World at War: The Untold Stories
World at War: The Untold Stories Rulebook
Table of Contents
Table of Contents
- General Concepts
- Setting Up the Game
- Outline of Play
- Formation Impulse
- Movement
- Combat
- Line of Sight
- Artillery
- Air Support
- Jamming
- Battlefield Chaos
- Fortifications and Terrain Improvements
- Scenarios
General Concepts
The three maps depict typical European terrain. The counters represent infantry platoons (40-60 men), Armored Fighting Vehicle (AFV) platoons (3-5 tanks), Armored Personnel Carriers (APCs), Infantry Fighting Vehicles (IFVs), helicopters, airplanes, and Support Weapons. Each turn represents five to fifteen minutes, and each hex is approximately 150 meters wide.
1.1 Dice
Several six-sided dice (d6) determine the results of fire combat, assaults, armor-save rolls and other game functions.
1.2 Counter Definitions
There are two types of counters in the game: 1) Units, representing the combat troops that fight the battles, such as Leopard tanks, Soviet infantry, etc., and 2) Markers, such as administrative aids. These include Ops Complete markers, Disrupted markers, Formation markers, Fords, etc.
1.2.1 Unit Nomenclature Definitions
Don't sweat memorizing these definitions. They are here for reference. You'll quickly learn them as you play.
- Full Strength: Full-strength counters are at their full capacity of men and equipment. They are indicated by a horizontal colored band behind the vehicle or NATO symbol.
- Reduced-strength: Reduced-strength counters have a reduced amount of men and equipment. They are indicated by a horizontal white band behind the vehicle or NATO symbol.
- AP Firepower: Armor Piercing Firepower: this red number represents the number of D6 the unit rolls when attacking hard targets.
- HE Firepower: High Explosive Firepower: this gold number represents the number of D6 the unit rolls when attacking soft targets, thin-skinned AFVs, helicopters, and other circumstances explained in the rules.
- AA Firepower: Anti-aircraft Firepower: This blue number represents the number of D6 the unit rolls when attacking helicopters and aircraft.
- To Hit: You must roll equal to or higher than this number to hit your target.
- Range: The normal range of the weapon. Most weapons can fire up to twice this distance as extended range, but at a cost in effectiveness (6.1.1). Units that have an underlined range cannot fire farther than the underlined range.
- Armor: The armor factor of a hard target. This is the number of D6 rolled when determining how many of the attacker's hits can be ignored.
- Save Number: You must roll equal to or higher than this number to ignore a single hit.
- Movement Factor/Type: The number of movement points the unit possesses and/or the type of unit movement (tracked, wheel, rotor, leg). A circled movement factor indicates the unit can transport infantry and support weapons units (5.2). A Green movement factor indicates an amphibious unit. "T" indicates a towed unit.
- Assault Factor: The number of D6 the unit rolls when assaulting.
1.3 Unit Types
1.3.1 Infantry
These troops rode transports (M-113, BTR-70, YP408, and BMP) or walked to battle and fought with rifles, sub-machineguns, machine guns, and light anti-tank weapons. They include NATO and Warsaw Pact mortar teams (not vehicles carrying mortars) infantry, paratroopers, commandoes and are represented by a NATO symbol on their counter. For the first time in Untold Stories we also included special teams and units, such as the East German AGS-17 platoon, the Dutch Infantry-RCL (a recoilless rifle team), and the CDO-MC (a motorcycle platoon), that are also infantry units. All infantry units are soft targets. All infantry units can employ Support Weapons (SWs) in combat (see 1.3.5). An infantry unit can only possess one SW. With the exception of the CDO MC, all infantry units can be transported (5.2).
Note: Yes. This means a Support Weapon may be assigned to a mortar unit, the CDO-MC, etc.
1.3.1.1 Special Infantry Units
- CDO MC: Represents a platoon of motorcycle equipped commandoes. They follow all movement and combat infantry rules with the following exception: For every two movement points spent on connecting road hexes the CDO MC receives an extra movement point. CDO MC cannot load on a transport (5.2).
- AGS-17: Represents a section of infantry centered on the rapid fire AGS-17 grenade launcher. They follow all movement and combat infantry rules.
- Infantry-RCL: Represents a section of infantry centered on a 106mm Recoilless Rifle. They follow all movement and combat infantry rules.
1.3.2 Helicopters
These attack helicopters flew over the European battlefields. Helicopters do not count against stacking limitations. Helicopters can be attacked by both armor piercing (AP) and high explosive (HE) weapons (see 9.3). Helicopters are one-step units. They are eliminated if reduced. Helicopters have two possible movement modes represented by the sides of the counter instead of unit strength. For more information on helicopter use, see section 9.0 and the diagram on the player's aid.
1.3.3 Headquarters
These are a Formation's headquarters (HQ). They represent 3-10 individuals and/or—depending on the type of platoon—1-2 AFVs. Headquarters do not count against stacking limitations, but no more than one HQ can be in a hex. To fight efficiently, a Formation must be within the command range of its (same named) HQ (see 1.5 and 4.0) and the player's aid.
1.3.3.1 HQ Movement
Headquarters must remain in a hex with a unit or units of its formation, may only move when accompanied by a unit or units of its formation, and if all units in a HQs hex are eliminated, the headquarters is also.
HQs NOT marked with an Ops Complete marker can move normally with the units with which they are stacked in their Formation's impulse.
1.3.3.2 HQ Combat
Headquarters CANNOT be directly attacked using the rules of combat (6.0). If an attack disrupts or reduces any units a HQ is stacked with, roll 1d6. On a roll of 1, the HQ is flipped to its reduced side. If already reduced, the HQ is eliminated. On a roll 2-6, the HQ is unaffected. Subtract two from the die roll if any unit the HQ is stacked with is eliminated during the current attack. If all the units stacked with a HQ are eliminated during the current attack, the HQ is also eliminated. If a Wreck marker is not present in the hex, replace the destroyed HQ with a Wreck marker. HQs cannot be disrupted. HQs CANNOT attack, per se, but they can add their leadership rating to the firepower (or assault factor, if assaulting) of any ONE attacking unit in their hex. Exception: If an infantry platoon is firing its own inherent weaponry along with a Support Weapon, a HQ unit can add its leadership rating to both attacks.
Designer Note: Why would an AFV want to attack another AFV with its HE firepower? Most won't. A T-80 will have no problem destroying a Marder (Armor Factor of 1, Save Number of 6) with its AP firepower. On the other hand, A BTR-70 or Shilka would want to use their HE firepower when attacking the same Marder platoon. This rule represents the heavy machine guns (14.5 mm on the BTR70) and light cannon (23mm for the Shilka and 20mm for the Marder) that could punch through thin-skinned vehicle's armor.
Unarmored vehicles, which are vehicles that do NOT have an Armor Factor and Save Number on the counter, are reduced (see Reduction under 6.1.6) by every Armor Piercing hit (one hit reduces and disrupts, two hits eliminates it). Because these vehicles don't have an Armor Factor, they roll defensive die for terrain as if they were a soft target (1.3.1 and see Ranged Combat 6.1).
Vehicles and infantry can also fire on unarmored vehicles using their HE Firepower as if the vehicles were soft targets. Hits are assessed normally (i.e. one hit disrupts, two disrupts and reduces).
Example: A Soviet infantry unit fires its HE Firepower on a jeep in a clear hex, two hexes distant. The Soviet rolls a 5 and a 6, securing two hits. Since the jeep is in the clear, it does not roll to ignore the hits and suffers two hits.
