Central America
Central America Rulebook
Table of Contents
Table of Contents
- 1.0 INTRODUCTION
- 2.0 GAME EQUIPMENT
- 3.0 CONVENTIONAL GAME SEQUENCE OF PLAY
- 3.1 Sequence of Play
- SUPPLY PHASE
- GROUND UNIT REORGANIZATION PHASE
- REGULAR GROUND UNIT MOVEMENT PHASE
- INSURGENCY MOVEMENT PHASE
- INSURGENCY PLACEMENT PHASE
- ALLIED AERIAL COUNTERINSURGENCY PHASE
- FIRST INSURGENCY DISBANDMENT PHASE
- AIR MISSION PHASE
- GROUND COMBAT PHASE
- RESERVE MOVEMENT PHASE
- SECOND INSURGENCY DISBANDMENT PHASE
- 3.1 Sequence of Play
- 4.0 AIR UNITS
- 5.0 HELICOPTER UNITS
- 6.0 AIR MISSIONS
- 7.0 GROUND UNITS
- 8.0 INSURGENCY UNITS
- 9.0 SUPPLY
- 10.0 COMBAT
- 11.0 REORGANIZING AND REBUILDING UNITS
- 12.0 REINFORCEMENTS
- 13.0 INTERVENTION GAME SEQUENCE OF PLAY
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- *US NIGHT NAVAL BOMBARDMENT PHASE
- SUPPLY PHASE
- GROUND UNIT REORGANIZATION PHASE
- *GUERRILLA ATTACK PHASE
- REGULAR GROUND UNIT MOVEMENT PHASE
- INSURGENCY MOVEMENT PHASE
- INSURGENCY PLACEMENT PHASE
- ALLIED AERIAL COUNTERINSURGENCY PHASE
- FIRST INSURGENCY DISBANDMENT PHASE
- AIR MISSION PHASE
- *ALLIED REACTION AIR MISSION PHASE
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- 14.0 INTERVENTION AIR RULES
- 15.0 UNITED STATES INVOLVEMENT
- 16.0 INTERVENTION GROUND RULES
- 17.0 POLITICAL CONSIDERATIONS
- 18.0 OPTIONAL RULES
1.0 INTRODUCTION
Central America is an operational simulation of past, present, and potential warfare in Costa Rica, Nicaragua, Honduras, and El Salvador. Each turn represents two days of real time, and each hex is about 15 miles from side to side. Each ground unit Attack Value point represents 500 to 1000 combatants. It should be noted that the unit size of military units varies greatly from country to country and that troop quality has been factored into the combat values. A halfstrength Nicaraguan brigade, for example, may actually have the same number of troops as a full-strength United States battalion (approximately 1200 men). Several scenarios, such as "The Soccer War" and "The Fall of Somoza" cover actual conflicts that have occurred in Central America. The main focus of the game, however, is on potential warfare that could erupt between Nicaragua and its neighbors. The presence of Contra forces in Honduras and Costa Rica is a continual threat to the government in Managua. Likewise, the communist insurgency forces in El Salvador threaten one of the United States' allies. The ramifications of United States involvement in such war is presented in several lights — from limited commitment of air and ground units in the area to a direct invasion of Nicaragua with the intention of overthrowing the Sandinista government. The Rules Booklets: There are three levels of complexity to Central America. The Conventional Game book presents the standard rules for air and ground movement, supply and combat resolution (Sections 3.0 through 12.0) This version of the game is the simplest, and a number scenarios can be played in a relatively short time at this level. The Intervention Game book includes rules for United States forces and enhanced capabilities of units (Sections 13.0 through 17.0); the Intervention Game uses a slightly different sequence of play from the Conventional Game and scenarios at this level take longer to play. The Optional Rules (Section 18.0) in this book make the game much more realistic but also increase the playing time considerably. A situation analysis of con-flict in Central America and a chronology of the 1979 revolution in Nicaragua round off this book. The Scenario Booklet: This booklet includes 16 scenarios (4 Introductory, 5 Intermediate, and 7 Campaign), the scenario generation system (Section 22.0), and the set-ups for generated scenarios (Section 23.0). The Communist Orders of Battle for scenarios 5 through 16 and the FSLN and Communist Preparedness Levels (for generated scenarios) are all included in the center of this booklet. The center pages can be removed to speed up the set-ups of a scenario.. The Introductory Scenarios in Section 19.0 are included to teach players the basics of the game and can be played in one or two hours. The Intermediate Scenarios in Section 20.0 take