Red Menace
Red Menace Rulebook
Table of Contents
Table of Contents
- Components
- Glossary
- 1. Counters
- 2. Dice
- 3. Reference Sheets
- 4. Cards
- 5. Map
- 6. Setup
- 7. Turn Sequence
- 8. Random Events
- 9. Movement
- 10. Combat
- 11. Airborne Early Warning (AEW) and Aerial Refuelling
- 12. Victory Conditions
- 13. Optional Rules
- Counter List
- Optional Rules: Strategic Deployment and Scramble Rules v1
Components
Contents of the 2nd printable and playable edition of Red Menace:
- A 19-page rulebook.
- A 7-page scenario book.
- One 11" x 17" colour map.
- One 11" x 17" black-and-white map.
- 150 counters, 3/4".
- Two 11" x 17" reference sheets.
- 21 random event cards (2.5" x 2.5").
- 12 Soviet city cards (2.5" x 3.5").
You will also need:
- Two opaque containers (a cup or dice bag): one for the nuclear weapons draw and one for the Soviet bomber draw.
- If the reference sheets are laminated (or acrylic plastic sheets are used): a dry-erase marker and cleaner.
- Two small markers (cubes, dice, etc.) of different colours to record the US and USSR scores on the points track (see 3. Reference Sheets).
Glossary
1d3: Roll 1d6, divide by 2 and round up (1-2 = 1, 3-4 = 2, 5-6 = 3).
ASW: Anti-submarine warfare.
DEW Line: Radar installations along the Canadian border (marked D:1 to D:6) used to detect Soviet flights.
V-Bombers: The 3 strategic bombers deployed by the United Kingdom (Vulcan, Valiant and Victor).
1. Counters
1.1 Counter Sheets
Counter sheet 1 contains 140 of the 150 counters. Counter sheet 2 contains only 10 counters and, because of the software used to generate the sheets, its counters start at the bottom of the page.
1.2 Counter Types
There are 4 types of counter:
- Unit: represents bombers, interceptors, anti-aircraft defences and submarines.
- Formation: represents a formation of 3 Soviet or Cuban bombers.
- Nuclear: when a city is destroyed, this counter is drawn to award the number of points obtained. If the drawn counter bears the inscription 1d6, roll 1d6 to determine the number of points.
- Polaris Missile: this counter is used to track the number of missiles remaining for submarine attacks.
1.3 Unit Counters
Each aircraft counter represents several aircraft of the same type (Groups, Squadrons or Soviet Air Divisions).
1.3.1 Nationalities
There are 5 possible factions. Each is represented by a symbol visible on the unit counter:
- Canada
- Cuba
- USSR
- United Kingdom
- USA
1.3.2 Unit Roles
- Bomb: Bomber
- Int: Interceptor
- Fuel: Aerial refuelling (tanker)
- AEW: Airborne Early Warning
- Sub: Submarine
- SAM: Surface-to-air missile
1.3.3 Movement and Combat Values
Aircraft counters use 4 values for movement and combat.
- M: Movement - the maximum number of hexes this aircraft can move each turn.
- R: Range - the maximum distance at which an aircraft can attack its target. A range of 0 requires the aircraft to be in the same hex in order to attack. Interceptors may have 2 range values. The first value, on the left, is the normal range. The second value is the long-distance range (see 10.2.2 Long-Range Interception). The F-89H and Su-9 interceptors have their long-distance range in red, because they use special rules when used (10.2.4 and 10.2.5).
- A: Attack - the minimum value needed on a 1d6 roll to destroy a target. A value of 3 means the 1d6 result must be 3 or more (3+) to destroy the target. For bombers, the targets are cities. For interceptors and anti-aircraft defences, the targets are bombers.
- D: Defence - when a bomber is attacked by interceptors or anti-aircraft defences, apply this modifier to each result (for example, if a bomber has a modifier of -1, a roll of 5 becomes a 4 for the attacking interceptor or anti-aircraft unit).
2. Dice
Between 3d6 and 6d6 will be needed for most actions. Up to 5 additional d6 may be used to track nuclear results.
3. Reference Sheets
There are 2 reference sheets: one for the United States, Canada and the United Kingdom (now called the US reference sheet), and a second for tracking Soviet units, called the Soviet reference sheet.
It is recommended to laminate both reference sheets so that a dry-erase marker can be used to track base and target assignments.
If the reference sheets are not laminated, a new print of each sheet may be needed each time a scenario is played.
3.1 US Reference Sheet
The US reference sheet tracks the American, Canadian and British units:
- Strategic bomber deployment
- Interceptor status
- Airborne Early Warning system
- Aerial refuelling
- Submarine movement and attack
- Turn phases
- Points adjustment
The points track records the scores of the 2 sides.
3.2 Soviet Reference Sheet
The Soviet reference sheet tracks the Soviet and Cuban units:
- Formation table
- Submarine attack
- Interceptor status
- Airborne Early Warning system
- Secondary/tertiary target table
4. Cards
There are 2 types of cards.
- Random Event: drawn once per turn to add new units or to represent positive or negative effects for the player. These cards have a number referring to the rulebook in the lower left corner (8. Random Events).
- Soviet City: used to assign the air base and the primary target of each Soviet formation launched each turn. The "hammer and sickle" icon shows the location of the air base, and the red triangles show the results of 1d6 for each targeted city (9.2.1 Launch and Primary Target Assignment).
5. Map
5.1 Colour or Black-and-White Map
Red Menace includes a colour map and a black-and-white map ("period" style, with the symbols in colour). Players may use either map according to their preference.
5.2 Legend
- City icons: Red for the Soviet Union or Cuba. Yellow for the United States, the United Kingdom and Canada.
- Soviet ASW ship.
- US submarine starting position.
- Polaris Missile - launch positions for US submarines.
- Trajectory indicators for Soviet formations (9.2.3).
- DEW Line network for detecting Soviet bombers (9.2.4).
- D:1 to D:6 - DEW Line radar sites (9.2.4).
- AD:1 to AD:12 - Soviet SA-2 anti-aircraft defences (10.6.2).
- Numbers 1 to 12 - Soviet and Cuban cities.
- Letters A to U - cities of the United States, the United Kingdom and Canada.
6. Setup
The following steps describe the setup of the game before each scenario. Some scenarios may include additional steps.
6.1 Select a scenario from the scenario book and deploy the starting formations for each side as indicated in the scenario instructions.
6.2 The player deploys the US submarine at its starting position on the map, indicated by the submarine icon.
6.3 Place a Soviet Tu-28 interceptor and a SA-2 anti-aircraft defence "MOSCOW" in the Moscow hex (No. 1 on the map). Optional rule 13.3 "Additional Moscow Defences" allocates 2 Tu-28 interceptors and/or 2 SA-2 anti-aircraft defences.
6.4 Place the F-106 interceptor on the map in any American city (A, D or H to S) (10.2.7).
6.5 Place the Nike anti-aircraft defence counter labelled "DC" in the Washington DC hex (I) (10.3.2).
6.6 Place all remaining interceptors, except units unavailable because of random events (Su-9, Arrow and Cuban Mig-19), in the "Ready" boxes of the reference sheets. Unless the optional rule 13.2 "Additional US Interceptor" is used, only 5 of the 6 F-102 interceptors are used.
6.7 Set aside all aircraft that become available through a random event (M-50 bomber, Cuban flight marker and IL-28, AEW/FUEL aircraft: Tu-126, EC-121, KC-135, and the interceptors from step 6.6 above).
6.8 On the US reference sheet, place the Polaris Missile counter on 2.
6.9 Deploy a Nike anti-aircraft defence counter on any non-urban land hex in the United States or Canada, below the DEW Line (D:1 to D:6) and not located in Greenland.