Thin-skinned and unarmored vehicles DO leave Wreck markers.
1.3.3.3 HQ Replacement
Replace eliminated Headquarters, reduced side up, during the subsequent Marker Removal Phase in any hex that contains a friendly unit(s) of the HQ's type and Formation. If no units of the HQ's type remain, the HQ CANNOT be replaced. In that case, each unit in the eliminated HQ's Formation will subsequently need to roll for activation as outlined in 4.0.
Example: If the Dutch B/34 HQ is eliminated, it is placed, reduced side up, in the subsequent Marker Removal Phase in any hex containing any of B/34's YP408 platoons. If none of the YP408 platoons are in play, the B/34 HQ CANNOT be replaced.
1.3.3.4 HQ Leadership
Headquarters subtract their leadership rating from the rally die roll of all units attempting to rally in their hex.
1.3.4 Vehicles
As the name implies, vehicles are engine-propelled machines that ride on track or wheel. Vehicle counters have the colored silhouette of the vehicle drawn on the counter.
Note: The East German CDO MC is not considered a vehicle. It is an infantry unit.
1.3.4.1 Armored Fighting Vehicles (AFV)
In The Untold Stories all vehicles with an armor value and save number on the counter are Armored Fighting Vehicles. AFVs are considered hard targets.
1.3.4.2 Thin-Skinned and Unarmored Vehicles
AFVs with an Armor Factor of 1 and a Save Number of 5 or 6 are considered thin-skinned or lightly armored vehicles. Such vehicles can be attacked by any AFV using its AP or HE firepower. The attacking vehicle rolls normally, using its HE firepower and to-hit number. After determining the number of hits it obtains, the targeted AFV rolls to determine how many of the hits are ignored, as described under attacks on hard targets (6.1).
Unarmored vehicles are vehicles that do NOT have an Armor Factor and Save Number on the counter. Weapons with a small infantry symbol beneath their name can only be used by infantry platoons. Support Weapons with a small tank silhouette beneath their name may only be used by tanks. The Kastet SW may only be used by the T-12 ATG, and the Heat-FS support weapon can only be used by the 2S1. If the platoon is eliminated, remove the SW from the board with the infantry platoon. Infantry platoons must fire their SW and their inherent firepower (the firepower listed on their counter) in the same impulse, and they can fire the SW at the same or at a different target.
1.3.4.3 Mortars
A unit with the mortar symbol is a mortar. Both carried (such as the Dutch 60mm Mortar) and self-propelled (such as the Panzer Morser (PzMSR)) mortars can fire (including opportunity fire 6.2) normally at hexes in their Line of Sight (LOS). Note that their range is underlined, so they cannot fire at extended range nor do they receive reduced range (6.1.2) benefits. Mortars can also fire (but not opportunity fire) at units not within their LOS, as long as a Headquarters or reconnaissance unit of the same Formation does have a LOS to the target. Conduct all mortar fire as if the mortar was an off-board artillery fire mission using the firepower and to-hit factors printed on the mortar's counter (8.1). The mortar's owner need only roll to determine if the mortar fire hits the intended hex IF the mortar unit does not have a LOS to the target hex. After completing the mission, mark the mortar with an Ops Complete marker. The unit that called the mission can continue to conduct operations normally.
1.3.4.4 Reconnaissance Units
Reconnaissance (Recon) units are marked with a circled R. Reconnaissance have three special characteristics that separate them from other units:
- Independent: Recon platoons are trained to act independently. Accordingly, recon units are considered in command (4.0) at up to twice their Headquarters' printed command range.
- Highly Trained: Recon platoons can call artillery fire as if they were Headquarters.
- Observant: Units in the LOS of a recon unit are NOT concealed (6.1.5).
1.3.4.5 Anti-Aircraft Units
Anti-aircraft units are denoted by the blue firepower on the top left of the counter. The blue number is the anti-aircraft firepower, and it can only target helicopters and aircraft. An anti-aircraft unit's range is NOT halved when firing at helicopters or aircraft. Keep in mind that like the Shilka, the M163 and Tungusta can also fire HE and Assault, as indicated by its counter.
Anti-aircraft vehicle counters represent 1-2 vehicles, and are one-step counters, similar to helicopters. When combat results call for their reduction (see Reduction under 6.1.6) they are replaced with a Wreck instead.
1.3.4.6 Bridging Units
The Bridge unit (MTU-54) can be moved into a River/Stream hex or placed in pre-game set-up as per Special Scenario Rule. To move onto a stream costs an MTU-54 2 movement points and to deploy or retract a bridge costs 2 MPs. Once deployed it costs all ground units 2 MPs to move onto the Bridge hex; however, if the deployed Bridge unit is disrupted, it costs 3 MPs. Deployed Bridge units can be attacked and assaulted: one hit disrupts it and a second hit destroys it (remove it from the map); they defend with their stated armor value.
As a vehicle (not deployed), a Bridge unit is also disrupted on one hit and destroyed on the second; if destroyed, replace it with a Wreck marker. A deployed Bridge does not count against unit stacking limits nor does it affect LOS.
1.3.5 Support Weapons
Any counter marked Support Weapon below the colored stripe is a Support Weapon (SW). SWs are special weapons that provide additional capabilities to the unit that owns the SW. Place Support Weapons when first fired and they remain with the platoon for the duration of the scenario. If, however, any friendly infantry platoon is eliminated BEFORE all SWs are placed, the owner of the eliminated unit rolls 1d6. If the result is 1, the opposing player can eliminate any one unplaced SW. Subtract one from this die roll for each additional (after the first) infantry platoon eliminated.
Example: The Soviet has one unplaced Sagger. The Dutch player eliminates his second Soviet Infantry platoon of the scenario. The Soviet rolls 1d6, subtracting 1 for the additional (after the first unit) eliminated infantry platoon. The Soviet rolls a 2, and the Dutch player eliminates the unplaced Soviet Sagger.
Design Note: Why all this work? Actually, this is a very simple mechanism that eliminates picking on platoons that have Support Weapons, before they reveal that they have the SW. Since waiting to place a SW till the platoon uses it gives the placer an advantage, it is only fair (and realistic) that if he waits to place it, he may lose it. The longer he waits, the greater the chance of losing it. It beats the heck out of a silly hidden placement rule that requires the owner to scribble SW assignments on a Merlot-stained napkin.
1.3.5.1 Tank Support Weapons
In The Untold Stories the T-80 and T-64 have the ability to fire a gun-tube launched Anti-Tank Guided Missiles (ATGM) represented by the Songster Support Weapon.
- Use the rules for Support Weapons (1.3.5) when playing with gun-fired ATGM markers. This means placing the marker when first used and rolling for loss of markers if a unit is lost before the Support Weapons are placed.
- In order to fire the Songster ATGM, a unit must not be moving (or using Moving Fire) in the impulse. The unit must be in Good Order (not disrupted) and not marked as Op Complete.
- Unlike Support Weapons, the units shooting the ATGM cannot fire with their inherent firepower in the impulse; the act of firing and guiding the weapon occupy the crew.
If no hits are scored with the weapon, remove the ATGM marker from play (the unit runs out of this limited ammo).
1.3.5.2 Special Support Weapons
The Untold Stories includes two unique Support Weapons.
