently removed from play, just as if they had exited the map.

Friendly reinforcements that are prevented from arriving by this rule are not permanently lost (except units used to meet matching requirements). Instead, they are simply delayed until the matching requirement is met.

Combat

147 Ground combat, air power, and tactical nuclear warfare share as their common aims the disruption of enemy functions and the destruction of enemy units. Each of these three means of inflicting damage occurs during a different Phase of each Game-Turn, and each is covered in the detailed sections following.

Ground Combat

148 During the friendly Attack Phase, the Phasing player can attack enemy units that are adjacent to friendly units. No unit can attack more than once per Game-Turn; no unit can be attacked more than once per Game-Turn, although more than one friendly unit can participate in a single attack against an enemy unit.

149 PROCEDURE: To resolve an attack, the Phasing player adds together the Attack Strengths of all friendly units adjacent to the defending units and participating in the attack, and the non-Phasing player adds together the Defense Strengths of all defending units. The total Attack Strength is compared with the total Defense Strength and simplified to one of the ratios listed across the top of the Combat Resolution Table.

It is important that players make all applicable modifications in resolving a combat. Remember that each individual attacking unit may be subject to increased or decreased Attack Strength prior to aggregating the entire attacking strength. For instance, one unit may be unsupplied (halving its Attack Strength), one unit may be eligible for Offensive Support (doubling its Attack Strength), and a third unit may be eligible for Offensive Support as well, but be attacking across a Major River hexside (doubling, then halving its attack strength, for a net result of no change in the unit's printed Attack Strength). Once all attacking units' strengths are modified and totalled, determine whether any defending units benefit from soft unit Defense Strength doubling (some units in a hex may benefit, while others may not). When the die is rolled for resolution, it may be modified by applicable Attack Die Roll Penalties, reducing the die result. Finally, if the attacker is Warsaw Pact, and they are using chemicals, the column of the Ground Combat Results Table used to determine the result will be shifted (162).

Once the modified Attack Strength of the entire attacking force is determined, round any fractions down.

150 Combat resolution can be affected by terrain, supply status, Zones of Control, offensive support, and chemicals.

151 Terrain Effects. The Terrain Effects Chart indicates three types of modification that can be applied to a combat because of terrain. The column listed Double Soft Unit Defense indicates the types of terrain in which soft unit types have their Defense Strength doubled when attacked. The column headed Combat Die Roll Modification indicates the number that is subtracted from the combat resolution die roll when the defending unit is of the type specified. The notes regarding major river hexsides indicate that the Attack Strength of any unit attacking through a major river hexside is halved.

152 Supply Effects. A unit that is unsupplied has its Attack Strength halved. An unsupplied unit's Defense Strength is unaffected.

153 Zone of Control Effects. When a defending unit that is not adjacent to a friendly unit is completely surrounded by adjacent enemy Zone of Control hexes and/or impassable hexsides, all units attacking that defending unit have their Attack Strengths doubled.

154 Offensive Support Effects. When a supplied HQ has an unsuppressed Offensive Support marker on it, all supplied units of that HQ's formation, and any independent units, within the HQ's Support Range have their Attack Strengths doubled.

155 Chemical Warfare Effects. When a NATO unit is subjected to Chemical Warfare, the combat is resolved on a different column of the Combat Results Table, reflecting a benefit to attacking Warsaw Pact units.

Offensive Support

156 During the friendly Offensive Support Phase, the friendly player can place an available Offensive Support marker on any supplied HQ unit. During the friendly Attack Phase, all combat units belonging to the formation of the HQ with an Offensive Support marker that are within Support Range of the HQ have their Attack Strength doubled.

An Offensive Support marker that is available should be kept in the current turn space of the Game-Turn Track until it is placed on an HQ on the map.

157 During the friendly Offensive Support Phase, the friendly player can remove an Offensive Support marker from any HQ and place it on the Game-Turn Track, in the Reinforcement Box corresponding to the following Game-Turn.

An Offensive Support marker cannot be transferred directly from one HQ to another in the same Game-Turn. Instead, the marker must first be removed from an HQ during a friendly Offensive Support Phase and placed on the Game-Turn Track. Then, during the next friendly Offensive Support Phase, the marker can be returned to play atop any eligible HQ.

158 If, during any Supply Determination Phase, an HQ bearing an Offensive Support marker is judged unsupplied, the Offensive Support marker is immediately inverted to its Suppressed side. If, at any time, an HQ bearing an Offensive Support marker is eliminated, the Offensive Support marker is immediately removed from the map and placed on the Reinforcement Box corresponding to the following Game-Turn.

159 A Suppressed Offensive Support marker does not double the Attack Strength of any unit.

A suppressed Offensive Support marker can be removed from the map during the friendly Offensive Support Phase and placed on the reinforcement track (157). It is unsuppressed during the Joint Suppression Removal Phase (042).

Chemical Warfare

160 During the Warsaw Pact R/A/D Phase, the Warsaw Pact player can declare Chemical Warfare on any Game-Turn, beginning with Game-Turn 2. At the instant that Chemical Warfare is declared, the WP player places the First Chemical Use marker on the Game-Turn Track in the space corresponding to the current Game-Turn, where this marker remains until the end of the game. Also, immediately upon the declaration of Chemical Warfare, the number of NATO Operational and Tactical Attack Air Points are each halved, rounding up. NATO allotments of Attack Air Points are halved each turn for the remainder of the game.

161 The Warsaw Pact player begins the game with a number of Chemical Warfare Points, and throughout the game he gains new CW Points as reinforcements. Each time the WP player places a CW marker on the map, he spends one CW Point, adjusting his CW Points marker on the Chemical Warfare Track to reflect the expenditure.

162 Once Chemical Warfare has been declared, the Warsaw Pact player can place each available Chemical Warfare marker — prior to resolving any ground combat — on a hex occupied by NATO units during each Warsaw Pact Combat Phase. Any attacks against a NATO-occupied hex containing a Chemical Warfare marker are resolved on a different column of the Ground Combat Results Table, according to the following schedule:

  • On Game-Turn CW is declared: 4 columns to the right.
  • On the Game-Turn following: 3 columns to the right.
  • On the second Game-Turn following and all subsequent Game-Turns: 2 columns to the right.

163 In order for these column shifts to apply, at least one attacking WP unit must be supplied.

Retreats

164 The Ground Combat Results Table often calls for defending units to retreat. The owning player always has the option of not retreating, in which case he must remove one step — in addition to any step loses called for by the Table — from among the defending units in the hex (not one step from each unit in the hex). When the defending player does elect to retreat, he must retreat each unit in the hex, one at a time, the full number of hexes required by the Table. Each unit can retreat into a different hex, as long as each ends its retreat as many hexes away from its original defending hex as the combat result calls for. A retreating unit must meet the following conditions, in the order listed, as nearly as possible:

  • Not into an enemy Zone hex.
  • Toward a friendly supply source.
  • As far as possible from all attacking units.

If a unit elects to retreat, but cannot retreat the full distance required, he must remove one step, as described here.

  • Not into a mountain hex or across a major river hexside.
  • Not into a hex already occupied by friendly units. If a unit must enter a hex occupied by friendly units, the six-step limit per hex cannot be exceeded. If such a hex is a retreating unit's only option, the unit must retreat an additional hex instead.

165 Additionally, a unit can never retreat into an all-sea hex, cross a blocked hexside, enter an enemy-occupied hex, enter a neutral country, or enter an enemy Zone of Control hex that does not already contain a friendly unit.

166 A retreated unit is considered to have no Defense Strength for the remainder of the Phase in which it is retreated.

167 If an HQ unit with an Offensive Support marker on it retreats, the Offensive Support marker is immediately inverted to its suppressed side.

(The printed rulebook numbering skips 168 and 169; rule 170 follows 167 in the original booklet.)

Advance After Combat and Exploitation

170 ADVANCE AFTER COMBAT: When all defending units in a hex retreat or are eliminated as a result of combat, each attacking unit that participated in the combat can enter the vacated hex, immediately following the elimination or retreat of the defending units.