6.10 Place the 9 Soviet SA-2 counters together (10.6.2).
6.11 Place the "UK Bloodhound SAM" counter in London (T).
6.12 Deploy all remaining American and British bombers on the air bases of the strategic bomber deployment table on the US reference sheet, using rule 9.3.1.
6.13 Place all remaining unused Soviet formation markers, as indicated in the starting conditions of the scenario, in a stack (unless a scenario states otherwise, one formation is drawn each turn, in order, from A to J until the pool is exhausted).
6.14 Remove the nuclear markers for MOSCOW and WASHINGTON DC and set them aside. Place all other nuclear markers in an opaque container. This container is considered the nuclear draw.
6.15 Place all Soviet bombers in an opaque container. This container is considered the "Soviet bombers" draw.
6.16 Remove the Soviet city card "12. Cuba" from the deck and set it aside. Shuffle the remaining Soviet city cards.
6.17 Shuffle the Random Event cards.
6.18 Place 1 red cube (Soviet) and 1 blue cube (United States, United Kingdom and Canada) on the "0" space of the Points track on the US reference sheet.
7. Turn Sequence
Each turn consists of 15 phases. There is no limit to the number of turns in a game.
7.1 Random event: draw a Random Event card and play it (8. Random Events).
7.2 Soviet formation take-off: draw the next available Soviet formation(s) (in alphabetical order, from A to J) and deploy them on the map as indicated in the scenario (9.2.1 Launch and Primary Target Assignment).
7.3 Soviet bomber movement: move the bombers by their maximum movement value towards their assigned targets (including the last formation deployed in phase 2) (9.2.3).
7.4 Soviet bomber detection: check whether a Soviet formation has stopped or moved over the DEW Line, has been detected by other aircraft, or has entered a city hex (for example London) (9.2.4 DEW Line and Detection of Soviet Bombers).
7.5 Interceptors: protect their zones indicated in the interceptor table on the US reference sheet (10.2 Interceptors).
7.6 US / UK anti-aircraft defences: the Nike and Bloodhound defences attack during this phase (10.6.1).
7.7 Soviet bomber attacks: all remaining Soviet formations within range of their target may now attack (10.1 Bombers).
7.8 US and British bomber take-off: unless a scenario states otherwise, the player may now send 3 bomber units of their choice from one or more friendly cities in their area (9.3.2).
7.9 Move all US and British bombers: the player moves all US/UK bombers by their maximum movement value (including the units from phase 8).
7.10 Soviet and Cuban interceptors: they may attack player units that have stopped over a city or at long range (10.2).
7.11 Soviet SA-2 anti-aircraft defences: the SA-2 defences attack during this phase (10.6.2).
7.12 US and British bomber attacks: all remaining units may attack a target (10.1).
7.13 US submarine: it may move, attack, or hold its position (not move) (10.5.1).
7.14 Reset interceptors: move all interceptors in "Normal Refuel / Rearm" to the "Ready" box of each side. Move all interceptors in "Long refuel / Rearm" to the "Normal" box (9.4).
7.15 End of game: check whether a side meets the victory conditions of the selected scenario (12. Victory Conditions).
8. Random Events
Only one Random Event card is drawn each turn. These events serve to introduce new units into the game for both sides. They may bring advantages or constraints.
1: Cuban Assistance to the Soviets
- Immediately deploy the Cuban squadron with 3 IL-28 counters. Assign a target by rolling 1d6 and referring to the Soviet card no. 12 Cuba. Add the Cuban squadron counter to city no. 12 on the map. The Cuban squadron will move during the current turn. Add the 2 Cuban Mig-19 counters to the "Ready" box for Cuba.
Cuba is now a target for American bombers and can be attacked. Before this event is drawn, Cuba cannot be attacked. Once the Cuban squadron has attacked, whatever the results, it is removed from the game.
2: Canadian Avro Arrow
- Add the Arrow counter to the "Ready" box of Canada.
3: Soviet M-50 Bomber
- Immediately launch the M-50. It operates alone, and when it is drawn, use the counter directly on the map.
The M-50 has its own track at the bottom of the Soviet formation table on the Soviet reference sheet (9.2.5).
4: Soviet Su-9 Interceptor
- Add the Su-9 to the Soviet "Ready" box (10.2.4).
5: Cuban Airfields
- From the current turn, after a Soviet squadron has successfully attacked an American city (D to S only), each surviving Tu-95 bomber (including Tu-95K/Kh-20) of the squadron may be counted for 1 Soviet VP. Roll the dice separately for the Tu-95 bombers of the squadron. A roll of 3+ for each Tu-95, or 4+ for Tu-95K/Kh-20, is a success.
This represents the extended range of the Tu-95 to land at Cuba. Stack the Tu-95 counters at Cuba. At the end of the game, add the total number of counters to the Soviet VP.
Random event no. 1 (Cuba helps the Soviets) is not needed for this event to take effect. If random event no. 1 is drawn and city no. 12 is destroyed, the Tu-95 units may continue to land at Cuba (at an airfield away from the destroyed city), and the points are still added to the Soviet total at the end of the game.
6: Soviet Airborne Early Warning System (AEW)
- Immediately add the Soviet Tu-126 AEW counter to the AEW box of the Soviet reference sheet. Determine an air base and record it. The Soviet AEW capabilities are now in effect (11).
7: Soviet Anti-Submarine Defence
- Roll 1d6. On a result of 5+, the US submarine is destroyed and is no longer available for the rest of the game. If the US submarine is in the same hex as the Soviet ASW ship, the submarine is destroyed on a 4 or more. If the US submarine has fired all its missiles, including after random event no. 10 (Additional US Submarine Attack), this event has no effect (no other event is drawn).
8: Air-to-Air Nuclear Missiles
- Up to 2 times per game, the player may use a nuclear missile with their F-89H, F-102 or F-106 interceptors (this event may be kept for later use). It is returned to the deck after the first use. After the second use, the card is removed from the game (10.2.8).
9: US/UK Reinforcements
- Select 3 bomber units from among the destroyed units (if there are fewer than 3, select all of them) and deploy them on an air base according to rule 9.3.1. These reinforcements may be re-based in Greenland (B or C). This event cannot be kept for later use. If no destroyed unit is available, this event has no effect (no additional event should be drawn).
10: Additional US Submarine Attack
- US submarines may now attack 3 times instead of 2. Move the Polaris marker one more space (for example, from 0 to 1). If the US submarine has been removed from the game because of event 7 "Soviet Anti-Submarine Defence", this card has no effect and no other card is drawn.
11: Maximum US and UK Mobilisation
- Unless the scenario states otherwise, the player may deploy 6 bombers instead of 3 this turn. This event cannot be kept for later use. If the player has launched all their flights, this event has no effect (no additional event should be drawn).
12: Tailwind for the Soviets
- All Soviet flights gain +1 movement this turn only (9.8).
13: Nike Nuclear Defences
- If the United States has at least one Nike anti-aircraft defence unit, it may use a nuclear missile 1 time per game (this event may be kept for later use). If all Nike markers have been removed from the game, this event has no effect (no additional event should be drawn).
14: Maximum Soviet Mobilisation
- Unless specified in the scenario, launch 2 Soviet formations during Phase 2 this turn instead of 1. If all Soviet formations have taken off, this event has no effect (no additional event should be drawn).
15: Soviet Submarine Attack (x3)
- Roll 1d6. On a result of 5+, the Soviet submarines have succeeded in destroying a city. Roll an additional 1d6 and use the Soviet submarine attack table on the Soviet reference sheet to determine the destroyed city. If the city has already been destroyed, re-roll (10.5.2).