- KASTET: The KASTET is an ATGM that can be fired from the barrel of the East German T-12. Use the KASTET AP firepower and range in lieu of the T-12 AP firepower when fired. Remove the KASTET after it is fired.
- HEAT-FS: Is a fin stabilized HEAT round that can be fired from the 2S1. Use the HEAT-FS AP firepower and range in lieu of the 2S1's HE firepower when fired.
1.3.6 Leaders
Untold Story leaders are unique counters. They represent men of action, men who lead from the front. The following rules simulate these leaders.
- They must be assigned to, and remain with, one platoon. The platoon assumes the morale of the leader.
- A leader is always in command, as is the platoon to which he is assigned. Leaders assigned to a loaded infantry platoon place both the infantry platoon and its carrier in command until the infantry platoon unloads.
- The leader can use his leadership to modify ANY value on his platoon's counter and at any time the platoon must roll dice or move. He must declare which value he is altering before the roll of the die. For example, Wolf assigned to a T-55 platoon can increase the platoon's movement by 1 to 5. If the platoon is fired on Wolf can either lower the armor save number to five (the smart move) or increase the armor value to three. When the platoon fires, Wolf can increase the range by one OR increase the firepower, or lower the to hit number. However, a platoon cannot add more than two attack dice to any roll.
- Leaders can subtract their leadership from a rally die roll.
- Leaders may call artillery fire missions as if they were a HQ.
Leaders don't disrupt. If the platoon is eliminated, the leader dies. If the platoon is reduced, roll 1d6: if the result is 1, the leader dies. Flip an eliminated leader to its Hallowed Ground side.
1.3.6.1 Hallowed Ground
When a leader is eliminated flip his counter to the Hallowed Ground side in the hex of his demise. The counter remains there until the end of the scenario. The hex becomes a rallying point for his brothers in arms. To reflect this, units of the leader's nationality may reroll one die whenever they are required to roll die/dice in the Hallowed Ground hex.
Example: An East German T-72 fires, using its AP firepower, from a Hallowed Ground hex. The East German player rolls four dice. He may choose to reroll one of the die.
1.3.7 Towed Guns
Counters that have a "T" movement factor are towed guns. Towed guns are soft targets and have special rules for transportation. See 5.2.5 for more information.
1.3.8 Unit Color
East German units are gray with a flag background, West German units are blue-gray, Dutch are orange, Belgian are yellow, Polish red with a white stripe, and Soviet red.
1.4 Stacking
Up to two combat units can stack in a hex. Stacking limitations apply at all times. Markers, helicopters, Wrecks, SWs and Headquarters units do not count against stacking. APCs with embarked passengers count as one unit.
1.5 Formations
Each Formation consists of its Headquarters and a number of units—usually a company for the NATO and a battalion for the Warsaw Pact. All units of the same Formation have the same title.
1.6 Morale
Morale is a measure of a unit's psychological state, readiness, and training. Units always use their Headquarters' morale value when required to make morale checks, unless assigned to a leader (1.3.6).
A unit is either in Good Order or Disrupted. Good Order units are ready to fight. Disrupted units are disorganized, attrited by enemy fire, and—to use the much maligned Lock 'n Load phrase—just tired of the whole war game scene. Their ability to wage war is severely restricted. Helicopters have no morale. They automatically recover from disruption when their Formation is activated, and they are never out of command.
Example: All units of the East German 53rd Tank Regiment have a morale factor of 7. When the game calls for a morale check, roll 2d6; if the result is less than or equal to the Formation's morale, the unit passes the morale check.
1.6.1 Conditional Morale
Some Warsaw Pact formations and NATO reserves had brittle morale. Neither minded fighting when the fighting was going well, but both tended to evaporate when the casualties mounted. To reflect this, these formations have conditional morale. Such morale is signified by a number, such as 2, followed by a +.
The number represents the base morale. When checking morale for a unit, whether to determine if it is OOC or rally it, take the base morale and add 1 for every unit of the formation, except the headquarters, that is within 2 hexes of the unit. That gives you the morale for the unit. Units stacked with a HQ can subtract the HQ's leadership from the die roll. Do not count the unit itself and do not count leaders.
- Platoons with an assigned leader still assume the leader's morale. They do not compute their morale as described above.
- A unit's maximum conditional morale, no matter how many units are within two hexes, is 8.
Example: A disrupted T-72 platoon of the Polish 21st Podhale is in the hex with another T-72 platoon. Within two hexes are two infantry and two BMP platoons of the same formation. The T-72 platoon's morale would be 2 (21st Podhale base morale) + 5 (5 units within two hexes) = 7.
1.7 Marker Types
1.7.1 Formation Markers
Formation Markers are placed in an opaque container as per scenario instructions. We've found that a coffee cup works well, just as long as you separate the coffee cup containing the Formation markers from your coffee cup containing your coffee by at least three feet or one meter, if you prefer the metric system. When a player draws a unit's Formation, he can activate the Formation.
1.7.2 End Turn Markers
These are placed in the same opaque container as the Formation markers (i.e. the recently washed cup referenced above) as per scenario instructions. When the second End Turn marker is drawn, the turn ends.
1.7.3 Miscellaneous Markers
Other markers, such as Ford, Landed, Ammo Depleted, Neutral, etc, will be explained in their appropriate sections or special scenario rules.
Setting Up the Game
Consult the scenario and set aside the forces allocated. Set them up according to the scenario guidelines. Drop the Formation, Chaos, Air Support, and End Turn markers into an opaque container as directed by the scenario guidelines.
Outline of Play
3.1 Operations Phase
Players alternate pulling a marker from the opaque container (hereafter called a cup). It doesn't matter who pulls first, so please be civil. If an End Turn marker is pulled from the cup, place it aside. If a second End Turn marker is pulled from the cup (or if there are no more Formation markers left in the cup), the Operations Phase ends and the Marker Removal Phase begins. When a player's formation is pulled from the cup, he or she MUST activate the formation for movement and combat. This activation is called the formation's impulse, and the formation is called the active formation.
3.2 Marker Removal Phase
Remove all Ops Complete markers from the board, adjust any Smoke, Ammo Depleted, and Jammed markers, replace any eliminated Headquarters units and return all Formation and End Turn markers to the cup, except as noted in 3.2.1.
3.2.1 Hey! My Formation Didn't Activate!
If a Formation doesn't activate during a turn, its owner keeps all but one End Turn marker in his possession when the Formation and End Turn markers are returned to the cup. He returns any End Turn markers he possesses to the cup on the following turn immediately after the Formation is activated. This means that if you have two, or even three, Formations that don't activate, you hold the End Turn marker/s until all three have activated. If both sides have Formations that don't activate, both sides will hold End Turn markers out of the cup on the following turn.
Formation Impulse
The player performs the following actions, in the exact order given, with the currently activated Formation. Note that some Formations have two Formation markers and hence the possibility of TWO activations per turn. All actions must be performed in the sequence listed below.
Note: This is critical. If a Formation has two markers, each of its units has the chance to act twice, perhaps three times including Opportunity Fire. It is not as though the player has to decide in which impulse a unit will activate, as it can activate in both. Having two Formation markers essentially doubles what the Formation can do, and is a perfect example of a force multiplier.
4.1 Housekeeping
Remove all Ops Complete and Out of Command markers from the Formation.