Any number of units can advance after combat into a hex, but enough of those units must exploit (171) to satisfy stacking requirements by the end of the Phase (015).

171 EXPLOITATION: A hard unit that has advanced after combat without crossing a Major River hexside can use exploitation to advance one additional hex into any adjacent hex not occupied by an enemy unit. A unit cannot exploit into or out of any of the following hex types: major or key city, mountain, rough, marsh, or a hex containing a Chemical Warfare or Interdiction marker. Additionally, a unit cannot use exploitation to exit an enemy ZOC hex, though it can exploit into any type of enemy Zone hex.

An eligible unit can advance after combat or exploit into a hex containing only an enemy HQ (see 088).

Air Power

172 During the friendly Air Attack Phase, the Phasing player can spend Tactical and Operational Air Attack Points to perform Airstrike, Support Suppression, Road Interdiction, and Rail Interdiction missions. No more than one mission of each type can be launched against a given hex in a single Air Attack Phase.

Tactical and Operational Air Attack Points

173 Operational Air Attack Points can be used to perform any of the following missions. Tactical Air Attack Points are more limited in their use. They can be used only to perform Airstrike Missions and Road Interdiction Missions. Additionally, a Tactical Air Point can be used only against a hex that is either in friendly territory, or that is within three hexes of a friendly combat unit that is both supplied and in friendly airspace.

Air Attack Points that are not used in the Game-Turn in which they are received are permanently lost.

Airstrike Mission

174 The purpose of this mission is to eliminate or weaken enemy combat units. Either 1 or 2 Tactical and/or Operational Air Attack Points can be assigned to an airstrike mission.

175 PROCEDURE: Announce an airstrike mission and indicate the target hex. Reduce the number of Air Attack Points on the Air Attack Point Track by 1 or 2, as appropriate. Roll one die, and subtract any applicable Combat Die Roll penalties; refer to the Airstrike Results Table and apply the result.

176 When launching an airstrike against a hex occupied by both entrained and non-entrained units, either the entrained or non-entrained units must be specified as the target, and any result achieved can be applied only to the specified units.

177 Whenever entrained units, whether alone in a hex or not, are the target of an airstrike, no Combat Die Roll penalty is applied; instead, one is added to the airstrike die roll.

178 HQ units can never be the target of airstrikes, although units occupying the same hex can be.

Support Suppression

179 This mission type is designed to suppress enemy Offensive Support. Either 1 or 2 Operational Air Attack Points can be assigned to a Support Suppression mission.

180 PROCEDURE: Announce a support suppression mission and indicate the target Offensive Support marker. Reduce the number of Air Attack Points on the Air Attack Point Track by 1 or 2, as appropriate. Roll one die; refer to the Airstrike Results Table and apply the result.

181 HQ's are never affected by support suppression missions, although the Offensive Support marker they bear may be. An Offensive Support marker that is already suppressed suffers no further effect from additional suppression.

Road Interdiction

182 This mission is intended to disrupt movement through a hex. Either 1 or 2 Tactical and/or Operational Air Attack Points can be assigned to a Road Interdiction mission.

183 PROCEDURE: Announce a Road Interdiction mission and indicate the target hex. Reduce the number of Air Attack Points on the Air Attack Point Track by 1 or 2, as appropriate. Roll one die; refer to the Road Interdiction Results Table and apply the result.

184 A road interdiction mission has no effect on any marker or unit in the hex attacked.

Although a unit in an interdicted hex is not affected directly (by taking losses), it must pay the extra Movement Point cost to leave the hex while the Interdiction marker is in place (unless the unit leaves the hex by a permissible means of transport; 114).

Rail Interdiction

185 A rail interdiction mission is designed to reduce enemy rail capacity. From 1 to 3 Operational Air Attack Points can be assigned to a rail interdiction mission. Only one Rail Interdiction mission can be undertaken per Air Attack Phase.

186 PROCEDURE: Announce a rail interdiction mission. Reduce the number of Air Attack Points on the Air Attack Point Track by 1 to 3, as appropriate. Roll one die; refer to the Rail Interdiction Results Table and apply the result.

Tactical Nuclear Warfare

187 Beginning with Game-Turn 2, either player can declare Tactical Nuclear Warfare during his own Reinforcement/Activation/Declaration Phase. Immediately upon declaring Tactical Nuclear Warfare, the declaring player rolls the die. On a die roll of 1, 2, or 3, the game ends instantly and the declaring player loses decisively; on a die roll of 4, 5, or 6, the game continues, and the following adjustments are made:

  • All Entrained markers are removed from the map and each player's Rail Capacity is permanently reduced to zero.
  • Each player's Air Attack Points are eliminated, and further Points are permanently cancelled.
  • Effective immediately, no unit can move by any means other than tactical road movement.
  • All reinforcements marked A (Air Transport), Rf (Reforger), and N (Naval Transport) that are not yet on the map are permanently eliminated from play.

The tactical nuclear die roll mechanic is intended to reflect the possibility of provoking a massive strategic retaliatory strike when a player initiates Tactical Nuclear Warfare. In this case, the initiating player loses decisively for having brought down Armageddon.

  • All reinforcements marked Rd (Road) are immediately re-scheduled to arrive two Game-Turns later than their listed Game-Turn of entry.

  • All reinforcements marked RR (Railroad) are immediately re-scheduled to arrive three Game-Turns later than their listed Game-Turn of entry, as road reinforcements, in the following Reinforcement Sectors:

    • British: Sector 1
    • French: Sector 2
    • WP 5GT Army: Sector 8
    • WP 7GT Army: Sector 7
    • WP 13 Army: Sector 6

    Each time one of these units is placed on the map as a road reinforcement during a Reinforcement/Activation/Declaration Phase, the owning player rolls the die once for each step in the unit. On a die roll of 1, the step is eliminated.

Nuclear Delivery Points

188 Each player has an allotment of Fixed and Mobile Nuclear Delivery Points. In each friendly Nuclear Strike Phase, a player can use each one of his Nuclear Delivery Points to strike units and enemy Nuclear Delivery Points.

Note that, like Transport Points, Nuclear Delivery Points are reusable, provided they are not eliminated. Each friendly Nuclear Strike Phase, the friendly player can expend any or all of his NDP's, marking them off as they are used on his Nuclear Delivery Point Track and returning his markers to their start-of-Phase positions at the conclusion of the Phase.

Striking Enemy Units

189 During a friendly Nuclear Strike Phase, the Phasing player can use as many of his NDP's as he wishes to strike hexes occupied by enemy units anywhere on the map — except cities in friendly territory. When striking an enemy-occupied hex during a friendly Defensive Nuclear Strike Phase, only hexes adjacent to friendly units can be targeted; during friendly Offensive Nuclear Strike Phases, this restriction does not apply. A strike against a given hex use only 1 NDP, and no more than two strikes can be launched against a given hex per Phase.

190 PROCEDURE: Announce the strike and indicate the target hex. Reduce the number of NDP's available by one on the Track. Roll the die once for each step of each unit — including HQ's — in the hex, and subtract any applicable Attack Die Roll penalties (ignoring rivers). Refer to the Nuclear Strike Results Table and apply the results for each step.

191 The player who declared TNW adds 1 to each die roll of each strike during his first Offensive Nuclear Strike Phase.

Striking Enemy NDP's

192 During a friendly Nuclear Strike Phase, the Phasing player can use as many of his NDP's as he wishes to strike enemy NDP's. Each strike against enemy NDP's uses 1 friendly NDP.

193 PROCEDURE: Announce the strike. Reduce the number of friendly NDP's by one on the Track. Roll the die; refer to the Nuclear Strike Results Table and apply the result.

194 The player who declared TNW adds 1 to each strike resolution die roll during his first Offensive Nuclear Strike Phase.

195 Note that, as a result of enemy nuclear strikes, the number of available friendly Fixed NDP's can be reduced to zero. The number of friendly Mobile NDP's, however, cannot be reduced to less than one.