16: Mobile SA-2 Batteries
- From the current turn, when a US/UK bomber enters a Soviet city hex with a nuclear marker, check for the presence of an SA-2 anti-aircraft defence unit. The SA-2 marker is placed on the map hex on a 1d6 result of 5+ (instead of 3+ for the AD:1-12 anti-aircraft defence hexes). All SA-2 rules for anti-aircraft defences still apply in the bombed city hexes (10.6.2).
17: US Aerial Refuelling
- Immediately add the US KC-135 FUEL counter to the Aerial Refuelling box of the US reference sheet. Determine an air base and record it. The US aerial refuelling capabilities are now in effect (11).
18: US Airborne Early Warning System (AEW)
- Immediately add the American EC-121 AEW counter to the "Airborne Early Warning" box of the US reference sheet. Determine an air base and record it. The American AEW capabilities are now in effect (11).
19: Degraded Communications
- If at least 3 American cities (A-D and H-S) and/or Canadian cities (E, F, G and U) have been destroyed, this card takes effect immediately in the turn in which it is drawn. All American and Canadian interceptions are now limited to 2 units, of any type, per Soviet/Cuban formation intercepted this turn only. This restriction applies to both normal and long-range interceptions. The rules for determining the number of long-range interceptors available still apply (10.2.2).
The F-106 interceptor is not affected by this event and may be used as a third interceptor against a single Soviet/Cuban formation if it is in range.
Greenland is not affected by this event. The existing restrictions on assigning interceptors to Greenland remain the same for normal and long ranges.
At the end of the current turn, the effect ends, but the card is shuffled into the random event deck.
If 3 American and/or Canadian cities have not been destroyed when this card is drawn, reshuffle the card into the deck. No additional event should be drawn.
9. Movement
9.1 Stacking
There is no restriction on the number of units that may stack in the same hex. Units of both sides may occupy the same hex (simply crossing at different altitudes). This also applies to aircraft occupying the same hex as a submarine unit.
See 9.3.1 for more information on deploying US/British aircraft on air bases.
Scenarios may have stacking limits for the starting units of each side.
9.2 Soviet Bombers
The player controls the movement of all Soviet formations by moving them along the shortest possible line towards their assigned targets. All Soviet bombers that can be deployed in a formation have a movement value of 1. This means that the formation counter placed on the map can only move one hex per turn (Exception: event 12).
9.2.1 Take-off and Primary Target Assignment
At the start of each turn, one available Soviet formation takes off until none remain.
Exception: event 14 or as indicated in the scenario.
To determine which Soviet city the formation will take off from, and its assigned target:
- Draw a card from the Soviet city deck. If the city has already been destroyed, draw another Soviet city card. The card of the destroyed city is removed from the game.
- Roll 1d6 to find the target letter on the Soviet city card. This letter is the assigned target for the formation. Only one target is initially assigned (Primary).
- On the Soviet reference sheet, note the city number in the AB# ("Airbase") column and the target letter in the "Primary" column of the Soviet formation table, using a dry-erase marker.
If additional Soviet formations must take off this turn, repeat steps 1 to 3. Once the last Soviet formation has taken off for the turn, shuffle all drawn Soviet city cards back into the deck.
In this example, card 1 "Moscow" is drawn. The 1d6 result is a 2, so C is designated as the primary target of Soviet formation A.
Place the formation counter on the map in the same hex as the Soviet city number. It will move this turn during the movement phase of all Soviet bombers (7.3).
If the American AEW system is in play, immediately reveal the aircraft of this formation by drawing 3 Soviet bomber counters and placing them in the "Bombers" columns of the formation on the Soviet reference sheet (11.3.1).
9.2.2 Secondary and Tertiary Target Assignment
Each Soviet formation can attack only one target (Exception: 10.1.1 Attack Range). A secondary target is assigned only if the primary target initially assigned has been destroyed by another formation or by a submarine attack.
Immediately after the primary target is destroyed, roll 1d6, consult the Soviet city table on the Soviet reference sheet, and note the letter of the secondary target shown in the "Secondary" column. From now on, the Soviet formation will move towards the secondary target.
If the secondary target is destroyed, assign a new target by following the same steps as above in the "Tertiary" column.
If the tertiary target is destroyed, the Soviet formation is removed from the game.
If the formation's starting city is destroyed, it nevertheless remains the reference when assigning a secondary or tertiary target (pre-attack planning would reflect the flight distance calculated from that city).
9.2.3 Moving Soviet Formations to Their Assigned Targets
The player must move each formation by its maximum movement value per turn until it reaches its assigned target.
Move formations along the shortest possible path to the target. A formation always starts with 3 aircraft (Exception: 9.2.5 Soviet M-50 Bomber and optional rule 13.5 Soviet Bombers on the Ground).
If several paths to the target have the same number of hexes, move the formation through the least defended hexes (avoiding anti-aircraft defences and/or cities to simulate avoidance). If a formation must cross a hex with a Nike defence or a city to reach its target, it will prefer to cross the Nike defence hex.
Some hexes bear red trajectory markers indicating the direction in which Soviet formations move from that hex. Their purpose is to direct the formations, to reflect the curvature of the earth and the strategic location of the DEW Line. The only case in which they may be ignored is if the assigned target is London. For all other targets in the United States, Canada and Greenland, the formation must move in the indicated direction before heading to Canada and the United States through the DEW Line.
9.2.4 DEW Line and Detection of Soviet Bombers
When a Soviet formation passes over or lands on the DEW Line (any hex with values D:1 to D:6), the bombers of that formation are revealed during the Soviet bomber detection phase (7.4).
If a Soviet formation crosses or stops on the same hex as a US/UK bomber counter, or on an American, Canadian or UK city, or on a Nike anti-aircraft defence counter, the Soviet bombers must also be revealed. Soviet formations are not revealed when they are in the same hex as the US submarine.
If a Soviet squadron is assigned to a primary target of letter A or B and is one hex from the target hex, outside the DEW Line, the Soviet bombers must also be revealed to check for the presence of a bomber with a range of 1 (for example Tu-95K/Kh-20) that will attack in the current turn. When a Soviet squadron is assigned to London, the bombers are revealed when the squadron is one hex away.
Draw 3 Soviet bomber counters and place them on the Soviet reference sheet in the "Bombers" column of the corresponding Soviet formation (from A to J). The order of the aircraft in these boxes does not matter. There will be aircraft with mixed attack and range values.
If a city on the DEW Line (A or B) is destroyed, this has NO effect on the operation of the DEW Line (the DEW Line is considered to be outside any populated area).
Soviet bombers are also revealed immediately when the player deploys the AEW system (11.3.1 US AEW).
When random event no. 12 is drawn, formations must always stop on the DEW Line in order to be revealed, then continue their remaining movement.
9.2.5 Soviet M-50 Bomber
When random event no. 3 is drawn, immediately place the M-50 bomber on the map like any new formation (roll the die to determine the starting base and target). To track the movement of the M-50, use its counter directly on the map. Note that the M-50 has a movement value of 2.
If the M-50 is active when random event no. 12 is drawn, it will move 3 hexes. See 9.8 for additional rules that apply to the M-50.
9.2.6 American Cities H and I (New York and Washington DC)
These cities occupy the same hex on the map but are considered as 2 distinct targets. If both cities have been destroyed, the hex will contain 2 nuclear markers.
9.3 American and British Bombers
9.3.1 Deployment of Strategic Bombers
In addition to the take-off of bombers in accordance with the scenario instructions, deploy all remaining American and British bombers on air bases, subject to the following conditions:
- Add the US and UK bomber counters to the "Bombers" column of the strategic bomber deployment table on the American reference sheet. The order in which the counters are placed in each air base does not matter.
- When bombers are deployed on an air base, they are considered to be on the ground and not in flight until they take off (9.3.2).
- American bombers may only take off from the American cities A, D or H to S.