three or more hours to play; they can be played at either the Conventional or Intervention level. The Campaign Scenarios in Section 21.0 take six or more hours to play and cover a wide spectrum of conflict in the area; most of the scenarios are played at the Intervention level. A Scenario Generation System is included in Section 22.0, which allows players to create their own scenarios and examine conflict in Central America based upon the involvement of the superpowers. Section 23.0 is used in conjunction with the scenario generation system and lists the units available and their placements at various levels of preparedness. Charts and Tables Booklets: Each player also receives an 8-page booklet, which includes the charts and tables used in the game. Note that the major difference between the two booklets is the last page, which contains each player's Victory Point Record. IMPORTANT NOTE: When reading through the rules, it is suggested that players refer to the Charts and Tables Booklets when reference is made to charts and tables. It is also recommended that when examples of play are given, players set up the counters on the map, refer to the Charts and Tables Booklets, and play through each example.
2.0 GAME EQUIPMENT
2.1 Game Components
A complete game of Central America includes these items:
• One Conventional Game Rules Booklet
• One Intervention Game Rules Booklet
• One Scenario Booklet
• One 22-inch by 32-inch Mapsheet
• Three sets of 260 1/2-inch Playing Pieces (Counters)
• Two Charts and Table Booklets
• Two Player Record Cards
• One 6-sided Die
• One Counter Tray
2.2 Game Questions
If you have any questions about the rules to Central America, please feel free to send in your questions, written so they can be answered with a one or two word response when possible. Be sure to enclose a stamped, self-addressed envelope with your questions. Send your questions to: Central America Questions Victory Game, Inc. 43 West 33rd Street New York, NY 10001 Note: Correspondence that does not contain a stamped, selfaddressed envelope will not be returned. Please do not call Victory Games with your questions. 2.3 PlaVing Pieces The military forces of 23 countries and political parties are represented in the playing pieces (counters), and are divided into two major factions: Communists and Allies. Each country or political party has a color system unique to itself, and is differentiated by abbreviations (see 2.5). The countries and/or political parties that belong to each faction are as follows: Communists: Sandinista National Liberation Front (FSLN), Cuba, Soviet Union, Farabundo Marti National Liberation (FMLN), Communist International, Libya, Popular Front for the Liberation of Palestine (PFLP), Revolutionary Movement of Honduras (MRH), Movement 19 (M-19), and People's Revolutionary Movement (MRP). Allies: Honduras, El Salvador, Costa Rica, Central Intelligence Agency (CIA), United States, Israel, Colombia, Mexico, Guatemala, Civilian Military Assistance (CMA), Nicaraguan Democratic Forces (FDN), Revolutionary Democratic Alliance and Army (ARDE), and Nicaraguan Guardia Nacional (Somoza). There are three basic types of playing pieces: air units, helicopter units, and ground units. Each type has different game values and functions, which are explained later in the rules. The front of each counter is its full-strength side; the back, with reduced combat values, is its half-strength side. Each player has a set of markers, which are used to record game information; Allied markers are light blue and Communist markers are orange. The tan markers are neutral and are used by both players.
2.3 Playing Pieces
Notes on the Counters
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A ground unit with this symbol ("0%) means that it can be moved by transport air and helicopters units and dropped by parachute into a hex (see "Transport Strike Missions" in Section 6.4). Insurgency capable ground units are denoted by the color band along the middle of their counters. The parent unit designation is printed in bold italics underneath the unit designation. For example, all units belonging to the US 82nd Airborne Division have 82 in the lower lefthand corner.