Cities and Countries

196 The primary objective of each player in the game is the control of cities. The special attributes of cities, detailed in the following rules, are therefore particularly important. Various countries represented on the map and/or in the playing pieces can also exert significant influence on the game.

Cities

197 There are three types of cities represented in the game, differentiated generally by size and strategic importance. The primary distinction among the three — Key, Major, and Minor cities — is the number of Victory Points each type is worth. In addition, Major cities (which include Key cities for all purposes other than Victory Point awards) exert Zones of Control, as detailed below.

City Control

198 At the beginning of the game, each player controls all the cities within his territory. Whenever an enemy unit enters an friendly city hex, an enemy Control marker is placed on that city hex. Should a unit belonging to the friendly player at any time re-enter the city, the enemy Control marker is removed. For Victory Point purposes, a player must have a friendly Control marker on an enemy city, and that friendly Control marker must meet the stipulations of friendly airspace.

Passing through a city hex by Helicopter Transport has no effect on city control.

199 Any city in friendly territory that has no enemy Control marker on it is friendly-controlled. Any city in enemy territory that has a friendly Control marker on it is friendly-controlled. Any city that meets neither of these requirements is enemy-controlled.

Entering City Hexes

200 A friendly unit can enter a friendly-controlled city hex using any form of movement. A friendly unit can enter an enemy-controlled city hex using only tactical road movement or advance after combat.

Major City Garrisons

201 Each Major (and Key) city exerts its own Zone of Control within the city hex itself, identical for all purposes to the Zone of Control of any friendly unit. This Zone of Control remains in effect until after an enemy unit has entered the city hex and placed an enemy Control marker, at which time the city's Zone of Control is no longer in effect. No city with a Control marker on it, therefore, exerts a Zone of Control.

202 When an enemy Control marker is removed from a friendly Major city, the Zone of Control is immediately and completely reinstated.

Countries

203 Certain countries designated on the map are considered neutral, and certain other are liable to surrender automatically in certain circumstances.

Neutral Countries

204 Switzerland is considered neutral throughout the game. No unit can ever enter Switzerland using any type of movement. Helicopter Transport can never be traced through any hex of

Switzerland. No unit can retreat into Switzerland; any unit forced to do so must take an additional step loss instead, even if the unit must be eliminated.

205 Austria is neutral at the beginning of the game. As long as Austria remains neutral, all NATO units must treat all hexes in Austria precisely as hexes in Switzerland, as detailed above. The NATO player does control neutral Austrian units and cities, but no Austrian units can leave Austria, and Austrian city hexes cannot be used as supply sources. The instant that a Warsaw Pact unit enters any hex of Austria by any means (including passing through Austrian space by Helicopter Transport or retreating), Austrian neutrality is violated, and the NATO player can enter Austria and allow Austrian units to leave. Also, Austrian city hexes become NATO supply sources.

Surrender

206 Denmark and Belgium automatically surrender to the Warsaw Pact if one key or major city, or two minor cities, in either country are Warsaw Pact-controlled and in WP-friendly airspace during a Victory Point Record Stage. The Netherlands automatically surrenders if one key city, two major, one major and two minor, or three minor cities become WP-controlled simultaneously during a Victory Point Record Stage. At the instant a country surrenders, all units of that nationality are removed from the map permanently, and all cities not occupied by NATO units become WP-controlled. The NATO player can regain control of these cities normally. Once surrendered, a country is enemy territory to both players for the remainder of the game for purposes of supply and movement.

To save Control markers, the Warsaw Pact player can simply place a Control marker in the boxes provided at the northern end of the map to indicate that a country has surrendered, rather than place a Control marker in each city not occupied by a NATO unit.

207 At the instant the second of these three countries surrenders, the NATO allotment of Tactical Air Attack Points for all future turns is reduced by one per turn. This reduction does not affect NATO's current Air Attack Points, and the surrender of the third country has no further effect.

Victory

208 Victory in NATO is based on the accumulation of Victory Points, which are awarded to each player for capturing enemy cities, and to the NATO player for meeting various other conditions. During the Victory Point Record Stage of the last Game-Turn, both players total their Victory Points for controlling cities; the NATO player adds his points for city control to any other points he may have accumulated during the game. The NATO player's total is then subtracted from the Warsaw Pact player's total. The difference is compared with the appropriate column of the Victory Conditions Chart for the scenario played, and victory is determined according to the result.

Warsaw Pact Victory Points

209 Regardless of which scenario and which game length is played, the Warsaw Pact player receives Victory Points in the following amounts for meeting the indicated conditions.

NATO City Control

210 The Warsaw Pact player receives 1 Victory Point for each NATO minor city hex, 2 Victory Points for each NATO major city hex, and 3 Victory Points for each NATO key city hex that has a Warsaw Pact Control marker on it during the Victory Point Record Stage of the last Game-Turn.

NATO Victory Points

211 Regardless of which scenario and which game length is played, the NATO player receives Victory Points in the following amounts for meeting the indicated conditions.

Warsaw Pact City Control

212 The NATO player receives 3 Victory Points for each Warsaw Pact minor city hex, and 6 Victory Points for each Warsaw Pact major city hex that has a NATO Control marker on it during the Victory Point Record Stage of the last Game-Turn.

West Berlin

213 The NATO player receives one Victory Point for each Game-Turn, beginning with Game-Turn 2, that a NATO unit remains in West Berlin (3007) during the Victory Points Record Stage.

Chemical Warfare

214 The NATO player receives either 1 or 2 Victory Points on the Game-Turn the Warsaw Pact first uses chemical warfare, and 1 or 2 Victory Points on every Game-Turn thereafter. These points are awarded during the Victory Points Record Stage of each Game-Turn, and are specified under the Variable Rules of each scenario.

West German Cities

215 The NATO player receives 5 Victory Points on each Game-Turn, beginning with Game-Turn 2, that there are no Warsaw Pact Control markers in West Germany during the Victory Points Record Stage.

Warsaw Pact Militia

216 The NATO player receives one Victory Point for each Czech or East German territorial unit that appears on the map as a reinforcement.

Scenarios

217 Each of the three scenarios in NATO — Strategic Surprise, Tactical Surprise, and Extended Build-Up — features its own reinforcement schedules, initial point allocations, variable rules, and victory conditions. Each scenario can be played as an 8-turn game, or as a 15-turn game, at the players' discretion. Note that the victory conditions for each scenario vary according to the length of the game played.

218 Certain special rules apply to each scenario. The special rules common to all scenarios are detailed below. Other rules that vary in their conditions from scenario to scenario are listed in the scenario descriptions under the heading Variable Rules.

First Game-Turn Rules

219 The first Game-Turn of each scenario represents the period immediately preceding the outbreak of war. The following special rules, therefore, are applied during this Game-Turn.

  • No unit can be moved into an enemy or neutral country.

  • No unit can attack any other unit.

  • No unit or city exerts a Zone.

  • No NATO unit that moves by road movement or rail transport can end the turn farther from the Iron Curtain than it began.

  • No NATO unit in West Berlin can move, nor can any unit be moved to West Berlin.

  • The only Phases undertaken in the first Game-Turn are the Warsaw Pact and NATO Movement Phases, and these have certain specified restrictions placed upon them.

Activation

220 No unit that starts the game on the map can be moved, used to attack, or — in the case of HQ's — used for support of any kind until it has been activated. A unit is activated according to the schedule in the Variable Rules section of each scenario description. A unit that is not activated can defend itself normally, but cannot retreat. Once activated, a unit can perform all normal functions. Note that any unit entering as a reinforcement is automatically activated when it enters play.

Refugees

If history is any guide, the opening days of a Warsaw Pact invasion of Western Europe will be characterized by a tremendous flow of refugees heading west. This flow will clog road systems and greatly hamper the movement of NATO units. The following rule reflects this likelihood.