- No bomber may be deployed in Canada (E, F, G or U).
- The V-Bombers may only take off from London (T).
- A maximum of 2 bomber types may be stacked per air base (for example, an air base with B-52, B-47 and B-58 would not be allowed). Scenarios may have stacking limits to use when setting up the game. Aircraft in flight that cross a hex do not count towards stacking limits. The V-Bombers count as a single type.
- Unless the scenario allows it, no bomber may take off from Greenland (air bases B and C). However, American bombers may re-base to Greenland after a successful attack (10.1.3). Some scenarios may allow bombers to take off from Greenland.
- Once bombers have been deployed on an air base, they may not be moved to another air base before taking off.
9.3.2 Bomber Take-off
Unless the scenario states otherwise, the player may select 3 bombers in a turn (Exception: event 11). Aircraft may take off from the same air base or from up to 3 distinct air bases (1 aircraft per air base).
To launch an aircraft, remove the counters from the strategic bomber deployment table and place them on the map above the city from which they were deployed. These aircraft may move this turn during the next phase. Aircraft may not take off from a destroyed city.
In the turn in which the last Soviet/Cuban formation resolves its attack, the player may launch deployed US/UK bombers, but this will be the last bomber take-off phase (7.8) of the game. The player will continue to move bombers each turn (skipping the take-off phase) until all bombers in flight have resolved their attacks and the survivors have repositioned.
Exception: if random event no. 1 is drawn, the player may launch up to 3 additional deployed bombers during the same turn, but may no longer launch bombers for the rest of the game. If random event no. 3 is drawn, the player may no longer launch additional deployed bombers.
9.3.3 Navigation
If several aircraft move together, they may separate at any time and change direction towards a different target if necessary. Bombers entering the same hex may also form a single formation and move together. All bombers must move each turn; no bomber may remain in the same hex for more than one turn. US/UK bombers may move in any direction.
9.3.4 Target Assignment
Any Soviet city that has not been destroyed may be attacked at the player's choice.
9.3.5 Cuba
City no. 12 in Cuba cannot be attacked until event 1 has been drawn. British bombers may never attack Cuba.
9.4 Interceptors
Interceptors have no movement value, because they only attack enemy bombers within range of a city. Only the interceptors in the "Ready" box of the country of the attacked city may be used. As a reminder, the "Protect" section of the interceptor table defines which cities that side's interceptors can defend (Exception: 10.2.2 Long-Range Interception).
Interceptors are always deployed at the start of the game in the "Ready" box of the interceptor table.
Once an interceptor has attacked, it returns to the "Normal Refuel / Rearm" box until the end of the current turn (Exception: 10.2.2 Long-Range Interception).
During the interceptor reset phase (7.14), move interceptors from the "Normal Refuel / Rearm" box to the "Ready" box, and interceptors from the "Long Refuel / Rearm" box to the "Normal Refuel / Rearm" box.
When random event no. 1 is drawn, the Cuban interceptors are added to the "Ready" box of Cuba and are available in that same turn.
See 10.2 Interception for more information on interceptor combat.
9.5 Airborne Early Warning (AEW) and Aerial Refuelling
AEW systems and refuelling aircraft do not move on the map. When available, their counters are placed in the "Launched" box on the American and Soviet reference sheets (11. Airborne Early Warning and Aerial Refuelling).
9.6 Submarines
Soviet submarine attacks are carried out through event no. 15.
The United States has the only submarine unit that moves on the map. The American submarine is controlled by the player and may take a single action per turn: move, attack, or remain in place.
The submarine may only move 2 times during the entire game, and only through sea hexes, including the ice cap. Each time the US submarine moves, tick one of the 2 corresponding movement boxes on the American reference sheet using a dry-erase marker.
See 10.5 Submarines for more information on submarine attacks.
9.7 Anti-Aircraft Defences
Once deployed on the map, SAM anti-aircraft units (SA-2, Nike and Bloodhound) do not move. If London is destroyed, the Bloodhound is removed from the game.
9.8 Fast Movement
Aircraft with a movement value greater than 1 (the American B-58 or the Soviet M-50), or because of random event no. 12 or the American AEW capabilities (11.4.1), must stop at enemy anti-aircraft defences (SA-2 and Nike) and enemy city hexes to resolve a normal interception or anti-aircraft defence attack.
If the aircraft survives the attack, it may use its remaining movement. It will continue to be attacked each time it moves into another defended enemy hex during this turn.
Tip: to make it easier to track the remaining movement of aircraft, place a die next to the counter showing the number of remaining moves as a reminder.
9.9 Nuclearised Cities
All aircraft may fly over or stop on a hex containing a bombed city.
10. Combat
During any bomber or interceptor attack phase, the attack value is used to determine whether the attack succeeds. The attack value represents the minimum die result required to succeed (for example, 3 means that 3 or more on 1d6 is a success). A single die is rolled for each attacking aircraft.
10.1 Bombers
The attack values of bombers reflect both the capabilities of the bombers and the anti-aircraft defences of the cities targeted. A failed attack means the bomber has been shot down.
10.1.1 Attack Range
Most bombers have a range of 0, which means they must be in the attacked hex.
Bombers with a range greater than 0 attack the targeted city as soon as it is within their range (number of hexes), thus preventing retaliation by interceptors with a single range value (normal range) defending the targeted city (Exception: 10.2.2). Bombers with a ranged attack capability are still attacked by interceptors if they enter their normal or long range near city hexes while moving towards their primary, secondary or tertiary target. This applies to both sides.
If a bomber in a squadron has a longer range that allows it to attack from outside the target hex (for example the Soviet Tu-95K/Kh-20), it attacks as soon as it is within range, and is then immediately removed from the squadron and from the game (it does not attack again once the rest of the squadron enters the target hex). If this long-range bomber destroys the targeted city, the squadron is assigned a secondary or tertiary target for the remaining bombers (9.2.2 Secondary and Tertiary Target Assignment).
10.1.2 Mixed Bombers
Bombers in a squadron may have mixed attack values. It is more practical to roll dice with identical values at the same time (for example, roll 2d6 for 2 bombers at 4+, and 1d6 separately for the last bomber at 3+). All bombers stacked in the target hex must attack and roll 1d6, regardless of the number of successes obtained separately for the mixed bombers.
Bombers that fail are destroyed by the city's defences and removed from the game (10.1.4 Failed City Attack).
10.1.3 Successful City Attack
- If the city destroyed is Moscow, place the Moscow nuclear marker with a value of 10 + 1d6 points above the city on the map. Roll 1d6 and place it on the nuclear marker. Remove the Tu-28 interceptors and SA-2 anti-aircraft defences of Moscow from the game.
- If the city destroyed is Washington DC, place the Washington DC nuclear marker with a value of 10 + 1d6 points above the city on the map. Roll 1d6 and place it on the nuclear marker. Remove the Nike anti-aircraft defence of Washington DC from the game.
- For all other cities, draw a counter from the nuclear draw and place it on the city. If the nuclear counter shows 1d6, roll 1d6 and place it on the 1d6 counter. Add the value of the nuclear counter to the current score shown on the points track for the appropriate side (red for Soviet, blue for American).
If the number of points reached meets the victory conditions of the scenario, the game continues until the end of the current turn (Exception: optional rule 13.4 Sudden Death).
- The squadron is removed from the map.
For Soviet/Cuban formations, remove the formation counter from the map and the aircraft from the Soviet reference sheet for the rest of the game.
For each successful US/UK attack roll, the bomber remains available to be used in subsequent turns. US bombers may be returned to any American city or re-based to Greenland (B or C). No more than 2 bomber types may be present in the same city.
V-Bombers count as one type and may only return to London. If London is destroyed or already filled with re-based US bombers, surviving V-Bombers are removed from the game. Any bomber may re-base to London within the stacking limit of 3 units and a maximum of 2 bomber types (including V-Bombers).