4.2 Command
Check to determine the command status of all Formation units. Units within the command range of their Formation HQ, or assigned to a leader, are in command. Units not within the command range of the HQ (this includes units whose HQ has been permanently eliminated (1.3.3.3)) must take a normal morale check by rolling 2d6 (for instance, a Dutch A/42 unit would need to roll a 6 or less). Check morale for each hex, not for individual units in the hex. If the morale check is passed (rolling equal to or less than the Formation's morale as shown on the Formation's HQ or as determined with conditional morale) all units in the hex are in command. If the check is failed then the hex is considered out of command and marked with an Out of Command (OOC) marker. OOC units cannot move or fire during the Formation's impulse, but can opportunity fire during an enemy Formation's impulse (see 6.2). All units of a Formation entering from off-board are considered in command in their first activation.
Example: A YP408 and an infantry unit (dismounted) from the A/42 Mechanized Company are in the same hex. The player rolls a 7 and fails the morale check and places an OOC marker on the stack.
4.3 Rally
Attempt to rally disrupted units in the Formation. Units that are in command rally by passing a morale check with 2d6. Units that are out of command add 1 to their morale check dice roll. All units in the same hex as the Formation HQ can subtract the HQ's leadership from the dice roll. Remove the Disrupted marker from any unit passing a morale check.
4.4 Operations
Conduct operations (move, fire, assault, and other actions as defined by the rules) with units of the Formation that are in command.
Movement
A unit's movement factor (MF) is an abstraction of the unit's speed. In each Formation impulse units can move up to, but not exceed, their MF. Movement is voluntary. Mark units that move with an Ops Complete marker. Units that move cannot fire except those units eligible for Moving Fire (6.1.3).
5.1 Stacked Units
Units that begin the Formation impulse stacked together can move together and split off units at any time. Units move to adjacent hexes, paying the MF cost to enter the hex as shown on the Terrain Effects Chart (TEC). Units can enter an enemy-occupied hex (a hex with enemy units in it), but in doing so initiate Assault or Overrun combat. Moving units might trigger Opportunity Fire (6.2).
5.2 Transporting Units
Units with a circle around their Movement Factor (for example, BTR-70 and FV432) can transport infantry and SWs. Each transport unit can carry one infantry unit and SW (even if the transport is reduced). Place loaded infantry and SW units under the transport that is carrying them.
5.2.1 Loading
If the transporter and unloaded infantry begin their movement in the same hex, they can load and move up to ½ (drop fractions) of the transporter's MF in the Formation's impulse.
If the transporter and infantry begin in separate hexes, they can move up to ½ of the transport's MF and 1 of the infantry unit's MF to reach the same hex, and then load. They cannot move any farther this turn.
Disrupted infantry cannot load into transports.
5.2.2 Unloading
A transporter and loaded infantry can move up to ½ (drop fractions) of the transporters MF and then unload by placing the infantry on top of the transporter in the same hex. The infantry unit can then move one additional hex. By the same token, if the transporter and loaded infantry begin their movement in the same hex, the infantry can unload as its first action; the infantry can then move an additional hex and the transporter can move up to ½ of its MF (drop fractions).
Disrupted infantry can unload, but not load, as stated above. They cannot, however, violate disrupted-unit movement rules (6.1.6).
5.2.3 Infantry Fire From Transports
Infantry cannot fire from transports. Transports can fire normally with infantry embarked.
Another Developer's Note: Even though many transports have firing ports, fire from onboard infantry is ineffective.
5.2.4 Transports as Targets
If a transport is disrupted, the infantry it is carrying is disrupted. If a transport rallies, the infantry it is carrying rallies. If a transport is reduced, roll 1d6: if the result is even, the infantry it is carrying is also reduced. If a transport is eliminated, roll 1d6: if the result is even, the infantry it is carrying is also eliminated; if the result is odd, the infantry is disrupted and loses a step.
5.2.5 "T" Units and Transport
Some units, such as the Dutch 36/L60 AAG, have the letter "T" instead of a movement factor. This indicates the units cannot move. They can, however, be transported by a transport. Loading or unloading such units requires the transport to spend ½ (drop fractions) of its movement points. The "T" unit remains in the hex where it was unloaded, and is marked Ops Complete. If the transport has movement points remaining it can exit the hex. "T" units follow the rules delineated in 5.2.4, Transports as Targets, when their transport is attacked.
5.3 Amphibious Movement
Units with a green movement factor are capable of moving into river and lake hexes. Doing so expends all of the unit's movement factor. In other words, the unit must start the formation impulse adjacent to the river/lake, move onto it, and move no further.
Designer's Note: Yes, most units in World at War possessed some type of amphibious capability, but those with the green movement factors could use their capability with little or no preparation.
Combat
There are four types of combat in World at War: Ranged, Opportunity Fire (a form of ranged combat), Assault, and Overrun.
6.1 Ranged Combat
In their Formation's impulse all Good Order units not marked with an Ops Complete marker with a Line of Sight (LOS) to an enemy unit and within range of the unit, can attack it (except as noted in rules below). In an enemy Formation's impulse, hostile units that move within the LOS and range of Good Order, friendly units NOT marked with an Ops Complete marker can be fired on by the unit; this is called Opportunity Fire and is covered in detail in the section on Opportunity Fire (see 6.2).
Units can only attack once per Formation impulse with either their AP or HE firepower, but an enemy unit can be attacked by different units any number of times. Mark a unit making a ranged attack with an Ops Complete marker. Units attack individually with the exception of Support Weapons (SWs). Infantry platoons must fire their SW when they use their inherent firepower (the firepower listed on their counter), or lose the opportunity to attack with the SW. An infantry platoon's SW can engage either the same target or a target different from the target engaged by the platoon's inherent firepower. Units are never required to fire.
You can always fire at adjacent units, but cannot fire at enemy units if the Line of Sight (LOS) is blocked as described in the LOS section (7.0) or the Helicopter Line of Sight Table on the Player's Aid Card.
There are two target types: 1) Hard (AFVs for the most part, see 1.3.4.1), and 2) Soft, which in The Untold Stories are infantry, CDO MC, anti-tank gun batteries, and mortars.
Hard targets have an Armor Factor and Save Number printed on their counter, Soft targets do not. Attackers usually use their Armor Piercing (AP) Firepower to attack hard targets, and their High Explosive (HE) Firepower to attack soft targets, helicopters, and/or thin-skinned and unarmored vehicles (1.3.4.2). See the Targeting Table on the back of this booklet.
To attack an enemy unit, the attacker must have (a) a valid LOS (see 7.0) and (b) be within range of the target unit. Determine the range by counting the hexes between the attacker and the target. Do not count the attacker's hex; do count the target's hex.
The attacker rolls the number of dice (d6) equal to the appropriate firepower (AP if attacking a hard target, HE if attacking a soft target (or possibly thin-skinned AFVs or helicopters)) of the attacking unit. Each die rolled that is ≥ the attacker's To Hit number hits the target.
If the target is a hard target, its owner rolls a number of dice (d6) equal to the target's Armor Factor plus the Defensive Bonus of the terrain the target occupies (see the TEC). For each die rolled that is ≥ the target's Save Number, one of the attacker's hits is ignored. Hard targets receive a maximum Defensive Bonus of two dice, regardless of the terrain they are in or their concealment status (6.1.5).
If the target is a soft target or unarmored vehicle, its owner rolls a number of dice (d6) equal to the defensive bonus of the terrain. For each die that is ≥ five (5), one of the attacker's hits is ignored. There is no limit to the number of Defensive Bonus dice a soft target may receive.