221 No NATO unit can use strategic road movement during Game-Turns 2, 3, and 4 if any part of the unit's movement occurs within West Germany or Denmark.

NATO Border Troops

The West German border with East Germany and Czechoslovakia is heavily manned by West German border troops, and by regular Armored Cavalry squadrons of most NATO allies. These troops constitute an initial delaying force whose mission is to buy time for the rest of NATO to deploy. These troops are too widely dispersed to be represented by counters in this game. Their effect is represented, however, by the following rule.

222 During Game-Turn 2, every West German hex that is adjacent to an Iron Curtain hexside is considered a West German Zone of Delay hex for all purposes.

Reinforcement Units

223 In each scenario, each player receives reinforcement units during certain Game-Turns. During the friendly Activation/Reinforcement Phase, the Phasing player places all reinforcements due in the current Game-Turn in the Reinforcement Box of the Game-Turn Track for the current turn, or directly on the map, as specified below. Reinforcements can be delayed from Game-Turn to Game-Turn by moving them along the Reinforcement Box track for the next Game-Turn.

224 The codes on each reinforcement unit distinguish among six types: road, rail, reserve, airlifted, sealifted, and Reforger reinforcements.

Road Reinforcements

225 These units are placed directly in a mapedge hex corresponding to the Reinforcement Sector specified on the counter. A road reinforcement unit can be placed in an enemy Zone hex. Delayed road reinforcements can enter only as road reinforcements.

Road reinforcements are designated by the abbreviation "Rd" and a single digit on their counter. The single digit refers to the Reinforcement Sector in which the unit must appear (see map).

Rail Reinforcements

226 Rail reinforcements are placed directly in a mapedge hex of any friendly Reinforcement Sector, already entrained, provided they do not exceed the player's Rail Capacity. A rail reinforcement unit cannot be placed in an enemy Zone hex. Delayed rail reinforcements can enter as rail reinforcements. Warsaw Pact rail reinforcements can enter as road reinforcements, but they must delay for three Game-Turns to do so.

Rail reinforcements are designated by the abbreviation "RR" on their counter.

227 WP rail reinforcements entering as road reinforcements must enter the map in specific sectors. 11G Army units must enter Sector 8; 5GT Army units must enter Sector 7; 7GT Army units must enter Sector 7; 13 Army units must enter Sector 6. When one of these units is placed on the map as a road reinforcement during a WP Activation/Reinforcement Phase, the WP player must roll the die once for each step placed. On a die roll of 1, the step is eliminated.

Reserve Reinforcements

228 These units are placed directly in the hex specified on the counter and cannot be delayed. A reserve reinforcement unit can be placed in an enemy Zone hex. If the hex in which they are scheduled to appear is enemy-controlled or overrun, the unit never appears.

Reserve reinforcements are designated by the abbreviation "Rs" and a four-digit number on their counter. The four-digit number specifies the hex (corresponding to a Reserve Site; see Terrain Key) in which the unit must appear, unless the hex is overrun.

Airlifted Reinforcements

229 Airlifted reinforcements are placed in the current turn reinforcement box during the friendly Activation/Reinforcement Phase and enter the map during the friendly Movement Phase. Airlifted reinforcements enter according to all rules for Air Ferry or Airborne Transport, whichever method they use to enter. Delayed airlifted reinforcements can enter as airlifted reinforcements; airlifted reinforcements other than U.S. and Canadian units can be delayed and enter as rail reinforcements.

Airlifted reinforcements are designated by the abbreviation "A" on their counter.

Sealifted Reinforcements

230 Sealifted reinforcements are placed in the current turn reinforcement box during the friendly Activation/Reinforcement Phase and enter the map during the friendly Movement Phase. Sealifted reinforcements enter according to all rules for Sea Ferry or Amphibious Transport, whichever method they use to enter. Delayed sealifted reinforcements can enter as sealifted reinforcements; sealifted reinforcements other than U.S. units can be delayed and enter as rail reinforcements.

Sealifted (naval) reinforcements are designated by the abbreviation "N" on their counter.

Reforger Reinforcements

231 Reforger reinforcement units enter as airlifted reinforcements, but they must enter in the hex designated on the counter, they can never use Airborne Transport, and they never appear at all if their designated hex is overrun or enemy-controlled.

Reforger reinforcements are designated by the abbreviation "Rf" and a four-digit number on their counter. The four-digit number specifies the hex (corresponding to a Reforger Site; see Terrain Key) in which the unit must appear, unless the hex is overrun. Note that certain units entering as Reforger reinforcements are not normally eligible for Air Ferry or Airborne Transport. These units do enter by air, but can never use these forms of transport again once they have landed. The troops represented by these counters are considered to have picked up their heavy equipment upon landing, rendering them ineligible for Air Transport.

Territorial Reinforcements

232 Reinforcements bearing a T in their designation are territorial units. These units are treated exactly like normal combat units, except they can never leave their home country, even if forced to retreat.

Conditional Reinforcements

233 Both sides have certain reinforcements units indicated on their Reinforcement/Track Displays that are labelled as conditional. These reinforcements become available only under certain circumstances, as specified in the following rules.

Italian Reinforcements

234 The Italian units listed on the NATO Display enter play only if the Warsaw Pact violates Austrian neutrality. At the moment the violation occurs, the NATO player should place the following Italian units in the specified Reinforcement Boxes on the Game-Turn Track ("V" indicates the turn of violation; "+" indicates the number of Game-Turns following the turn of violation).

  • V + 2: Cre/III (4 4 5 [3])
  • V + 3: Cen/III (5 4 5 [3])
  • V + 4: IT III HQ (3 4 P [1]) and Alp/III (1 4 1 [1])
  • V + 5: Leg/III (4 4 5 [3])

Warsaw Pact Militia

235 When a NATO unit other than an airborne, airmobile, or marine unit enters any city hex in East Germany, and occupies the hex during a Victory Points Record Phase, the Warsaw Pact player must enter the 6 East German Territorial Reserve reinforcements during his next R/A/D Phase, and the NATO player immediately receives 3 Victory Points. If an East German unit reserve site has been overrun, the reinforcement does not appear, but the NATO player receives the VP for the unentered unit.

236 When a NATO unit other than an airborne, airmobile, or marine unit enters any city in Czechoslovakia, and occupies the hex during a Victory Points Record Phase, the Warsaw Pact player must enter the 3 Czech Territorial Reserve reinforcements during his next R/A/D Phase, and the NATO player immediately receives 3 Victory Points. If a Czech unit reserve site has been overrun, the reinforcement does not appear, but the NATO player receives the VP for the unentered unit.

Reinforcement Points

237 Throughout the game, each player receives new Air Attack Points and Transport Points, and the Warsaw Pact player receives additional Chemical Warfare Points. These points are indicated on the Game-Turn Track for each scenario. Players add new points to their tracks during the Point Record Stage.

Scenario 1: Strategic Surprise

The Strategic Surprise scenario examines the inner workings of NATO's recurrent nightmare. In this nightmare, relations between the two blocs appear perfectly normal on the surface. No crisis or confrontation looms on the horizon, and no reason exists for special attention to Warsaw Pact military movements. Nevertheless, somewhere deep beneath the facade of the Soviet power structure, the delicate political balance between the Party's power blocs is shifting. Quietly, and without Western cognizance, a struggle develops between the right and left wings of the Party, levering the armed forces into position as the arbiters of power. As the price of their support, the generals commit the winning faction to an attack upon NATO before the cost of matching the alliance's rearmament program sinks the regime. Silently, and without warning, the machinery of war is set in motion.

Strict measures are taken to ensure absolute secrecy. To avoid detection, only specialist units are mobilized, and then only in the Soviet Union. Aware that the Eastern European officer corps is riddled with informers, Soviet planners keep Warsaw Pact involvement to a minimum until the last possible moment. Hence, the brunt of the first attack is borne mainly by Soviet forces. To further ensure surprise, the attack is launched directly from barracks positions after a minimal logistical build-up.