All re-based aircraft start on the ground and may take off again in a later turn. Place the bombers in a city on the strategic bomber deployment table of the US reference sheet.
When a city is destroyed, all US/UK bombers still on the ground at that air base are lost. They are removed from the strategic bomber deployment table of the US reference sheet.
10.1.4 Failed City Attack
The anti-aircraft defences of the targeted city have shot down the bomber, and it is removed from the game.
On the American side, the aircraft may no longer be used in subsequent turns.
Soviet formations and their aircraft are removed from the game and are no longer available.
10.2 Interception
Interceptors with a normal range value of 0 are used to attack bombers when they are in the same city hex. The hex is not necessarily the target of that bomber.
If the intercepted bomber has a defence modifier, apply this value to the interceptor's die roll (for example, D: -1 means that a roll of "3" becomes "2" for the interceptor).
10.2.1 Assigning Interceptors
The player may assign to a single attack between 1 and the number of interceptors available in the "Ready" box for all sides (US/Canada) in range. The player may only assign interceptors to a given Soviet/Cuban formation once during the same turn.
Example: a Soviet formation of 3 bombers overflies Edmonton in Canada (E).
The player has 3 CF-100, 1 Arrow and 1 US F-102 in the "Ready" box. The player assigns the 3 CF-100 and 1 US F-102 (using long-range interception). If the interception fails to destroy all the bombers, the player may not allocate the remaining Arrow interceptor against this same formation this turn. The Arrow may be allocated against a different formation.
The exception to this rule concerns aircraft or flights whose movement value is greater than 1 (9.2.5 Soviet M-50 Bomber, event 12 and 9.8 Fast Movement). If such an aircraft survives an initial interception, still has movement remaining, and moves into another city hex during the same turn, all remaining interceptors in the "Ready" box may now be committed against that same aircraft.
In Greenland (B and C), no more than 2 American interceptors may be assigned per city for a normal-range interception each turn.
For the Soviet/Cuban side, the number of interceptors is determined by the number of bombers attacking the city (for example, 3 American bombers require 3 Soviet interceptors, or the maximum number available if fewer than 3 are in "Ready" status). If several cities are attacked during the same turn, assign interceptors to the largest squadron first. For cities with the same number of attacking bombers, use the city number in ascending order to determine interception priority (from 1 to 11).
Once combat is resolved, move the interceptors to the "Refuel / Rearm" box of their reference sheet.
Tip: to make it easier to track the number of interceptors, [the French text is missing a word at this point; the sense is clear] stack them next to the bombers on the map. After combat is resolved, return them to the "Refuel / Rearm" box of their reference sheet.
10.2.2 Long-Range Interception
The F-102 (US), F-106 (US), F-89H (US), Lightning (UK), Arrow (Canada), Su-9 (Soviet) and Tu-28 (Soviet) have 2 range values. The first value is the normal interception range. Normal interception works according to the standard rules (10.2.1 Assigning Interceptors). The second value is the long-range interception range and corresponds to the maximum interception distance.
Long-range interceptors may be assigned to attack bombers outside their own city hexes. (Example: the Canadian Arrow interceptor has a range of 0/1. It may intercept at normal range in any Canadian city, or within one hex of any Canadian city, except US cities.) If an interceptor is used at long range, it will not be reset at the end of the current turn, but will become available again at the end of the following turn.
The interceptor tables on the reference sheets have "long" and "normal" boxes to track the status of each interceptor.
Soviet interceptors will always use their long-range capability when possible.
Interceptors with a single range value may not perform long-range interception.
If the player makes a long-range interception on a Soviet squadron before it reaches the DEW Line, the bombers will be revealed before combat (9.2.4). This also applies to the UK Lightning interceptor for a long-range interception over London (T).
Some interceptors have a long-range value in red (10.2.4 Soviet Su-9 Interceptor and 10.2.5 US F-89H Interceptor).
The Canadian Arrow interceptor may not use its long-range capability in a US city.
No more than 1 F-102 or F-89H interceptor may perform a long-range interception over Canada per turn (E, F, G and U). This single US interceptor must be assigned to the same attack as the Canadian interceptors.
All US interceptors in the "Ready" box are not available for long-range interceptions. For the F-102 and F-89H, only half (rounded up) of their total number in the "Ready" box is available for long-range interceptions. This availability is checked at the start of the interception phase (7.3) before any assignment of interceptors. If only one US interceptor is in the "Ready" box, it may be assigned to a long-range interception.
The F-106 is not used in the calculation of interceptors in the "Ready" box. If it is in range (long range) of a Soviet/Cuban flight, it may be used in addition to the long-range interceptors available.
Regardless of the total number of long-range interceptors available, only 2 interceptors may be assigned to long-range interceptions across both Greenland cities (B and C) per turn.
The F-106 may not perform a long-range interception over Canada (Exception: 10.2.8 Air-to-Air Nuclear Missiles). See 10.2.7 US F-106 Interceptor for more information.
See 10.2.6 Soviet Tu-28 Interceptor for more information when using this interceptor.
10.2.3 Allocating Hits
(Titled "Attribution des touches" in the French contents and "Attribution des résultats" in the section itself.)
Bombers with low attack values are more resilient, because they require a lower 1d6 result.
When American, Canadian or British interceptors attack a Soviet squadron with mixed attack values, the results are applied in this order: Tu-16 > Tu-95K/Kh-20 > M-4 > Tu-95 > M-50.
When Soviet interceptors attack a US/UK squadron with mixed attack values, the results are applied in this order: B-47 > Valiant > Victor > Vulcan > B-52 > B-58.
The same order of destruction is used for Nike, Bloodhound and SA-2 anti-aircraft defences (10.6).
10.2.4 Soviet Su-9 Interceptor
When random event no. 4 is drawn, the heavy Su-9 interceptor is added to the "Ready" box of the Soviet reference sheet. If the Su-9 is in the "Ready" box when a bomber is at long-range or attacks (anywhere in the USSR), it must be used first before the Mig-19s (Exception: 10.3.1 Moscow).
The Su-9 may also be used for long-range interceptions (10.2.2). If a US/UK bomber is at long range and no Soviet city is attacked during the current turn, the Su-9 will still attack at long range. It will always intercept, first, aircraft located over a city.
To determine whether the Su-9 successfully intercepts a long-range bomber, roll 1d6. On a result of 4+, the Su-9 makes the interception. This roll is not needed for normal-range interceptions. If the long-range interception attempt fails, the Su-9 remains in the "Ready" box and may not attempt another long-range interception before the next turn. It may still make a normal-range interception in the turn in which it failed a long-range interception.
10.2.5 US F-89H Interceptor
The F-89H may be used for long-range interceptions (10.2.2). To determine whether an F-89H successfully intercepts a long-range bomber, roll 1d6 for each F-89H. On a result of 4+, the F-89H makes the interception. This roll is not needed for normal-range interceptions. If the long-range interception fails, the F-89H remains in the "Ready" box and may not attempt another long-range interception before the next turn. It may still make a normal-range interception in the turn in which it failed a long-range interception.
Design note: the long-range interception test for the Su-9 and the F-89H is linked to the take-off time of the interceptor and to reaching altitude, as well as to the efforts of the ground interception control over the long interception distance.
10.2.6 Soviet Tu-28 Interceptor
The main mission of the Tu-28 was to protect Moscow (10.3.1). From the Moscow hex (no. 1), the Tu-28 may intercept enemy bombers in the cities AD:10, AD:11, Sverdlovsk (no. 4) and Leningrad (no. 2) using the long-range interception rules (10.2.2).
For interceptions at Sverdlovsk and Leningrad, the Tu-28 is only available if the number of Su-9 and Mig-19 available does not reach the number of enemy bombers.