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On the backs of their counters, ground units and helicopters have their sizes in parenthese to indicate that they have taken a step loss.
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In examples in the rules and in the scenario set-ups, ground units are listed by three numbers (e.g., a Nicaraguan 2-3-3 infantry brigade). The first number is the Attack Value, the second is the Defense Value, and the third is the Movement Allowance.
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Non-mobile AA sites contain surface-to-air missiles and antiaircraft guns.
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Each air unit has a rating letter "D" (defense only), "S" (slow), or "J" (jet) next to its Air Combat Value, which describes its capability in air-to-air combat (see 4.1 and 10.3). Air units with a Movement Radius of "U" have an unlimited radius and can move anywhere on the map, although they still trace a path across the map when moving. Electronic warfare capability for air units is indicated by the letters EW or AWACS on the counter (see 4.7). Units with the air facility indicator can be based only at airports (see 4.3).
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US AV-8B air units have capabilities of both combat air units and attack helicopters. They have a Movement Radius of 12 when based at air facilities or in a Holding Box and a radius of 3 when based in hexes that do not contain air facilities. See 14.3 for more details.
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Air units capable of performing standoff air attacks (see 18.7) have a colored circle over their Air Combat or Bombardment Values, indicating which value can is employed.
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CIA helicopters can act both as an attack and a transport helicopter (see 5.6). All helicopters have a "D" (defense only) rating for their Air Combat Value (see 5.1). Load Capacities on transport helicopters are indicated by colored boxes. Except for CIA helicopters, all other transport helicopters have a Bombardment Value of O. On the backs of their counters, helicopters have their sizes in parentheses to indicate that they have taken a step loss.
2.4 Glossary of Terms
an air facility; the presence of air units at an air facility is indicated by an Air Group marker in the hex. See 4.3. Air Group: One or more air units at an air facility are called an air group. The air units are kept openly on a player's Air Group Display, and an Air Group marker is placed on the map in the hex where the air units are based. If an air group contains an electronic warfare air unit (EW or AWACS), the "&EW" side of the marker is put face up in the air facility hex. See 4.2. Air Mission: When air units and helicopters move across the map to undertake some activity, they perform an air mission. There are three basic types of missions. Offensive combat missions are used to attack ground units and terrain features, to assist friendly ground units during ground combat, and to provide air escort. Defensive missions are used to attack enemy air units and helicopters and to assist friendly ground units during ground combat initiated by enemy units. Transport missions are used to move units and supplies from one area on the map to another. See 6.0. Understanding the following game concepts is irnpoftant to the play of Central America. Each concept is explained more fully in the rules. Aerial Counterinsurgency: An air mission performed to prevent enemy insurgency units from appearing on the map. Each combat air unit and attack helicopter has an Aerial Counterinsurgency Qualifier (A, B, C, or D) next to its Bombardment Value, which indicates its effectiveness when attacking guerrilla for,ses. See 6.2. Air Combat Value: This value reflects an air uAit's or helicopter's capability in air combat (see 10.2). The value is followed by a rating letter: "D" (defense only), "S" (slow), or "r (jet). The rating, is used to determine what other air units or helicopters the unit can attack. See 4.1 and 5.1. Air Facility: There are two types of air facilities: airports and airstrips. Air units (except the US Marine AV-8B's) must always be based at Air Supply: Allied units can be supplied for movement and combat through the 82nd Airborne Division's Air Supply markers. See 15.3. Amphibious Assaults: Only US Marine