This strategy depends heavily on the use of surprise to achieve a knockout blow in the first weeks of war. Only half the Pact's potential air and ground forces are initially involved, and preparedness is low. The Pact's Category II divisions will not be ready for combat until D+30, and the logistical support for the war effort will inevitably fail to keep pace with the action.

Nevertheless, NATO's chances for survival are low. The alliance is taken by complete surprise. Its front-line air forces are caught on the ground in the first day and largely destroyed. Its air defense network is severely damaged even before it is properly manned, and its ground forces are surprised in their barracks positions with their vehicles lined up in nice, shiny, napalmable rows. Less than half the alliance's combat battalions are within 100 kilometers of the border, and these troops must march through a flood of refugees and under constant air attack in order to reach their positions. The Warsaw Pact holds the initiative along every dimension. The nightmare has materialized.

Warsaw Pact Scenario Specifications

Initial Point Allocations: 3 Airborne Transport Points; 1 Helicopter Transport Point; 6 Fixed Nuclear Delivery Points; 8 Mobile Nuclear Delivery Points; 7 Chemical Warfare Points; 16 Rail Capacity Points; and 3 Chemical Warfare markers and 3 Offensive Support markers (no further CW or OS markers available later).

Variable Rules

  • ORGANIC SUPPLY: Warsaw Pact Organic Supply rules are in effect for Game-Turns 1, 2, and 3.
  • ACTIVATION: Initial: All WP units in East Germany. Game-Turn 2: All WP units in Czechoslovakia. Game-Turn 3: All WP units in Poland.
  • FIRST GAME-TURN SEQUENCE: There are no WP Phases in Game-Turn 1 except the WP Movement Phase (when WP reinforcements can arrive) with these restrictions:
    • No unit can use strategic road movement.
    • No unit can entrain.
    • No unit can be transported by sea ferry, amphibious transport, helicopter transport, or airborne transport.
  • AIRSTRIKE BONUS: One Game-Turn 2 (only), no Attack Die Roll Penalties are applied to Warsaw Pact airstrikes against NATO units.

NATO Scenario Specifications

Initial Point Allocations: 4 Fixed Nuclear Delivery Points; 12 Mobile Nuclear Delivery Points; 28 Rail Capacity Points. All other NATO point levels begin the scenario at zero.

Variable Rules

  • ACTIVATION: Initial: None. Game-Turn 2: All NATO combat units (not HQ's) in West Germany; Austrian 4W; West Berlin garrison. Game-Turn 3: All NATO HQ's in West Germany; all NATO combat and HQ units in Denmark, Belgium, and the Netherlands. Game-Turn 6: All French units in France.
  • FIRST GAME-TURN SEQUENCE: There are no NATO Phases in Game-Turn 1.
  • VICTORY POINTS FOR CHEMICAL WARFARE: The NATO player receives 2 Victory Points on the Game-Turn the Warsaw Pact first uses chemical warfare, and 2 Victory Points on every Game-Turn thereafter.

Victory Conditions

Victory Level8 Game-Turns15 Game-Turns
WP Decisive51 or more61 or more
WP Substantial46 to 5056 to 60
WP Marginal41 to 4551 to 55
Draw31 to 4041 to 50
NATO Marginal26 to 3036 to 40
NATO Substantial21 to 2531 to 35
NATO Decisive20 or less30 or less

Scenario 2: Tactical Surprise

The Tactical Surprise scenario examines the most likely form that a war in Central Europe could take. In this form, fighting erupts when the political preconditions for war are obvious to both alliances, but when an actual resort to arms is not immediately expected by NATO. Relations between the two blocs have been steadily deteriorating. Economic decline in the East and stagnation in the West have produced widespread popular unrest, and governments on both sides of the Iron Curtain are looking for issues to fasten on as diversions. Competition for world resources becomes increasingly keen, and brushfire wars erupt with growing frequency. Both blocs fan the flames vigorously. Russian intervention is particularly noticeable in the Middle East, as Russian oil reserves begin to dwindle. When as assassination attempt on the king of Saudi Arabia is traced directly to the KGB, Europe reacts to the accumulated pressure by finally agreeing to the trade embargo of the Soviet bloc which the United States has long sought.

The East responds with threats and blandishments, but expects the embargo to be shortlived. Nonetheless, Soviet diplomacy in the Third World continues to produce fresh affronts to the West, and the embargo continues month after month. The Pact begins to feel the pinch. Severe shortages develop and popular unrest increases dramatically. The Party leadership in each bloc country gradually realizes the absolute necessity of breaking the embargo. A negotiated settlement is attempted, but finally breaks down as Western governments, under intense pressure from their own presses, impose conditions that are too interventionist for the Pact to accept. The Pact proceeds to issue an escalating series of threats, each serving only to draw the NATO alliance closer together. Finally, in desperation, the collective Pact leadership decides to take by force what cannot be achieved by diplomacy.

Careful preparations for war are laid. The forces of the entire Warsaw Pact are involved from the start. A plan is developed to deploy troops all along the West German border under cover of a massive multi-national maneuver exercise. Key NATO officers from each service in each NATO country are carefully identified and then invited to the maneuvers as observers. Tremendously detailed plans are drawn up for air and sea offensives. Vast stockpiles and dumps are built under cover of night. Finally, two weeks before D-Day, the Soviets secretly start to mobilize their Category II divisions.

NATO's intelligence agencies are not caught napping. Indications of the build-up are abundant, and Western governments are kept constantly abreast of the situation. As the Warsaw Pact's maneuvers get underway, NATO goes on full alert. However, no concensus emerges on the seriousness of the Pact intentions nor on the need to mobilize until proof arrives that the bulk of the Polish army has crossed into East Germany, only 48 hours before the invasion opens. At this point, NATO finally mobilizes. Thus, when the first blow descends, NATO's air defenses are fully prepared and waiting, and a thin screen of troops exists all along the border. Nevertheless, NATO's position is desperate. The bulk of the alliance's ground forces are still far out of position. Those forces actually along the border face well coordinated attacks from the front-line armies of the entire Warsaw Pact. Furthermore, NATO is just beginning to mobilize, while the Pact's reserve Category II units are almost ready to be committed. Only the steady arrival of US airpower offers any margin for error. The defense of West Germany promises to be a very close-run affair.

Warsaw Pact Scenario Specifications

Initial Point Allocations: 4 Airborne Transport Points; 2 Helicopter Transport Points; 4 Amphibious Transport Points; 6 Fixed Nuclear Delivery Points; 8 Mobile Nuclear Delivery Points; 10 Chemical Warfare Points; 16 Rail Capacity Points; and 3 Chemical Warfare markers and 3 Offensive Support markers (1 more CW and OS marker on GT 10).

Variable Rules

  • ORGANIC SUPPLY: Warsaw Pact Organic Supply rules are in effect for Game-Turns 1, 2, 3, and 4.
  • ACTIVATION: Initial: All Warsaw Pact units.
  • FIRST GAME-TURN SEQUENCE: There are no WP Phases in Game-Turn 1 except the WP Movement Phase (when WP reinforcements can arrive) with these restrictions:
    • No unit can be transported by sea ferry, amphibious transport, helicopter transport, or airborne transport.

NATO Scenario Specifications

Initial Point Allocations: 3 Airborne Transport Points; 1 Helicopter Transport Point; 4 Fixed Nuclear Delivery Points; 12 Mobile Nuclear Delivery Points; 28 Rail Capacity Points. All other NATO point levels begin the scenario at zero.

Variable Rules

  • ACTIVATION: Initial: All units in West Germany, except French units; West Berlin garrison. Game-Turn 2: All units in Denmark, Belgium, and the Netherlands; French units in West Germany; Austrian 4W. Game-Turn 5: All French units in France.
  • FIRST GAME-TURN SEQUENCE: There are no NATO Phases in Game-Turn 1 except for the NATO Movement Phase, with the following restrictions:
    • No unit can use strategic road movement.
    • No unit can entrain.
    • No unit can be transported by sea ferry, amphibious transport, or airborne transport.
  • VICTORY POINTS FOR CHEMICAL WARFARE: The NATO player receives 1 Victory Point on the Game-Turn the Warsaw Pact declares chemical warfare, and 1 Victory Point on every Game-Turn thereafter.