The Tu-28's interception priority order is as follows: Moscow > Leningrad > Sverdlovsk. If no city is attacked or if the Tu-28 is not assigned to a city, it will intercept enemy bombers in this priority order: AD:10, AD:11, then the empty hexes within a radius of 1 hex around Moscow (if no city is attacked, the Su-9 is still assigned first if it is available).
10.2.7 US F-106 Interceptor
The F-106 interceptor is assigned to an American city (A, D, H to S). The F-106 may be used for normal or long-range interceptions in the United States (10.2.2) using its assigned city for the range calculation. It may not be used in a Canadian city (E, F, G and U) (Exception: 10.2.8 Air-to-Air Nuclear Missiles).
Once an F-106 is assigned to an interception, it is reset on the US interceptor table of the reference sheet to "Normal" or "Long" depending on its range. Once the F-106 is in "Ready" status, the player deploys it in any American city on the map.
If the F-106's assigned city is destroyed and the F-106 fails the interception, the F-106 counter is removed from the game. If the F-106's interception in the destroyed American city succeeds in eliminating a Soviet/Cuban bomber, it may be reset as usual and assigned to another American city when it reaches "Ready" status.
If the F-106's assigned city is destroyed by the Soviet submarine, the F-106 counter is removed from the game.
10.2.8 Air-to-Air Nuclear Missiles
When random event no. 8 is drawn, the player may use the card this turn or keep it for later. When this option is played, a single F-89H, F-102 or F-106 may attack with +1 to its normal and long-range values. (F-89H, F-102 and F-106 become R: 1/2.)
A single successful 1d6 result will annihilate all Soviet/Cuban flights in a single hex. The player must decide to use this card before the die roll.
Once the air-to-air nuclear missile has been used, whatever the result, return the card to the random event deck and shuffle it. If no cards remain in the random event deck, remove this card from the game.
This card may be used at most 2 times per scenario.
Each time the Air-to-Air Nuclear Missile card is used, tick one of the 2 boxes in the Air-to-Air Nuclear Missile section of the US interceptor table using a dry-erase marker.
If the air-to-air nuclear missile succeeds in its attack, a penalty applies for using this card. The penalty is determined by the type of hex where the interception took place. If the hex was a city in the United States, Canada or Greenland, the player rolls 1d6 and subtracts the result from their total on the points track. If the hex was empty, the player rolls 1d3 and subtracts the result from their total on the points track. If the air-to-air nuclear missile attack fails, there is no penalty.
All other rules relating to long-range interception and the F-89H apply (10.2.2 and 10.2.5).
10.3 Capitals
The Soviet and American sides each have a capital with additional defences. If these cities are destroyed by aircraft, the opposing side receives 10 + 1d6 nuclear points. If the cities are destroyed by a submarine, a nuclear counter is drawn from the nuclear pile, as usual.
10.3.1 Moscow
Moscow is protected by Tu-28 interceptors. When Moscow is threatened by US/UK bombers in the same city hex, the Tu-28 interceptors will attack before all other interceptors (even the Su-9).
After assigning the available Tu-28s, continue to assign additional Soviet interceptors from the "Ready" box according to the appropriate range (Su-9 if available, then Mig-19) until the total number of interceptors matches the number of bombers.
Once the Tu-28s have completed their interception phase, place the counters on the Soviet reference sheet in the "Refuel / Rearm" box, under "Normal" or "Long" according to their interception range.
When the Tu-28 is in "Ready" status, return the counter to the map in the Moscow hex.
The Tu-28 may also make interceptions outside Moscow (10.2.6).
Moscow is also protected by SA-2 anti-aircraft defence units, which attack during the SA-2 anti-aircraft defence phase (7.11). Each SA-2 unit in Moscow attacks once per bomber (for example, 3 B-52s attack Moscow. Each SA-2 unit attacks with 1d6 on each bomber, but each attack will also be modified by the B-52's defence value of -1).
If the Moscow SA-2 unit fails to eliminate a targeted bomber, the counter is not removed and remains in play. If Moscow is destroyed, the Moscow Tu-28 and SA-2 counters are removed from the game.
10.3.2 Washington DC
Washington DC is protected by a Nike anti-aircraft defence unit. This unit attacks once per bomber (for example, against a Soviet squadron with 3 bombers and the M-50, the anti-aircraft defence will attack by rolling 1d6 for each bomber. The defence on the M-50 will be modified by the defence value of -1).
If the Washington DC anti-aircraft defence unit fails to eliminate the targeted bombers, the counter is not removed and remains in play. If Washington DC is destroyed, the Nike counter marked "DC" is removed from the game.
10.4 Airborne Early Warning (AEW) and Aerial Refuelling
The AEW system and aerial refuelling aircraft may not engage in combat and are never placed on the map (11.1 and 11.2).
10.5 Submarines
10.5.1 US Submarine
During the US submarine phase (7.14 [sic: the submarine phase is printed as step 7.13 in the turn sequence]), the US submarine may move, attack or hold its position (not move). The submarine starts under the ice cap and must move to a hex outside the ice cap before attacking. The hexes from which the submarine can launch its missiles are indicated by the Polaris Missile icon (5.2).
When attacking, the targeted city must be within range (3). A result of 4+ on 1d6 is a success. On a success, draw a nuclear counter, place it on the city and add the points to the US total.
Once the shot is fired, whatever the result, move the "Polaris Missile" marker to show the number of missiles remaining. The US submarine may make only one attack per turn, even if it has more than one missile remaining.
If the submarine destroys Moscow (no. 1), the Moscow nuclear counter does not award points. A nuclear counter is drawn from the nuclear pile.
10.5.2 Soviet Submarine
For Soviet submarine attacks, roll 1d6. On a result of 5+, the Soviet submarine has succeeded in destroying a city. Roll an additional 1d6 and use the Soviet submarine attack table on the Soviet reference sheet to determine the destroyed city. If the city has already been destroyed, re-roll the die. Draw a nuclear counter, place it on the city, and add the points to the Soviet total on the points track.
All bombers deployed in the destroyed city are removed from the game.
If the Soviet submarine destroys Washington DC (I), the Washington DC nuclear counter does not award points. A nuclear counter is drawn from the nuclear pile.
If the Soviet submarine destroys a city assigned as the target of one of the Soviet squadrons, a secondary or tertiary target is immediately assigned (9.2.2).
10.6 Anti-Aircraft Defences
10.6.1 Nike Anti-Aircraft Defences for the United States and Bloodhound for the United Kingdom
During the US/UK anti-aircraft defence phase (7.6), SAM units may attack any enemy bomber in the same hex. After each failed attack, roll 1d6, and on a result of 3+, the anti-aircraft defence marker is removed from the game. If an attack succeeds, the marker remains in play. The Nike and Bloodhound anti-aircraft defences attack only once per turn (Exception: 10.3.2 Washington DC). If several bombers are in the same hex as a defence, use the same order of destruction as in 10.2.3.
10.6.2 Soviet SA-2 Anti-Aircraft Defence
Soviet SA-2 units are deployed on the map when a US/UK bomber enters one of the anti-aircraft defence hexes (AD:1 to AD:12) (Exception: 10.3.1 Moscow). Roll 1d6, and on a result of 3+, one of the SA-2 counters is deployed on that hex.
If random event no. 16 is drawn, an SA-2 counter will be deployed when a bomber enters the hex of a bombed Soviet city, on a 1d6 result of 5+.
The SA-2 will attack the bombers during the SA-2 anti-aircraft defence phase (7.11) of the current turn.
Continue to make these attempts each time a US/UK bomber first enters an AD hex (or a city hex for random event no. 16) each turn, until all SA-2 counters have been deployed (including hexes that previously failed the 1d6 roll, and hexes where an SA-2 was removed in a previous turn).