units can enter and attack Pacific or Caribbean coast hexes. See 15.2. Attack Value: The strength of a ground unit when attacking enemy units is expressed as its Attack Value. See 7.1 and 10.4. Beachhead: Once US Marine units have successfully conducted an amphibious assault, a USMC Beachhead marker can be placed on a coast hex to provide supply for US Marines and other Allied units. See 15.2. Bombardment Strike: This air mission is used to attack a single enemy ground unit, an installation or terrain feature, or a combination of the two. See 6.2. Bombardment Value: A number used to indicate the power and effectiveness of air units and attack helicopters when performing offensive air missions. The Bombardment Value is also expressed as Bombardment Points (see 4.1). Ground units, when they perform a demolitions attempt, also have an intrinsic Bombardment Value (see 16.2) as do insurgency units performing guerrilla attacks (see 16.1). US Night Naval Bombardments also have a Bombardment Value (see 15.1). Close Air Support: This air mission uses an air unit's or attack helicopter's Bombardment Value to bomb and weaken enemy ground units that will later be attacked by friendly ground units. See 6.2. Defense Value: The strength of a ground unit when defending in combat is represented by a number, the Defense Value. Note that this value is often greater than the unit's Attack Value, since a military unit can coordinate its firepower better on the defensive than on the offensive. See 7.1 and 10.4. Demolitions: Ground units can attempt to blow up terrain features (such as roads and bridges) or installations (such as ports and air facilities) to slow enemy ground units or to prevent them from being used by enemy units. See 16.2. Doctrine: In the Scenario Generation System (22.0), the attitudes of the superpowers towards warfare in Central America is reflected by their doctrines. The doctrine may reflect little interference on their part (Non-Intervention), considerable interest and military support (Monroe/Brezhnev Doctrine), or total support and heavy military intervention (Aggressive Support/Adventurism). Electronic Warfare: The ability to detect enemy units and to jam their electronic equipment is vital in modern warfare. Electronic warfare units (EW and AWACS) and Masaya provide a player with considerable advantages during air missions and ground combat. See 4.7. Escort: This offensive air mission allows air units or an attack helicopter with a strong Air Combat Value to join other friendly units of the same type (air or helicopter) and to protect them from enemy air interception. See 6.2. Friendly and Enemy: Units are frequently referred to as friendly or enemy in the rules. Friendly refers to those units controlled by the owning player while enemy refers to units controlled by the opponent. Friendly, Supplied Hex: Helicopters and US AV-8B air units have the flexibility to be based at and supplied from hexes other than those containing air facilities. See 5.3 and 14.3. Ground Combat Support: This air mission allows attack helicopters (and US AV-8B air units) to assist friendly ground units with their Ground Combat Values during ground combat. It can be used offensively or defensively and reflects the ability of helicopters to hover for long periods of time over the battlefield. See 6.2, 6.3., and 14.3. Ground Combat Value: The power of an attack helicopter's or AV-8B's weapons to assist units in ground combat is reflected by this number. See 6.2 and 6.3. Guerrilla Attack: A type of combat initiated by insurgency units behind enemy lines aimed at blowing up installations and terrain features. See 16.1. Hex Terrain: Each hex is classified as one type of terrain, based on the contours of the terrain and the predominant foliage and vegetation. Installations: Installations consist of air facilities, ports, the EW complex at Masaya in Nicaragua, and non-mobile SAM and AA sites. Installations may be subjected to attack by Bombardment Strike air missions (see 6.2), US Night Naval Bombardment (see 15.1), guerrilla attacks (see 16.1), and demoltions (see 16.2). Insurgency Units: Forces that have been specially trained to wage guerrilla warfare are called insurgency units. Insurgency units can either be used as normal military units, or they can use their unique abilities for infiltration and guerrilla attacks. Insurgency units are denoted by a colored stripe