Victory Conditions

Victory Level8 Game-Turns15 Game-Turns
WP Decisive41 or more46 or more
WP Substantial36 to 4041 to 45
WP Marginal31 to 3536 to 40
Draw26 to 3031 to 35
NATO Marginal21 to 2526 to 30
NATO Substantial16 to 2021 to 25
NATO Decisive15 or less20 or less

Scenario 3: Extended Build-Up

This scenario examines a situation in which an extended military confrontation precedes the actual initiation of hostilities. Internal politics and international rivalry create a climate in which East-West relations sink to an all-time low. After a hair-raising showdown with the United States over the passage of Soviet arms shipments to Latin American client states, the Soviet leadership decides to strike back. A plan is initiated to engineer another Berlin Crisis, in a calculated move to split NATO between hawks and doves, and thereby wreck the alliance. The Soviets stage the exposure of a bogus West German spy ring in West Berlin. Shortly thereafter, the Soviets claim that NATO has stockpiled huge numbers of tactical nuclear warheads in West Berlin, and an intensive propaganda campaign is launched to denounce this development. The Warsaw Pact issues a collective ultimatum, demanding West Berlin's return to East Germany.

NATO, however, proves surprisingly united in its rejection of the Warsaw Pact demand. The Soviets step up the pressure by putting the Warsaw Pact on full alert and initiating massive ground and sea maneuvers. NATO remains unmoved. As matters come to a head, access routes to West Berlin are cut and Berlin is blockaded. Furious NATO diplomacy fails to obtain any respite, as the Soviet leadership has committed itself to recovering West Berlin too fully to back down. As an insurance measure, the Soviets quietly begin mobilizing Category II divisions.

Food and fuel begin to run short inside the beleaguered city. Unescorted West German transports trying to penetrate the blockade are repeatedly turned back by Warsaw Pact fighters. When an escorted flight is attempted, it is attacked. Only the immediate destruction of the attacking aircraft and a hasty retreat across the border prevent a general conflagration. Unwilling to see Berlin starved into submission, NATO begins serious preparations to break the blockade by force. In a well-executed surprise move, the US deploys four wings of the 9th Air Force to forward West German bases in less than 24 hours. A NATO carrier task force begins to form in the North Sea; West Germany calls up selected reserve units.

The Warsaw Pact military leadership now concludes that the political leadership has seriously overreached itself. The generals insist that either the blockade be abandoned or a pre-emptive strike authorized if NATO is to be prevented from doing serious damage to Pact forces in East Germany. Unwilling to bear the cost of another humiliating retreat, and secure in the knowledge that the Category II divisions of the Western Military Districts are combat ready, the Soviet leadership authorizes a pre-emptive strike. Carried by the momentum of confrontation, Europe moves once more toward world war. Warsaw Pact preparations are discovered almost immediately, and NATO begins full mobilization. Forty-eight hours later, the first Soviet Category II divisions roll into East Germany, and the invasion is launched.

The Pact enjoys considerable superiority in front-line divisions. Furthermore, its logistical network is fully prepared to support simultaneous offensives along multiple axes. The Pact can fight an extended war indefinitely. On the other hand, NATO's front-line troops are fully prepared for combat, and its rearward units are launched toward the front. Similarly, the alliance's reserve formations are well along the road to combat readiness, and the US Reforger airlift is in full gear from the outset. NATO's air forces, bolstered by the arrival of the entire US 9th Air Force, represent a serious threat to the Warsaw Pact even in its own airspace. NATO will quickly win air superiority. Evenly balanced, though along very different dimensions, both sides begin a bitter struggle for the same objective: the reunification of Germany.

Warsaw Pact Scenario Specifications

Initial Point Allocations: 4 Airborne Transport Points; 2 Helicopter Transport Points; 4 Amphibious Transport Points; 6 Fixed Nuclear Delivery Points; 8 Mobile Nuclear Delivery Points; 14 Chemical Warfare Points; 16 Rail Capacity Points; and 4 Chemical Warfare markers and 4 Offensive Support markers (no further CW or OS markers available later).

Variable Rules

  • ORGANIC SUPPLY: Warsaw Pact Organic Supply rules are in effect for Game-Turns 1, 2, 3, 4, and 5.
  • ACTIVATION: Initial: All Warsaw Pact units.
  • FIRST GAME-TURN SEQUENCE: There are no WP Phases in Game-Turn 1 except the WP Movement Phase (when WP reinforcements can arrive) with these restrictions:
    • No unit can be transported by amphibious transport, helicopter transport, or airborne transport.

NATO Scenario Specifications

Initial Point Allocations: 4 Airborne Transport Points; 2 Helicopter Transport Points; 4 Fixed Nuclear Delivery Points; 12 Mobile Nuclear Delivery Points; 28 Rail Capacity Points. All other NATO point levels begin the scenario at zero.

Variable Rules

  • ACTIVATION: Initial: All NATO units except French units in France. Game-Turn 4: All French units in France.
  • FIRST GAME-TURN SEQUENCE: There are no NATO Phases in Game-Turn 1 except the NATO Movement Phase (when NATO reinforcements can arrive) with these restrictions:
    • No unit can be transported by amphibious transport or airborne transport.
  • VICTORY POINTS FOR CHEMICAL WARFARE: The NATO player receives 1 Victory Point on the Game-Turn the Warsaw Pact first uses chemical warfare, and 1 Victory Point on every Game-Turn thereafter.

Victory Conditions

Victory Level8 Game-Turns15 Game-Turns
WP Decisive31 or more26 or more
WP Substantial26 to 3021 to 25
WP Marginal21 to 2516 to 20
Draw16 to 2011 to 15
NATO Marginal11 to 156 to 10
NATO Substantial6 to 101 to 5
NATO Decisive5 or less0 or less

Charts and Tables

The following charts are reproduced from the game's pull-out Player Chart/Summary Sheets (NATO Player Insert and Warsaw Pact Player Insert).

Ground Combat Results Table

Combat Strength Ratio (attacker to defender):

Die1-21-12-13-14-15-16-17-18-19-110-1
-32/–2/–2/–2/–2/–2/–1/–1/1r1/2r–/2r2/1
-22/–2/–2/–2/–2/–1/–1/1r1/2r–/2r2/11/1
-12/–2/–2/–2/–1/–1/1r1/2r–/2r2/11/11/2
02/–2/–2/–1/–1/1r1/2r–/2r2/11/11/21/2
12/–2/–1/–1/1r1/1r–/2r2/11/11/21/2–/2
22/–1/–1/–1/1r–/2r2/11/11/21/2–/21/3
31/–1/–1/1r–/2r2/11/11/21/2–/21/3–/3
41/–1/–1/1r2/11/12/21/2–/21/3–/3/3
51/–1/1r2/11/12/21/2/21/3–/3–/3–/3
61/1r1/1r1/12/21/2–/21/3–/3–/3–/3

Key. 1/: *Attacker must eliminate one step. 2/: *Attacker must eliminate two steps. /1: Defender must eliminate one step and either retreat two hexes or lose an additional step. /2: Defender must eliminate two steps and either retreat two hexes or lose an additional step. /3: Defender must eliminate three steps and either retreat two hexes or lose an additional step. /1r: Defender must retreat one hex or eliminate one step. /2r: Defender must retreat two hexes or eliminate one step. (–): No effect.

*Unless all defending units are eliminated, in which case the attacker's losses are reduced by the difference between the defender's required and actual losses.

Resolution Procedure:

  1. Attacker selects which defending units must be lost.
  2. Defending player selects which attacking units must be lost.
  3. Defender decides whether or not to retreat and selects voluntary losses.