If several bombers are in the AD hex, use the same order of destruction as in 10.2.3.
After each failure, roll 1d6, and on a result of 3+, the SA-2 counter is removed from the game and is not returned to the SA-2 draw. If an attack succeeds, the counter remains in play. SA-2 anti-aircraft defences may attack only once per turn (Exception: 10.3.1 Moscow).
US/UK bombers may not bomb SA-2 defences.
10.6.3 Nike Nuclear Defences
When random event no. 13 is drawn, the player may use the capability this turn or keep it.
When the card is played, a positive result from Nike anti-aircraft defence will destroy all Soviet/Cuban formations in a single hex. The player must decide to use this card before the attack roll.
In case of success, there is a penalty for using this card. The player rolls 1d3 and subtracts the result from their total on the points track. In case of failure, there is no penalty.
After use, whatever the result, the card is removed from the game.
10.6.4 Defence Modifiers
If the bomber attacked by an anti-aircraft defence unit has a defence modifier, apply this value to the die roll (for example, D: -1 means that a roll of 5 becomes 4 for the anti-aircraft defence unit).
11. Airborne Early Warning (AEW) and Aerial Refuelling
The AEW system and aerial refuelling are added to the game through random events. These units do not move and do not take part in combat. They simply increase the capabilities of both sides. They are only removed from the game when their assigned air base has been destroyed.
11.1 Implementing the US AEW / Aerial Refuelling
When random event no. 17 or no. 18 is drawn, the corresponding aircraft (KC-135 or EC-121) becomes available immediately and its counter is added to the "Launched" box on the American reference sheet.
The next step is to assign an air base to the aircraft and record it on the American reference sheet.
For US AEW and US aerial refuelling, the possible air bases are A, B or C. Using a dry-erase marker, circle the air base on the sheet. The air base must be operational and not destroyed. Once that air base has been destroyed, the counter is removed from the appropriate reference sheet.
If no air base is available, the aircraft cannot be deployed.
11.2 Implementing the Soviet AEW
When random event no. 6 is drawn, the Tu-126 AEW aircraft becomes available immediately and its counter is added to the "Launched" box on the Soviet reference sheet.
The next step is to assign an air base to the aircraft and record it on the Soviet reference sheet. The air base must be operational and not destroyed. Valid air base locations are Soviet cities 4, 5, 6, 7, 10 and 11. Roll 1d6 according to the table on the Soviet reference sheet. If the air base has already been destroyed, re-roll the die.
If no air base is available, the AEW aircraft cannot be deployed.
11.3 AEW Capabilities
When AEW aircraft are in play, they improve the detection capabilities of each side.
11.3.1 US AEW
For the US player, all Soviet formations are immediately revealed (existing and new) if the AEW air base has not been destroyed.
The US AEW also provides improved capabilities to interceptors in the form of an additional die during an interceptor attack against a Soviet/Cuban formation each turn (for example, 2 F-102s intercepting a formation roll 3 dice instead of 2). One bomber is eliminated for each success.
Assign all interceptors as usual, but roll the dice for this capability separately. If several types of interceptors are assigned to this formation (for example F-102, F-106 and/or F-89H), choose the one that will use the AEW capability. If bombers survive the attack, roll the dice for the remaining interceptors assigned as usual. If the AEW capability eliminates all the bombers in the formation, unused interceptors may not be assigned to another formation and are reset as usual.
This capability may be used in both normal and long-range interceptions.
11.3.2 Soviet AEW
The Soviet AEW capability has an impact on US/UK attack values, because it helps Soviet anti-aircraft defences detect enemy bombers earlier. If the Soviet AEW aircraft is in play, the first attack on a US/UK bomber each turn suffers -1 to the attack roll of a single bomber.
Select a single US/UK bomber and roll 1d6 for it separately before the other bombers.
11.4 Aerial Refuelling Capabilities
When aerial refuelling aircraft are in play, they reinforce only the American side. US bombers may add 1 to their movement (9.8).
11.4.1 US Aerial Refuelling
12. Victory Conditions
12.1 How to Win
There is no real winner in a nuclear war. The side that strikes fastest and obtains the most points wins the game.
Each scenario states the number of points needed to win. As soon as one side's points reach the number specified in the scenario, the current turn becomes the final turn. The game continues until the end of the current turn, and the points of both sides are counted.
At the end of this final turn, the side with the most points is the winner (Exception: optional rule 13.4 Sudden Death).
12.2 Alternative End-of-Game Conditions
If the victory conditions of the scenario are not met, the game ends when:
- The first side to bomb at least 7 more cities than its opponent is the winner.
- The player has lost all of their bombers. Whatever the points obtained, if the US player has no bombers left before the last Soviet/Cuban flight has finished its attack, they have lost the game.
- Once all Soviet/Cuban bombers have finished their attacks, the game ends when the last US/UK bomber in flight has attacked or been shot down, depending on the number of turns needed to achieve this. Once the player's last bomber in flight has finished its attack, the game ends immediately and the winner is determined by the total points scored in the game.
Note: once the last Soviet bomber has attacked, the player can no longer launch any additional deployed bombers unless random event no. 1 is drawn (9.3.2).
13. Optional Rules
All the rules below may be added to increase the challenge or to help the player.
13.1 Degraded Strategic Air Command (SAC) Coordination
If Omaha NE (P) has been destroyed, this has an impact on the SAC. The player may then launch only 2 aircraft instead of 3 each turn. When random event no. 11 is drawn, launch 4 aircraft instead of 6.
13.2 Additional US Interceptor
During game setup, deploy 6 F-102s instead of 5.
13.3 Additional Moscow Defences
During game setup, deploy 2 Tu-28s and/or 2 SA-2 anti-aircraft defence systems at Moscow instead of 1.
13.4 Sudden Death
When one of the sides reaches the scenario's victory point total, roll 1d6.
On an even result, the game ends immediately and the victory is awarded. On an odd result, continue the turn until the next successful bombing of a target by either side, and repeat the die roll. Continue in this way until an even number is obtained to end the game.
13.5 Soviet Bombers on the Ground
When a Soviet city is destroyed (not Cuba), draw a Nuclear counter as usual. Roll 1d6 and, depending on the value of the counter and the result of the d6, remove the number of bombers indicated from the Soviet bombers draw.
- 3, 4 or 5 nuclear points: on a result of 1, remove 1 bomber.
- 6, 7 or 8 nuclear points: on a result of 1 or 2, remove 1 bomber.
- 10 nuclear points: on a result of 1, 2 or 3, remove 2 bombers.
- 1d6 nuclear: on a result of 6, remove 1 bomber.
As bombers are drawn, this action may reduce the number of bombers below 3 for a next Soviet formation. Once all bombers have been removed, no other Soviet formation may take off.
Counter List
The 150 counters of the game:
- Canada (4): 3 x CF-100 (Int); 1 x Arrow (Int).
- Cuba (6): 3 x IL-28 (Bomb); 2 x Mig-19 (Int); 1 x Cuba Flight.
- USSR (67): 14 x Tu-16 (Bomb); 13 x M-4 (Bomb); 10 x Soviet Flights (A-J); 9 x SA-2 Air Defenses (SAM); 6 x Mig-19 (Int); 4 x Tu-95/Kh-20 (Bomb); 4 x Tu-95 (Bomb); 2 x SA-2 Air Defense (SAM - Moscow); 2 x Tu-28 (Int - Moscow); 1 x M-50 (Bomb); 1 x SU-9 (Int); 1 x Tu-126 (AEW).
- UK (7): 2 x Hunter (Int); 1 x Vulcan (Bomb); 1 x Valiant (Bomb); 1 x Victor (Bomb); 1 x Lightning (Int); 1 x Bloodhound Air Defense (SAM).