Example: A Leopard C1 platoon attacks a T-64 platoon concealed in Woods. Since the T-64 is a hard target, the LEO uses its AP Firepower (4) and its To Hit number (4). The Canadian rolls 4d6 and gets a 4, 1, 5, and 4, or 3 hits. The T-64 is in a Woods hex, which has a Defensive Bonus of one die, and the T-64 is concealed for a bonus of another die. So, the T-64 has an armor factor of 3 and a Save Number of 5; The Soviet player rolls 5d6 (3d6 for the T-64 armor factor and 2d6 Defensive Bonus) and gets a 1, 3, 4, 4, and 6, hence, one (1) of the Canadian's hits are ignored, giving the Canadian a total of two hits on the T-64 platoon, disrupting and flipping the platoon to its reduced side.
6.1.1 Extended Range
Units can fire up to two times the range printed on their counter. Any range greater than the printed range is considered extended range. When firing at extended range the unit's To Hit number is increased by one.
Weapons with an underlined range cannot fire at extended range. The range printed on their counter is their maximum range.
Example: When using its AP Firepower at a target located 1-8 hexes distant, a Centurion's To Hit number is 5. When firing AP Firepower at a target located 9-16 hexes distant, a Centurion's To Hit number increases to 6.
6.1.2 Reduced Range
Weapons that DO NOT have an underlined range factor are more accurate when firing at a reduced range. To indicate this, these units' To Hit number is reduced by one when firing at half range (drop fractions) or less.
Example: A T-80s AP Firepower To Hit number is reduced from 4 to 3 when firing at 4 or fewer hexes.
6.1.3 Moving Fire
Units whose firepower is underlined can move up to half of their MF (dropping any fractions) and fire with the penalties outlined in the Moving Fire table of the Player-aid Card.
If, due to the effects of 6.1.1 and 6.1.3, a unit's To Hit number would increase past 6, decrease the firepower by one die for each point past six, and keep the To Hit number at 6.
Example: If, due to extended range, a unit with a To Hit number of 5 increases the To Hit number to 6, further penalties would be incurred by decreasing the unit's firepower.
Units using Moving Fire cannot assault or overrun enemy units. See the player aid for a complete list of moving fire eligible units.
6.1.3.1 Helicopter Moving Fire
Helicopters can fire after moving up to 12 hexes. They cannot fire in the same impulse if they move greater than 12 hexes. Helicopters can only move when in flying mode (see 9.0), hence their moving-fire penalty is already incorporated into the factors on the flying side of their counter.
6.1.4 ATGM Depletion
When an missile-firing unit (ATGM and Anti-air) rolls no hits while firing (for example, a BMP-2 that rolls 1,3,3), it temporarily runs out of ammunition. Place an Ammo Depleted 2 marker on the unit. Flip all Ammo Depleted 2 markers to Ammo Depleted 1 in the Marker Removal Phase. Remove Ammo Depleted 1 markers in the next Marker Removal Phase. Units or SWs with an underlined AP range cannot use their AP firepower when under an Ammo Depleted marker (1 or 2). Missile-firing units are any units with an underlined range factor that are not mortars (1.3.4.3) or on map artillery (8.6).
6.1.5 Concealed
If the target unit is in the same hex as a Wreck marker, or occupies Woods, Wooded Hill, City, City Ruins, Rough, Shattered Forest, or Cultivated or Craters (both infantry only) terrain, and is NOT (a) under an Ops Complete marker, (b) moving, (c) adjacent to a Good Order friendly unit, or (d) within the LOS of a Good Order friendly reconnaissance unit, (1.3.4.4) it is concealed. Concealed units are making maximum use of the terrain and have not revealed their positions by firing their weapons. Add one die to the defensive bonus of the terrain for concealed units. For example, an infantry unit in a City hex normally receives a defensive bonus of two dice; if the unit is concealed its defensive bonus becomes three dice. Remember, however, that hard targets only receive a maximum defensive bonus of two dice regardless of their location or circumstances. Not all of the above terrain types are depicted in The Untold Stories.
6.1.6 Maximum Defensive Bonus
Hard targets receive a maximum Defensive Bonus of two dice, regardless of the terrain they are in or their concealment status (6.1.5). There is no limit to the number of Defensive Bonus dice a soft target may receive.
6.1.7 Combat Results
Disrupted: The first hit on a unit disrupts it. Disrupted units cannot fire but can move; however, they cannot move closer to (or adjacent to) an enemy unit in their LOS. If already adjacent, they can retreat from an enemy unit as long as that does not bring them closer to an enemy unit in their LOS. They can unload infantry (5.2.2). Disrupted units can counterattack in Assault Combat, but have their Assault Factor To Hit number increased to 6. Disrupted units can return to Good Order by passing a morale check at the beginning of their Formation's impulse.
Reduction: Each hit on a disrupted unit reduces the unit one step (it also remains disrupted). A full-strength unit is flipped to its reduced-strength side, a reduced unit is eliminated. If there is not already a Wreck marker in the hex, replace the FIRST vehicle eliminated in a hex with a Wreck marker—use only one Wreck marker per hex.
6.2 Opportunity Fire
Opportunity Fire is a form of fire combat occurring during enemy unit's movement. If an enemy unit moves within the LOS and range of a Good Order unit that is not marked with an Ops Complete marker, that unit can attack the moving unit after it enters a new hex by following the rules for fire combat stated above. The moving unit(s) can only be attacked once per hex that it enters. Units receiving a disrupted or step-loss result must stop moving. Mark units that Opportunity Fire with an Ops Complete marker. Opportunity Fire occurs before Moving Fire (6.1.3).
6.3 Assault Combat
Units assault enemy units by moving into their hex. Assault combat is resolved the instant the attacking units enter the defender's hex. Each side can stack up to the stacking limit defined in section 1.2. The units entering the hex are considered the attacking units; the units occupying the hex are considered the defending units.
The attacking units each roll a number of dice (1d6) equal to their Assault Factor. Each die rolled that is ≥ the attacker's Assault To Hit number hits the target. Do not apply the hits yet. Now the defender counterattacks the attacking units by rolling the number of dice (1d6) equal to their Assault Factor. Each die rolled that is ≥ the defender's Assault To Hit number hits the target. Note that if the defenders are disrupted when the attackers entered the hex, their Assault To Hit number for the counterattack is increased to 6.
Now both sides resolve the hits. All of a player's units in the hex must receive one hit before any receive two, and all must receive two before any are eliminated. If a player's units receive an odd number of hits (for example, one or three), randomly determine which unit takes the extra hit. Otherwise, hits have the same effect as if scored in Ranged Combat (6.1). If the defender is eliminated, the attacker remains in the hex. If the defender receives more hits than the attacker, the defender retreats one hex and the attacker remains in the hex. If the defender is not eliminated and receives LESS (or the same number of) hits than the attacker, the attacker must retreat to the hex from which he entered. If either side includes a HQ, resolve possible HQ hits as described in 1.3.3.2 HQ Combat.
Example: If the units the HQ is stacked with receive a hit, roll 1d6: on a result of 1, the HQ is reduced—or eliminated if already reduced.
If forced to retreat, the defender must attempt to retreat in a path directly away from the hex from which the attacker entered the defender's hex. The defender cannot retreat into (a) an enemy-occupied hex or (b) a hex adjacent to an enemy unit (other than the stack that just assaulted the defender), or (c) a hex in violation of stacking limitations. If a defender cannot retreat it is eliminated.