Air Strike Results Table

Modified die:

Air Points Allocated-2-101234567
10000001112
20000111122

Results indicate the number of steps the attacker can eliminate from the target hex. If the target of the strike is an Offensive Support marker, a result of 1 or 2 suppresses the marker.

Road Interdiction Results Table

Air Points AllocatedDie 123456
1+1+1+1+2+2+2
2+2+2+2+3+3+3

Results indicate the number of additional Movement Points a unit must spend to leave the interdicted hex.

Rail Interdiction Results Table

Air Points AllocatedDie 123456
1001112
2111222
3122223

Results indicate the number of boxes by which the interdicted player's Rail Capacity is reduced on his Rail Capacity Track.

Nuclear Strike Results Table

Target NDP: MobileTarget NDP: FixedDieTarget Unit: SoftTarget Unit: Hard
––-2––
––-1––
––0––
––1––
–star2open star–
–star3open staropen star
–star4open staropen star
–star5open staropen star
starstar6open staropen star
starstar7open staropen star

Determine proper target column and roll one die for NDP target, or one die for each step of each unit in hex for unit target. A solid star indicates that the NDP is eliminated. An open star indicates that the particular step rolled for is eliminated. Player who declared Tactical Nuclear Warfare adds 1 to each die roll during his first Offensive Nuclear Strike Phase. Apply all normal Attack Die Roll Penalties (except rivers) for all target unit steps in hex.

Interception Value Chart (NATO Player Insert)

WP Unit in WP Airspace: Strategic SurpriseTactical SurpriseExtended Build-UpGame-TurnWP Unit in NATO Airspace: Strategic SurpriseTactical SurpriseExtended Build-Up
0001–––
0002123
0013-4234
0105-8244
0119-15345

Use the appropriate scenario column and airspace to determine the Interception Value for the transport attempt. Roll one die for each step being transported. If the die roll is greater than the Interception Value, there is no effect; the transport is successful. If the die roll is less than or equal to the Interception Value, the step is eliminated; if the unit is being transported by Airborne or Amphibious Transport, the Transport Point is also eliminated.

Interception Value Chart (Warsaw Pact Player Insert)

NATO Unit in NATO Airspace: Strategic SurpriseTactical SurpriseExtended Build-UpGame-TurnNATO Unit in WP Airspace: Strategic SurpriseTactical SurpriseExtended Build-Up
–001–––
3212554
2113-4543
1105-8443
1009-15432

Use the appropriate scenario column and airspace to determine the Interception Value for the transport attempt. Roll one die for each step being transported. If the die roll is greater than the Interception Value, there is no effect; the transport is successful. If the die roll is less than or equal to the Interception Value, the step is eliminated; if the unit is being transported by Airborne or Amphibious Transport, the Transport Point is also eliminated.

Terrain Effects Chart

Precedence Terrain

#TerrainMovement Point CostAttack Die Roll PenaltyDouble Soft Unit DefenseNotes
1Major City1-3YesFor movement and combat purposes, Major and Key cities are treated identically. A friendly unit can enter an enemy-controlled city only by tactical road movement or advance after combat.
2Mountain3-2YesSee Access Hexside.
3Rough1-1Yes
4Forest1-1No
5Marsh10No
6Clear10No

Additional Terrain

TerrainMovement Point CostAttack Die Roll PenaltyDouble Soft Unit DefenseNotes
Minor CityNote-1YesThe Movement Point cost to enter a Minor City is determined by the Precedence Terrain in the Minor City's hex. A friendly unit can enter an enemy city-controlled city only by using tactical road movement.
Access HexsideNote0NAA unit entering a Mountain hex across an Access Hexside pays only 1 Movement Point to enter the hex, rather than 3.
Minor River HexsideNote-1NAThere is no additional cost to cross a Minor River hexside. The Attack Die Roll Penalty applies only if all attacking units attack across River hexsides of one type or the other (either Major or Minor).
Major River Hexside+10NAIf some units attack across Major, and others across Minor, River hexsides, but all units are attacking across some form of River hexside, then the combat penalties of both types of River hexside apply simultaneously. The Attack Strength of any unit attacking across a Major River is halved.
Iron Curtain HexsideNote0NASee NATO Border Troop rule (222) for Game-Turn 2 effects.

Precedence. The six terrain types listed under Precedence Terrain above are arranged in the order of their dominance when two or more of the terrain types appear in a single hex. For example, a hex that contains both Mountain and Forest terrain is considered a Mountain hex, for all purposes, because Mountain terrain is Precedence 2, outranking the Precedence 4 Forest. A Major City in a hex makes the entire hex a Major City, in spite of any other Precedence terrain; any other Precedence terrain in an otherwise Clear hex overrules the Clear terrain. The highest ranking Precedence terrain in the hex defines the line of the Terrain Effects Chart that applies to that hex. Additional and Special terrain types co-exist with Precedence terrain and add their own effects. For example, a Forest hex containing a Minor City would feature a combined Attack Die Roll Penalty of -2 (-1 for the Forest, and -1 for the Minor City), and would double soft unit defense in the hex (because the Minor City doubles, even though the Forest does not; soft unit defense can be doubled only once, even if the Minor City were in a Rough hex). NA: Not applicable.

Column Explanations

Terrain Type. The terrain types listed under Precedence Terrain, Additional Terrain, and most of those listed under Special Terrain correspond to those terrain types identified on the map Terrain Key. For an explanation of Precedence terrain, see above left.

Movement Point Cost. Each Precedence Terrain type has a specific Movement Point cost associated with it. This cost must be paid by any unit that uses either tactical or strategic road movement to enter a hex of the specified type (units that are being transported never pay Movement Point costs). The Movement Point costs listed for Major River Hexside and Iron Curtain Hexside (the latter applicable only on Game-Turn 2) are added to the Movement Point cost for any unit entering a hex across the specified hexside type. EXAMPLE: A unit crossing a Major River Hexside to enter a Forest hex would pay 1 Movement Point to cross the River, and 1 Movement Point to enter the Forest, for a total of 2 Movement Points to enter the Forest Hex.

Attack Die Roll Penalty. This number is applied to the combat resolution die roll whenever an attack is made on units occupying a hex of the specified type. The number is also applied to die rolls for Airstrike missions (except for HQ units and entrained units) and for Nuclear Strikes against units. The Die Roll Penalties are additive. EXAMPLE: A unit defending in Forest and a Minor City hex would be able to subtract 2 from the attacker's combat resolution die roll. Note that Access Hexsides, which affect the Movement Point cost for entering a Mountain hex, have no affect on the Attack Die Roll Penalty for a unit defending in a Mountain Hex.

Double Soft Unit Defense. A unit(s) occupying any type of terrain listed as "Yes" has its Defense Strength doubled when attacked. Note that a unit can have its Defense Strength doubled only once, even if it occupies a Minor City in Rough terrain.

Special Terrain Features

Terrain FeatureNotes
All-Sea HexNo unit can enter an All-Sea hex except en route to a destination land hex via Helicopter Transport. Note that, for purposes of Flak, Zones of Control do extend into All-Sea hexes.
Coastal HexAmphibious landings can occur only in Coastal hexes.
Port HexOther than its function as a Supply Source and terminus for Sea Ferry Transport, a port functions identically to a major, minor, or key city — whichever it represents.
Bridge HexsideA Bridge hexside is treated precisely as though it were a Major River hexside.
Bridge HexA Bridge hex has no effect on play whatsoever; these symbols are included solely to clarify movement through areas that might otherwise appear impassable due to bodies of water indicated within certain hexes on the map.
Blocked HexsideNo unit can cross a Blocked hexside, except en route to a destination hex via Helicopter Transport.
Reforger Site / Reserve SiteReforger Site hexes and Reserve Site hexes have no special attributes beyond their function as reinforcement appearance hexes.
National BorderNational Border hexes define friendly and enemy territory. See also Iron Curtain hexside; Scenario Rules.
Ijsselmeer HighwayOnly NATO units can move directly from hex 2629 to 2730, or vice versa, and there is a cost of 2 additional Movement Points to cross the intervening hexside. Once a Warsaw Pact unit has entered hex 2629 or 2730 no unit can move directly from one hex to the other for the remainder of the game. The highway is considered destroyed.
Danish FerryA maximum total of 2 steps of NATO units can move between hexes 1513 and 1514 in a NATO Movement Phase as though using Sea Ferry. Although neither of these hexes is a port hex, a unit ferrying from one hex to the other must meet all other restrictions for Sea Ferry Transport. The first time a Warsaw Pact unit enters either of these hexes, all special ferry capability is permanently lost.
Navigable RiverA unit can be transported along any Major River, subject to all rules for Sea Ferry or Amphibious Transport, whichever is used. However, a unit being transported along a Major River can never cross a hexside of a hex occupied by an enemy unit (note that this restriction does not apply to transport along sea-coastal hexes). Also, a unit can be transported only along Major River hexsides that are contiguous with friendly territory on both sides of the river. Within these restrictions, a unit can be transported any distance along a Major River.