- USA (38): 12 x B-47 (Bomb); 9 x B-52 (Bomb); 6 x F-102 (Int); 3 x B-58 (Bomb); 2 x F-89H (Int); 1 x Nike Air Defense (SAM - DC); 1 x KC-135 (Fuel); 1 x EC-121 (AEW); 1 x USS George Washington (sub).
- Other (28): 10 x 5-points Nukes; 3 x 1d6-points Nukes; 2 x 10-points Nukes; 2 x 8-points Nukes; 2 x 7-points Nukes; 2 x 6-points Nukes; 2 x 4-points Nukes; 2 x 3-points Nukes; 1 x 10+1d6-points Nukes (Moscow); 1 x 10+1d6-points Nukes (Washington DC); 1 x Missile Polaris.
Note: the printed USA subtotal reads 38, but the USA counters as listed above add up to 36; the list is transcribed as printed.
Optional Rules: Strategic Deployment and Scramble Rules v1
Companion sheet from the BGG file "Red Menace Strategic Deployment and Scramble Rules v1" (English, published by the designers). It is optional: the following rules add more decisions for the player and increase the challenge. All of these rules are designed to be used together. When using these rules, they override any Basic Game rules with which they are in conflict.
S1.0 All Non-Airborne US and UK Bombers Start on the Ground
In addition to deploying any airborne bombers per the scenario instructions, place all remaining bombers controlled by the player in starting cities using these conditions:
- When bombers are added to a city they are not considered airborne. Invert the counter (nose-down) to distinguish them from airborne bombers. When bombers are airborne, face them nose-up towards the Soviet Union.
- Bombers on the ground have stacking limits per scenario. See below (S7.0 Scenario Updates) for more information.
- Airborne aircraft flying through a hex do not count against any stacking limit.
- A maximum of two bomber types may be stacked per city (e.g. a city with B-52, B-47 and a B-58 would not be allowed).
- Once bombers are airborne, different types may merge into a single flight as needed.
- The Vulcan bombers may only start in the UK.
- US bombers may only start in US cities A, D or H through S.
- No bombers may start on the ground in Greenland (cities B and C). However, US bombers may rebase in Greenland after a successful attack.
- Once bombers have been placed in a city before the game, they may not be moved to another city.
- Cities H and I share a single hex and may have separate stacks of bombers on the ground per city until one of the cities is destroyed.
- When a city is destroyed, any bombers still on the ground in that city are lost.
- In phase 7 (US and UK Deploy Bombers), the player still deploys three (or six with Random Event 11) from the available aircraft on the ground. See below (S7.0 Scenario Updates) for more information.
- Upon surviving an attack on a Soviet/Cuba city, US bombers may be returned to any US city or rebase in Greenland. UK bombers may only return to the UK. No more than two bomber types may return to the same city. All player-controlled bombers may rebase in the UK as long as the three-unit stacking limit is not exceeded and no more than two types are combined (including returned Vulcans). All rebased aircraft start on the ground (nose-down) and may be deployed again in Phase 7 (US and UK Deploy Bombers) in a future turn.
S2.0 Soviet Bombers on the Ground
When a Soviet city is destroyed, not Cuba, draw a Nuke counter and, depending on points, perform these steps:
- 5 Point Nuke: roll a 1d6 and on a result of 1, randomly remove one Soviet bomber from the Aircraft draw cup.
- 10 Point Nuke: roll a 1d6 and on a result of 1 or 2, randomly remove one Soviet bomber from the Aircraft draw cup.
- 1d6 Nuke: no impact.
S3.0 Advanced Interceptors: Long-Range Interception
F-102 (US) and Lightning (UK) Interceptors may Intercept at Range 0 (normal) or 1 (long). If such an Interceptor is used at Range 1, it will not reset at the end of the current Turn, but will become available again at the end of the next Turn. Invert such a unit (nose-down) on the Interceptor Display to indicate non-availability. Interception at Range 0 works as per standard rules.
Advanced Interceptors obtained through Random Events are also capable of Interception at Long Range and if so used, require the next Turn before becoming available again (Arrow, Su-9). The Mig-19 and CF-100 may not use this capability.
For the Soviet Advanced Interceptor, the Su-9, roll a D6 each time it is eligible for a long-range Interception; on an even die roll, the Interceptor attempts the Long Range Interception. If the roll fails, the Su-9 will still intercept at range 0.
A Nuclear-armed F-102 may Intercept at Range 1 as normal, or at Range 2 using the Increased Range rule and next-turn processing.
Design note: the one-turn delay represents such Interceptors refueling in the air after completing their Interception mission, as well as increased Interception Control efforts required to coordinate long-range Interception.
S4.0 Unpredictable Soviet Air Defenses
Instead of deploying the Soviet Air Defenses counters during step 7 of the Game Setup or using optional rule 11.3, the Soviet Air Defense counters are re-positioned each turn when the player's bombers enter a Soviet Air Defense hex (labeled AD:1 to AD:6). When US/UK bombers enter an AD hex, roll a 1d6 for each bomber. If any of the results match the AD position on the map the bomber entered (e.g. a 1d6 result of 5 would only match AD:5), then place one Soviet Air Defense counter in this hex and resolve combat as normal in the next phase. Repeat this process as long as bombers move into an AD hex and at least one Soviet Air Defense counter is available. Once both Soviet Air Defense counters have been placed on the map for this turn, do not roll to check for air defenses. At the end of the current turn, reset the Soviet Air Defense counters by removing them from the map for the next turn.
If multiple bombers move into several AD hexes during the same phase, use these conditions to determine priority:
- First priority: Roll for the space containing the most incoming bombers (rationale: lots more radar targets to "light up" radar screens). If more than one space has the same number of bombers, use the default priority below.
- Second (default) priority: If more than one space has the same number of bombers, roll for the highest-numbered space first (AD: 6), then next-highest, etc. (rationale: weather and distance. The higher-numbered AD spaces are closest to the heart of metropolitan USSR. Therefore, the "first" chance of detecting and defending against incoming threats should go to the areas defending the most critical regions of the USSR, which would include Moscow, Leningrad, Kiev, etc.) The default priority order is AD:6-5-4-3-2-1.
S5.0 Random Event Changes
Random Event #9 US/UK Reinforcements: when placing reinforcements, they must start on the ground in a city meeting the criteria in section S1.0 (#13).
S6.0 Tu-95 with Kh-20 Cruise Missile
When a Tu-95 successfully destroys a city from a range of 1, the remaining bombers in the flight may be assigned a new target instead of being removed from the game. If the Tu-95 is not successful, it is still removed from the flight and the remaining bombers continue to advance toward the original target.
S7.0 Scenario Updates
When using these scenario updates, US aircraft may not start in Greenland (B and C).
Scenario 1:
- Ground Stacking Limit: two bombers per city (exception: Vulcans in UK, letter T, may have three).
- Initial Surge: On Game-turn 1, in addition to the three Soviet Flights starting on the DEW Line, two additional Flights launch from Soviet cities. On each subsequent Turn, one Soviet Flight launches per turn, unless the Soviet Maximum Effort Random Event is drawn.
Scenario 2 and 3:
- Ground Stacking Limit: three bombers per city.
- Initial Surge: On Game-turn 1, in addition to starting airborne flights, six US (or, if applicable, US/UK) bombers launch. On each subsequent Turn, three additional US or US/UK Bombers launch per Turn, unless the US/UK Maximum Effort Random Event is drawn.
- For the Soviets, launch Turn 1 flights as normal. On Game-turn 2, the Soviets launch two flights. On each subsequent turn, one Soviet Flight launches per turn, unless the Soviet Maximum Effort Random Event is drawn.