along the center of their counters. See 8.0 and 16.1. Intensity Level: The number of air units and/or helicopters involved in air combat reflects the intensity of the combat. The more units involved, the higher the intensity level. See 10.3. Interception: This air mission allows combat air units to attack enemy units before they can perform a combat or transport mission. The ability of air units to attack other units is reflected by the rating letter than follows their Air Combat Values ("ry for defense only, "S" for slow air units, and for jet aircraft). See 4.1 and 6.3. Joint Air Missions: Air units based at different air facilities may be able to link up and perform air missions together if the facilities are all within the electronic detection range of an EW or AWACS unit or Masaya. See 4.7. Load Capacity: The ability of a transport air unit or helicopter to move ground units and supplies across the map is reflected in its Load Capacity. The larger the Load Capacity, the more the aircraft or helicopter can carry. See 6.3. Masaya Detection Range: The city of Masaya in Nicaragua has an extensive EW and radar detection complex that can detect enemy air units at a considerable distance. The range of Masaya while its equipment is undamaged is depicted on the map by a dragontooth pattern. See 4.7 and 14.5. Merchant Shipping Raid: The Communist player can use this offensive air mission to attack (abstractly) Allied shipping in the Pacific and Caribbean. See 14.4. Mobilization: In the Scenario Generation System (22.0), military units of Nicaragua and El Salvador begin below full capacity. These units can be strengthened by spending Mobilization Points, which represent the call up of reserves to bring forces up to their full strength. Movement Allowance: The ability of ground units to move across the map is expressed by their Movement Allowance. Ground units are divided into two major groups (infantry and armor) which have differing rates of movement through terrain. The Movement Allowance is expressed as Movement Points. See 7.1. Movement Radius: The maximum distance that an air unit or helicopter can move across the map to a target. After completing its mission, an air unit may move to a friendly air facility a distance equal to or less than its Movement Radius; a helicopter unit may return to an air facility or a friendly, occupied hex. See 4.1 and 5.3. National Border: The borders of each country are depicted on the map. The national borders are included for player information. See "Set-up Boundaries" (below). Night Naval Bombardment: The potency of the US Navy's gunnery and surface-to-surface missiles against enemy targets in coast hexes is reflected by this capability. See 15.1. Paradrop and Helicopter Assault: Ground units with this symbology (v.) are capable of parachuting from transport air and helicopter units onto the map. In addition, transport helicopters can move US Marine infantry, special forces, and the US 6th Air Cavalry cavalry battalion across the map by helicopter assault. See 6.4. Population Centers: Population centers include cities, towns, villages, and ports. Preparedness Level: In the Scenario Generation System (22.0), the on-map forces begin scenarios at various levels of war readiness. The higher the Preparedness Level, the better prepared that country is for war and the more freely the owning player can deploy his units. Pursuit: If ground combat results in the defending units being forced to retreat, some of the attacking units can move into the terrain the defenders vacated. Pursuit is important for surrounding enemy ground units and gaining territorial objectives. See 10.5. Rebuilding: Infantry units that have been eliminated by ground combat can be rebuilt to full strength by the expenditure of Reorganization Points. Even though a unit has been removed from the map, it still continues to exist but at such a disorganized state that it is incapable of continuing to fight until equipment or new soldiers become available. See 11.2. Reorganization: Ground units that suffer combat losses have lower Attack and Defense Values, but they can still act as cohesive military groups. These units can be made full-strength again by expending Reorganization Points, which represent new soldiers and equipment that have been added to the original unit. See 11.1. Reserve: Armor units and insurgency units have the ability to move twice