When assaulting units (whether attacking or defending) include a HQ, the HQ's leadership increases a single unit's Assault Factor. The HQ itself does not attack.
Example: A BTR-70 platoon of the 77th Motor Rifle assaulting with a full 77th Motor Rifle BTR-70 HQ rolls three assault die (1d6 for its assault factor + 2d6 for the 77th Motor Rifles HQ's leadership).
Once the assault is resolved, both the attacker and defender are marked Ops Complete.
Units without an Assault Factor cannot attack or counterattack during assault combat.
6.3.1 Infantry Assault Bonus Versus Vehicles
If infantry attack a hex where ALL defending units are vehicles, or undisrupted infantry defend against an assault where ALL attacking units are vehicles, reduce the infantry's Assault To Hit number by one (for example, from 4 to 3).
If infantry attack a hex where all defending units are vehicles, or undisrupted infantry defend against an assault where ALL attacking units are vehicles AND the infantry attacks into or defends from a City hex, reduce the infantry's Assault To Hit number by one (for example, from 4 to 3) AND increase its assault factor (for example, from 3 to 4). That means infantry units attacking (or undisrupted infantry defending against) a stack of AFVs in a City hex increase their assault factor by one and decrease their assault factor To Hit number by one. Bottom line, it's not a good idea for AFVs to assault Good Order infantry in a City hex unless they bring along their own infantry support.
Note: Disrupted infantry units do NOT decrease their To Hit number by one; it remains 6, nor do they increase their firepower.
6.3.2 Augmented Firepower
Some units have an augmented assault factor. Such units are designated by "+" beneath the assault factor. These units roll an extra attack die when assaulting. The owner of the units can then choose which dice to count, but the unit can only inflict a number of hits equal to their non-augmented firepower.
Example: An East German CDO platoon rolls four dice in an unmodified assault. The owner of the unit can pick the best three results of the four.
6.4 Overrun Combat
AFVs can attempt to overrun enemy infantry in open or Hill terrain. To do so the owner-player declares his intentions and moves his AFV through the hex, paying one extra movement point—in addition to the normal cost of the terrain. After paying for an overrun, an AFV must retain enough movement points to exit into an adjacent hex. This hex cannot contain any enemy units. Each overrunning AFV (or stack of AFVs) triples its Assault Factor and rolls the number of dice (1d6) equal to the trebled factor. Each die rolled that is ≥ the attacker's Assault Factor To Hit number hits the target. Do not apply the hits yet. Infantry in the hex now attacks the overrunning AFVs with its unmodified Assault Factor. Defending units that were disrupted BEFORE the overrunning AFVs entered the hex have their Assault Factor To Hit number increased to six.
Now both sides apply the hits. All defending units in the overrun hex must receive one hit before any receive two. Hits are applied in the same manner as they were under Ranged Combat (6.1). If the attacking AFVs are disrupted or reduced, they are not allowed to exit the hex and are retreated into the hex from which they entered the overrun hex. A Good Order AFV can conduct as many overruns as its Movement Factor allows, but it cannot overrun the same hex twice in the same impulse—it just looks silly.
Note: No Hill terrain exists in The Untold Stories. There is only Wooded Hill terrain.
Line of Sight
To attack a unit in ranged combat, the attacker must have a clear Line of Sight (LOS) to the target unit. An attacker can always attack an adjacent unit. There are two elevation levels for ground units in World at War: ground level (Level 0) and hill level (Level 1). If a unit occupies a Hill hex it is on hill level; if it is not, it is on ground level. Each defines what a clear LOS is differently.
7.1 Ground Level LOS
If the attacker is on ground level it cannot fire at an enemy unit if blocking terrain is between the attacker and the target's hex. Blocking terrain is (a) one woods, city, city ruins or hill hex or (b) 2 or more rough, shattered forest or wreck hexes (or combination thereof). Terrain in the attacker or defender's hex never affects LOS.
7.2 Hill Level LOS
If an attacker is on a hill or wooded hill hex, it normally may not fire at an enemy unit if its LOS crosses a crest line. An intervening crest line may be ignored if (1) the target is also on a hill or wooded hill hex or (2) the attacker or target is adjacent to the crest line. Blocking terrain may also prevent an attacker on a hill hex from tracing LOS to a target on a hill hex. LOS is blocked by (a) one wooded hill hex or (b) 2 or more hill level shattered forest or wreck hexes (or combination thereof). There aren't any city, city ruin, or rough hexes on hills in The Untold Stories.
If the attacker is on hill or wooded hill level, it may not fire at a ground level enemy unit that is immediately behind (i.e. adjacent to) a woods hex or one or two hexes behind a city or city ruins hex. The target is considered behind the wood or city hex if the LOS from the attacker to the defender crosses the woods or city/city ruins hex before it reaches the target's hex.
If the attacker is on a hill or wooded hill level, it may not fire at an enemy unit on ground level if a hill or wooded hill hex is between the attacker's hex and target's hex.
7.3 LOS Determination
Determine if a hex blocks fire by stretching a thread from the center of the attacker's hex to the center of the defender's hex. If the thread passes through a blocking hex or hexes, the fire is blocked. It does NOT need to actually touch the silhouette of the Woods, City, Hill or whatever. If the thread passes exactly down the side of a blocking hex, such as a City hex, the fire is not blocked; but if the thread passes down the side of two blocking hexes (i.e. splitting them), the LOS is blocked. Note that, for purposes of this rule, the second Rough hex, or combination of Rough hexes and hexes containing Wrecks is considered blocking terrain. For example, LOS from AV6 to AJ12 is blocked.
Artillery
Artillery fire missions are assigned in the scenario briefing in the form of "1 x 45" where 1 is the number of fire missions, 4 is the fire-mission firepower and 5 is the fire-mission To Hit number. There are six types of artillery: High Explosive (HE), Smoke, Field Artillery Scatterable Munitions (FASCAM), Chemical, Dual-Purpose Improved Conventional Munitions (DPICM), and Multiple Launcher Rocket System (MLRS) strikes. Not all types of fire missions are available in The Untold Stories.
Up to two fire missions can be called as the FIRST action of the active Formation's HQ, recon unit, or leader, on any hex or hexes within its LOS. To do so, designate the target hex and roll 1d6: on a roll of 1-5, the fire mission hits the target hex; on a roll of 6, the fire mission strikes a hex designated by your opponent that is adjacent to the intended target hex. Artillery fire missions affect ALL units in the hex. Resolution of the fire missions depends on the fire-mission type.
Units that call artillery are not marked with an Ops Complete marker. They can move, direct fire, or assault in the same Formation impulse, as appropriate, but must call the artillery as their FIRST action.
8.1 High Explosive Fire Missions
To resolve the HE fire mission, roll the number of dice (d6) equal to the fire-mission firepower. Each die rolled that is ≥ the fire-mission To Hit number hits the target.
The target's owner rolls a number of dice (d6) equal to the infantry defensive bonus of the terrain—there is no modifier for concealment. For each die that is ≥ five (5), one of the attacker's hits is ignored. It makes no difference if the target is soft or hard. An infantry unit and vehicle stacked together receive the infantry unit's defensive bonus.