Abbreviated Sequence of Play

The following Phases, in strict sequence, constitute one Game-Turn. A complete game consists of either 8 or 15 Game-Turns, as decided by the players. See 020 for full Sequence of Play.

  1. Joint Point Record Phase
  2. WP R/A/D Phase
  3. WP Detraining Phase
  4. WP Supply Determination Phase
  5. WP Offensive Nuclear Strike Phase
  6. WP Movement Phase
  7. Joint Interdiction Removal Phase
  8. WP Offensive Support Phase
  9. NATO Defensive Nuclear Strike Phase
  10. NATO Air Attack Phase
  11. WP Air Attack Phase
  12. Joint Supply Determination Phase
  13. WP Ground Attack Phase
  14. NATO R/A/D Phase
  15. NATO Detraining Phase
  16. NATO Supply Determination Phase
  17. NATO Offensive Nuclear Strike Phase
  18. NATO Movement Phase
  19. NATO Offensive Support Phase
  20. WP Defensive Nuclear Strike Phase
  21. Joint Supply Determination Phase
  22. NATO Ground Attack Phase
  23. Joint Suppression Removal Phase
  24. Victory Points Record Phase

Combat Modifier Applications

Attacker Strength. To determine the total strength of all attacking units, apply the following modifiers to each attacking unit individually:

  • If the enemy defending unit(s) is completely surrounded by Zone of Control hexes or impassable hexsides (153), the attacking unit's strength is doubled.
  • If the attacking unit has an Unsupplied marker on it, its Attack Strength is halved (100).
  • If the attacking unit is attacking across a Major River, its Attack Strength is halved (151; Terrain Effects Chart).
  • If the attacking unit is drawing Offensive Support (156), its Attack Strength is doubled.

Once all these cumulative modifiers are taken into account for each attacking unit, add all modified strengths, fractions included, to determine the total Attack Strength; drop remaining fractions.

Defender Strength. To determine the total strength of all defending units, apply the following modifier to each defending unit individually:

  • If the defending unit is a soft unit (014) in a Major City, Mountain, Rough, or Minor City hex, its Defense Strength is doubled.

Once all modified defender strengths are determined, add all modified strengths together for a total Defense Strength. Compare the total Attack and Defense Strengths to arrive at a ratio listed across the top of the Ground Combat Results Table, rounding down in favor of the defender when necessary. Ratios of less than 1-2 are resolved as 1-2; ratios greater than 10-1 are resolved as 10-1.

Chemical Attack Column Shift. Once the basic ratio column is determined, apply the following shifts if the Warsaw Pact player is attacking and using chemical warfare (162):

  • If this is the Game-Turn in which the WP player declared chemical warfare, shift 4 columns right.
  • If this is the Game-Turn immediately following the turn in which the WP player declared chemical warfare, shift 3 columns right.
  • If this is two or more GT's after the WP player declared chemical warfare, shift 2 columns right.

Attack Die Roll Penalty. Once the proper ratio column is determined, roll one die, and modify the die result according to the following modifiers:

  • If the defending units occupy a Major City, Mountain, Rough, or Forest hex, subtract the number on the Terrain Effects Chart.
  • If the defending units occupy a Minor City in addition to Rough or Forest, subtract once more from the die roll, as indicated on the Terrain Effects Chart.
  • If all units attack across Major River, or a combination of Major and Minor River, hexsides, subtract one more from the die roll, as indicated on the TEC for Minor River hexsides (not applied to airstrikes and nuclear strikes).

Headquarters units stacked with other friendly units have no Defense Strength (087). HQ units alone in a hex have a Defense Strength of 1, but receive no terrain benefits when attacked (087). An entrained unit has a Defense Strength of 1; attacked entrained units receive no terrain benefits (118n).

Zone Effects Summary

Effects of an Enemy Zone of Delay Hex

  • A friendly unit moving by tactical road movement must always spend one additional Movement Point to enter or leave an enemy Zone of Delay Hex.
  • A friendly unit cannot enter or leave an enemy Zone of Delay hex when moving by strategic road movement (111).
  • A friendly unit cannot enter or leave an enemy Zone of Delay by rail transport (115), air ferry (120), or sea ferry (127).
  • A friendly supply line can be traced into, but not through, an enemy Zone of Delay hex, unless the hex is occupied by a friendly unit (101).
  • A friendly Helicopter Transport Point entering an enemy Zone of Delay hex directly from any adjacent enemy Zone hex is subject to flak (143).
  • A friendly unit that enters or leaves an enemy Zone of Delay hex by Air Ferry, Sea Ferry, Amphibious, or Airborne Transport is subject to a +1 modifier on the enemy player's Interception Value for that interception. If the unit both leaves and enters an enemy Zone of Delay hex by one of these means of transport, the unit is subject to a +2 modifier (139).

Effects of an Enemy Zone of Control Hex

  • A friendly unit moving by tactical road movement must always spend one additional Movement Point to enter or leave an enemy Zone of Control Hex and must stop for the Phase in the first enemy-controlled hex entered.
  • A friendly unit cannot move directly from one enemy Zone of Control hex to another. EXCEPTION: 107n.
  • A friendly unit cannot enter or leave an enemy Zone of Control hex when moving by strategic road movement (111).
  • A friendly unit cannot enter or leave an enemy Zone of Control by rail transport (115), air ferry (120), or sea ferry (127).
  • A friendly supply line can be traced into, but not through, an enemy Zone of Control hex, unless the hex is occupied by a friendly unit (101).
  • A friendly unit cannot retreat into an enemy Zone of Control hex, unless the hex is occupied by a friendly unit (165).
  • A friendly Helicopter Transport Point entering an enemy Zone of Control hex directly from any adjacent enemy Zone hex of either kind is subject to flak (143).
  • A friendly unit that enters or leaves an enemy Zone of Control hex by Air Ferry, Sea Ferry, Amphibious, or Airborne Transport is subject to a +1 modifier on the enemy player's Interception Value for that interception. If the unit both leaves and enters an enemy Zone of Control hex by one of these means of transport, the unit is subject to a +2 modifier (139).
  • A friendly unit that is not adjacent to another friendly unit, and is completely surrounded by adjacent enemy Zone of Control hexes and/or impassable hexsides can be attacked by enemy units at double their printed Attack Strength (153).
–/3
Interdicted HexA unit can leave an interdicted hex only by using tactical road movement (unless it is eligible and able to leave by transport); a unit can never enter or leave a hex that has an Interdiction marker in it by strategic road movement. The Movement Point cost to leave an interdicted hex is 1, 2, or 3 additional Movement Points, according to the number on the Interdiction marker.
Friendly-Occupied HexA unit can enter a hex occupied by friendly units, but it cannot end any Phase in the friendly-occupied hex if the six-step limitation is exceeded in the hex.
Enemy Zone HexThere is a Movement Point cost of one additional MP to enter or leave an enemy Zone hex by tactical road movement. See Zone Effects Summary on this sheet.