in a turn. Armor units can wait in reserve until a breakthrough in the enemy lines has been established and can then advance. Insurgency units can move, take part in an attack, and continue to infiltrate through enemy lines. See 8.4 and 10.5. Rotation of Counters: The facing of counters is important for remem-bering what the units have done in a turn. During each End of Turn Stage, both players should make all their counters are rotated from 90 or 180 degrees back to their normal facing. There are three reasons for rotating counters from their normal facing: Air Facilities: If the Allied player captures a Nicaraguan air facility, he can place an Allied Air Group marker in the hex rotated 180 degrees to indicate that it cannot be used by US air units in that turn. See 4.3. Helicopters and US AV-8B Air Units: If one of these units has completed all actions for a turn, its counter is rotated 180 degrees. If it can still perform another function in the turn (an air mission or movement), it is rotated 90 degrees until all functions are over. See 5.2 and 14.3. Insurgency Units: An insurgency unit that has performed a guerrilla attack is rotated 180 degrees to indicate that it can perform no other function (except defending itself) for the rest of the turn. See 16.1. Set-up Boundaries: These boundaries are depicted on the map and are used when setting up a country's units. They also are used to limit the movement of some units from one country to another as outlined in rules section 17.0, the scenarios, and the scenario generation system. Special Munitions: The United States has many sophisticated weapons that can be delivered by air units. Smart, cluster, and incendiary bombs are special munitions that provide positive die roll modifications and column shifts for the Allied player. See 18.7. Stacking: The size of military units determines how many can occupy the same space on the map. The size is reflected by Stacking Points. See 7.5. Standoff Air Attacks: Certain US and Soviet air units can standoff from their targets and still use their combat capabilities, reflecting the extensive range of air-to-surface or air-to-air missiles. See 18.7. Supply Depot: A supply depot is a stockpile of ammunition and fuel to keep military units moving and fighting. The depots are moved by transport air and helicopter units to provide supplies for military units that would otherwise be too weak to fight and move efficiently. See 9.3. Supply Line: Supplies are moved abstractly to military units by trucks and other forms of ground transportation. To permit movement and full-strength combat, supply lines must be kept open between sources that provide supply and the military units. See 9.2. Supply Source: Certain areas on the map are well supplied with war materiels needed by military units. These sources continue to provide supply as long as they are not captured by enemy ground units and while supply lines exist between the sources and the military units. See 9.1. Tactical Bombardment: Numerous air units associated with US Navy ships plus the ships themselves (although not depicted by counters) have the ability to support Allied ground unit attacks in coast hexes through US Tactical Bombardment. See 15.1. Terrain Features: Terrain features include roads, trails, supply sources, land mines, etc. They sometimes have an effect on ground unit movement (see 7.7) and combat (see 10.4). Terrain features that can be attacked by Bombardment Points primarily refer to roads and bridges. Transport Strike: This air mission allows ground units to be moved across the map by transport air and helicopter units. Paradrops and helicopter assaults are Transport Strike missions. See 6.4. US Intervention Level: In the Scenario Generation System (22.0), restrictions as to where US units can move on the map are reflected by the US Intervention Levels. War Powers Act: In the Scenario Generation System (22.0), the willingness of the United States Congress to support US units fighting in Central America is abstracted by the War Powers Act. Congress may force US units to leave the area or it may declare war against Nicaragua. See 22.5. Zones of Control: Most ground units have Zones of Control, which may limit the movement of enemy ground units. This concept abstracts patrols that are sent out from main units to scout for the enemy and to engage him in combat until reinforcements arrive. See 7.3.