Now apply the hits. If a hex with two units receives one hit, randomly determine which unit takes the hit. All target units must receive one hit before any receive two. AFVs (even thin-skinned AFVs) cannot be reduced as a result of an HE barrage. They are disrupted as a result of the first hit, but subsequent hits do not affect them. Subsequent hits, however, reduce soft targets or UNARMORED vehicles in the same hex as the hard target.
Although HQs CANNOT be attacked by artillery, if any other unit in the hex receives a hit, the HQ rolls for reduction per 1.3.3.2. It's only fair.
8.2 Smoke
To resolve a smoke fire mission, place a Smoke 2 marker in the impact hex as determined in 8.0. This marker blocks LOS, from any elevation, out of, into and through the hex, and the six adjacent hexes, for all non-adjacent units except as noted on the Move Fire and Imaging Table, which is located on the player aid card. Any adjacent units can fire into a Smoke hex. Doing so increases their To Hit number by one.
Flip Smoke 2 markers to their Smoke 1 side during the Marker Removal Phase. Remove Smoke 1 markers in the next Marker Removal Phase.
8.3 Field Artillery Scatterable Munitions (FASCAM)
To resolve a FASCAM fire mission, place a Mine marker in the impact hex as determined in 8.0. Resolve mine attacks as per 12.2.
8.4 Chemical
Only the Warsaw Pact has Chemical fire missions. These fire missions represent a barrage by non-persistent nerve gas. To resolve a Chemical fire mission, place a Chemical marker in the impact hex as determined in 8.0. This barrage immediately attacks any units in the hex and the six adjacent hexes. To resolve the attack, each affected unit must take a morale check. AFVs that fail the morale check are disrupted. If they are already disrupted, they suffer no further penalties. Infantry riding in an AFV (M-113, for example) do not check morale; they suffer the same result as the AFV in which they are riding. Infantry not riding in an AFV (in other words, on foot) that fail the morale check are disrupted AND reduced.
Units must pay an additional two Movement Points to enter a hex with a Chemical marker, or the six adjacent hexes, but suffer no other penalties. Remove Chemical markers in the Marker Removal Phase.
8.5 Dual-Purpose Improved Conventional Munitions (DPICM)
DPICM only affect AFVs. To resolve a DPICM fire mission, determine an impact hex (8.0), and then roll the number of dice (1d6) equal to the fire-mission firepower. Each die rolled that is ≥ the fire mission To Hit number hits the target.
The target's owner rolls a number of dice (1d6) equal to the infantry defensive bonus of the terrain—there is no modifier for concealment. For each die that is ≥ five (5), one of the attacker's hits is ignored. Now apply the hits. All target units must receive one hit before any receive two. In contrast to an HE mission, a DPICM mission can inflict step losses (6.1.6) on AFVs.
8.6 MLRS Strike
This is a rocket-launched artillery strike that impacts a large area. For the Warsaw Pact, the MLRS Strike is a HE (34) attack that covers the target hex plus its six adjacent hexes. NATO's version of the MLRS Strike uses DPICM (23) in the target hex plus its six adjacent hexes. To resolve a DPICM fire mission, determine an impact hex (8.0), and then resolve as indicated above.
8.6 On Map Artillery Units
Some scenarios will utilize units, such as the 2S1, M-110, or M-101 that represent either self-propelled or towed artillery batteries. Such units have two HE ranges - a fixed range, such as 4 or 10, and an infinity range beneath it. These units can be fired in one of three ways.
- These units may direct fire normally at individual targets in their LOS up to their fixed range.
- They can also fire at greater than the fixed range at targets in their LOS as per 8.1.
- Finally, they may fire at units not in their LOS at any range that are in the LOS of a same-formation HQ, leader, or reconnaissance unit. To do so the HQ, leader, or recon unit follows the procedure outlined in 8.0. Mark the artillery units with an Ops Complete marker after they have fired.
Air Support
Air support on the World at War battlefield includes attack helicopters, airstrikes, and air cover. Below is a brief summary.
Helicopters have Formations, and Formation markers, but they have no HQ. When the helicopter's Formation marker is pulled from the cup, all helicopters of the Formation (usually two sections/counters) are activated, considered in command and automatically undisrupted.
Airstrikes are placed in the cup and pulled. They then attack. Air cover is also placed in the cup. When and if it is allowed to attack enemy helicopters and airstrikes depends on when it is pulled from the cup.
9.1 Helicopters on the Move
Except when altered by scenario special rule, helicopters have two modes: flying and hovering. Their default mode is flying (they enter the board in flying mode). When hovering, flip them to the hovering side of their marker. Helicopters use the factors appropriate for the mode/side of counter that they are currently in. Helicopters can change mode ONCE per activation, as their FIRST action, when their Formation is activated.
Helicopters move hex to hex, ignoring the cost of terrain in the hex; their Movement Factor is unlimited, but they can move no more than 12 hexes if they intend to conduct Moving Fire (6.1.3). They still have to move hex to hex though, to give the other side the opportunity to conduct Opportunity Fire against them.
Helicopters cannot assault, but can enter an enemy's hex as long as there isn't an enemy helicopter in the hex. Both units coexist in the hex, and can fire as if they were adjacent to each other. They can also be fired on by units outside of the hex.
9.2 Helicopters on the Attack
Helicopters use the factors appropriate to their current mode (side of counter). Helicopters use their HE firepower to attack any soft or hard target. For example, when a hovering Hind fires on an armored vehicle using its HE firepower, it rolls four dice and each hits if the roll is five or higher.
Helicopters can fire after moving up to 12 hexes. They cannot fire in the same impulse if they move greater than 12 hexes. Helicopters can only move when in flying mode, hence their moving-fire penalty is already incorporated into the factors on the flying side of their counter.
Designer's Note: Helicopters in flying mode don't have an AP firepower because the Anti-Tank Guided Missiles (ATGMs) represented by their AP firepower were difficult, if not impossible, to control while the chopper was zipping along at over a hundred miles an hour. Note also that the helicopter's HE firepower represents the cannon/mini-gun carried by most attack helicopters. This cannon was very effective against the thin armor on top of a tank/AFV, hence the helicopter's ability to attack hard targets with its HE firepower.
9.2.1 Pop-up Attacks
Hovering helicopters can conduct pop-up attacks. To do so, the owning player declares his intent. The pop up raises the helicopter's level by one (for example, from level 2 to level 3 . . . see chart on the Player-aid Card). The helicopter then conducts its attack. Any ONE unit within range of a helicopter and otherwise eligible to conduct Opportunity Fire (OF) can OF on the helicopter after the helicopter conducts its attack, but before the damage is assessed. Both units (the attacking helicopter and the unit conducting OF) then assess the damage simultaneously, allowing them to destroy each other in a true Hollywood moment.
9.3 Helicopters as Targets
Helicopters can be attacked by both armor-piercing (AP) and high-explosive (HE) weapons, and roll against any hits using their Armor Value and Save Number. Non-anti-aircraft units (units without a blue firepower factor) attacking helicopters halve their range, dropping fractions, but can always attack an adjacent helicopter. For example, a unit with a range of 5 has a range of 2 when attacking a helicopter. Non-anti-aircraft units cannot fire at extended range when targeting helicopters and do NOT receive reduced-range modifiers (6.1.2).
Non-anti-aircraft units with an underlined range CANNOT be used to attack flying helicopters. When attacking hovering helicopters, their range is halved.
Anti-aircraft units are so designated by their blue firepower. They do not halve their range when attacking helicopters. Extended- and close-range modifiers apply normally to AA units. Note that missile-firing AA units—such as the Blowpipe missile—that have an underlined range do NOT receive extended- and close-range modifiers.
The first hit on a helicopter disrupts it; a hit on a disrupted helicopter eliminates it. Place a Wreck marker in the eliminated helicopter's hex (yes, one of those vehicle Wrecks). If the hex is currently occupied, roll 1d6: on a roll of one (1), one randomly selected unit in the hex receives a hit (6.1.6). Disrupted helicopters AUTOMATICALLY rally when their Formation is activated.
Yet Another Designer's Note: Why the high armor factor and save number on a chopper? Although helicopters did have some armor (the Hind more than the Cobra), the armor factors on flying helicopters represent the difficulty in hitting a speeding chopper flying nap of the earth.
9.4 Helicopters and LOS
Helicopters are considered to be one elevation higher than the terrain they are flying or hovering over. Accordingly, helicopters are considered at the height shown in the Helicopter LOS Table on the Player-aid Card.
9.5 Airstrikes
Depending on the scenario, players can call in an airstrike. When an airstrike arrives the airstrike counter is placed in the cup. When the counter is pulled it must be played by the owning player. Conduct the strike using the following steps:
- The player places the airstrike counter in the target hex.
- The defending player shoots at the airstrike counter with in-range, on-map anti-aircraft (AA) units (blue firepower). Each eligible unit that is not marked Ops Complete can fire. There are no LOS requirements. Each attack is conducted individually, but all hits are summed. Mark firing units Ops Complete. The airstrike counter rolls to ignore hits as per 6.1, using its armor value and save number. One hit disrupts/damages the airstrike, forcing it to abort (a disrupted counter is not used). The owning player then rolls 1d6: on a 1–3 the plane returns to base (remove the airstrike counter from play); on a 4–6, it goes back in the cup at the start of the next turn (the pilot will try to circle back). Two hits and the aircraft is shot down; remove the airstrike counter from play.
- If not hit, the airstrike attacks the chosen target hex. If hard targets (units with an armor value) are present in the target hex, the attack hits with the airstrike counter's AP firepower rating; if only soft targets are present, the strike hits with the airstrike counter's HE firepower.
- The airstrike counter's owner rolls for hits as per 6.1. The target's owner rolls a number of defensive dice (d6) equal to the defensive bonus of the terrain—there is no modifier for concealment. For each die that is ≥ five (5), one of the airstrike counter's hits is ignored. It makes no difference if the target is soft or hard. All hits then distributed against the defenders with all taking one hit, then two, etc.
- If both hard and soft targets are present in the hex, the owner of the airstrike chooses which to attack and the hits are only assessed against that unit.
- The attacker now rolls 1d6 to determine the aircraft's status: if the result is > the number of hits rolled (before the defender rolled his defensive dice) its counter goes back into the cup at the start of the next turn, to attack again; if the result is ≤ the number of hits rolled, it is removed from play (out of ammo).
9.6 Air Cover
Air cover represents jet fighters interdicting enemy ground attack aircraft or attacking enemy helicopters. When a player is awarded air cover, he places the marker in the cup as directed by the scenario.
During a turn if the marker has been pulled, it is placed next to the owning player and can be used to counter the enemy airstrikes which are executed subsequently in the same turn, as described in 9.5, or helicopters, as described in 9.3. If it has not been pulled, it cannot counter either.
If a turn ends and Air Cover marker has not been pulled, or has been pulled but not used, it is left in/returned to the cup in the Marker Removal Phase.
Air cover attacks with anti-aircraft firepower listed on the counter. Airstrike counters roll to ignore hits as they would with any other AA fire. Hits are applied as described under 9.5. After the Air cover attacks it is removed from play.
Air cover can also be used to attack enemy helicopters. The owning player simply places the air cover counter on the helicopter counter it wishes to attack and attacks the helicopter with the air cover counter's AA firepower. The Helicopter then rolls to ignore/negate hits. Apply all hits normally and then remove the air cover counter from play.
Jamming
This represents an attempt to disrupt an enemy Formation's communications by using Electronic Warfare. Jamming is awarded in the form of a jammed counter that is added to the cup.
When the counter is drawn it is placed by the owning player, as designated in the scenario briefing, on an enemy HQ of her choice. That formation and any attached units are subject to the following effects:
a. When that enemy formation pulls its Formation marker from the cup, it must roll for each hex containing its units to determine if they are in command.
b. Units in the HQ's hex, and units with an assigned leader, are automatically in command.
c. Disrupted units in the Jammed Formation are penalized a +1 to their morale rolls when attempting to rally.
d. During each marker removal phase the player owning the jammed formations rolls 1d6. If the result is even, flip the Jamming marker to its Resolving side. If the Resolving side is already displayed, remove the marker.
Battlefield Chaos
This mechanic simulates the chaos of war. When specified in a scenario write-up, the Chaos marker is added to the chit-draw cup (usually at the beginning of the scenario). When the Chaos marker is drawn roll 2d6 (doesn't matter who tosses the dice) and consult the Battlefield Chaos Table on the player's aid card. Some results are good, some are not so good, some results apply to the Warsaw Pact forces and some the NATO allies.
Unless directed to remove the Chaos marker return it to the cup in the Marker Removal Phase. In some cases, the effect will befall the player whose Formation marker is drawn next (if the turn ends before another Formation marker is drawn, ignore the effect and return the marker to the cup).
Fortifications and Terrain Improvements
Given time defenders will use bulldozers, explosives, and even shovels to increase their protection against enemy attacks. The following rules cover man-made fortifications and improvements.
12.1 Improved Positions (IP)
Improved positions are assigned in the scenario. An improved position can be placed in any hex, and nullifies the first hit of any attack, including an assault. Improved positions remain on the map for the duration of the scenario.
Example: A T-80 platoon rolls two hits against an infantry platoon in an improved position in woods. The improved position negates the first hit, and then the infantry rolls 1d6, as delineated on the Terrain Effects chart for woods to negate the second hit. In another example, an infantry platoon in an improved position is assaulted by an enemy platoon. The enemy rolls two hits. The first is negated.
12.2 Mines
Mine counters can be placed as directed by the scenario or with a FASCAM artillery strike. Once placed, the mine immediately attacks any unit that enters (or helicopter that lands in) the hex or the six adjacent hexes. The unit rolls 1d6, if the result is odd the unit is disrupted, if the result is even there is no effect. On a die roll of 6 the mine marker is removed.
Scenarios
Overview: You can play these scenarios however you like. Did you really need me to tell you that? Probably not. Gamers tend to be an intelligent and independent lot. Much more so than their TV-watching brethren.
But although the scenarios are there to be played as you wish, that isn't how I wrote them. I wrote them to tell a story. I didn't know the story was there until I began the design. I thought this was supposed to be a module about the previously ignored NATO allies, but as I researched, mapped, and scribbled I found a story about the East Germans - real people who yearned for the reunification of their country as much as their western counterparts did. The personification of that yearning was a man called Wolf, a decent man thrown into indecent times.
So this is their story, Wolf's story. It works best if you play it through beginning to end, scenario one to scenario twelve. Have fun.
Control: To control a city, or any other hex, for that matter, a player must have a unit in, or have been the last player to pass a unit through, each hex of the city. A player automatically begins the game with control of all
(The rules preview PDF ends here, mid-sentence, at the bottom of its final page. The twelve scenario write-ups that follow in the printed rulebook were not part of the released preview.)