2.5 Abbreviations
The following abbreviation appear on the counters and in the rules:
COUNTRIES AND FACTIONS
ARDE: Revolutionary Democratic Alliance and Army CI: Communist International CMA: Civilian Military Assistance CO: Colombia CR: Costa Rica CU: Cuba ERP: Peoples Revolutionary Army ES: El Salvador FDN: Nicaraguan Democratic Forces FMLN: Farabundo Marti National Liberation FSLN: Sandinista National Liberation Front GN: Guardia Nacional (Somoza) GU: Guatemala HN: Honduras IS: Israel LI: Libya M-19: Movement 19 (Colombian communists) MRH: Revolutionary Movement of Honduras MRP: Peoples Revolutionary Movement (Costa Rican communists) MX: Mexico NI: Nicaragua (Sandinistas or FSLN) PFLP: Popular Front for the Liberation of Palestine SU: Soviet Union UNO: Unified Nicaraguan Opposition US: United States 1C: 1st Cavalry Division 6AC: 6th Air Cavalry Brigade 9: 9th Light Infantry Division 82: 82nd Airborne Division CIA: Central Intelligence Agency SC: Southern Command TFB: Task Force Bayonet USA: United States Army USAF: United States Air Force USMC: United States Marine Corps (1st Marine Division) USN: United States Navy
UNIT DESIGNATIONS
Allies
ARDE
CON: Nicaraguan Opposition Coalition FARN: Revolutionary Armed Forces of Nicaragua MDN: Nicaraguan Democratic Movement Rama: Rama Indians Sumo: Sumo Indians
COSTA RICA
CvGd: Civil Guard R1Gd: Rural Guard
EL SALVADOR
INC: 1st Naval Commandos Atl: Atlacatl Atn: Atonal Immediate Reaction ARCE: ARCE Immediate Reaction Bel: Belloso Immediate Reaction BIM: Battalion of Naval Infantrymen (Battalon de Infanteria de Marina) Cav: El Salvador Cavalry Regiment Cay: Cayaguanca Cob: Cobra NG: National Guard Ourg: Ouragon RR: Ronald Reagan SOG: Special Operations Group TP: Treasury Police FDN 078: 78th Commandos ATrp: Air Troop CIM: Military Instruction Center COE: Special Operations Commandos Cond: Condor Cst: Andres Castro Dir: Diriangen ELN: National Liberation Army Est: Jose Dolores Estrada FAD: Democratic Armed Forces FARC: Anti-Communist Armed Forces (FARAC) FRPA: Patriotic Anti-Communist Front (FREPA) IF: UDN Internal Front JC: Juan Castro KISN: United Villages of the Nicaraguan Atlantic Coast (KISAN) Leg: 15th of September Legion M-3: Third-Way Movement Meza: Santiago Meza MLN. Nicaraguan Liberation Movement Mskt: Miskito Indians Nic: Nicarao Panc: Task Force Pancasan Qui: Quilali RH: Rafael Herrara Sag: Sagitario Salz: Jorge Salazar Seg: Segovia SJac: San Jacinto Battle Unit Ter: Task Force La Tercera UDN: Nicaraguan Democratic Union
GUARDIA NACIONAL
1AS: 1st Armored (Somoza) AMRC: Association of Somocista Retired Soldiers, Workers, and Peasants (AMROCS) BECT: Special Counter-Terrorist Brigade (BECAT) CA: Blue Shirts (Somocista Paramilitary Youth) Cas: The Rattlesnakes Cmbt: The Combat Battalion EEBI: Basic Infantry Training School Gndm: Gendarmerie OSN: National Security Office SIM: Military Intelligence Service
HONDURAS
Cen: Centauros CES: Special Security Corps G: Presidential Guards Rgr: Rangers
S. Myst: Super Mystere Tac: Tactical Army Group
ISRAEL
MRP
SOVIET UNION
Mosd: Mossad (Institute for Intelligence and Special Assignments) PVP: Popular Vanguard Party
NICARAGUA
Des: Desant (landing forces unit) IL: Illyushin M: Mikoyan (MiG) S: Sukhoi T: Tupolev Y: Yakolev VDV: Airborne Forces (Vozdushno Desantnye Voysha)
UNITED STATES
C: Cavalry CV: Aircraft Carrier MAF: Marine Amphibious Force MI: Military Intelligence MLRS: Multiple Launch Rocket System Rec: Reconnaissance Rgr: Rangers SF: Special Forces Communists
FMLN
ERP: Peoples Revolutionary Army FAC: Communist Armed Forces FARN: Armed Forces of National Resistance FPL: Popular Liberation Front PCS: Salvadoran Communist Party PRTC: Revolutionary Party of Central American Workers BLI: Internal Irregular Warfare Battalion (Battalion Lempiesa Internal) Brvo: Jorge Sinforoso Bravo CDS: Sandinista Defense Committees Cham: Camilo Chamorro CODE: Specially Assigned Commandos (Commandos de Destine Especial) DGSE: Nicaraguan State Security (Pablo Ubeda Troops) DGSP: Nicaraguan State Police Estr: Francisco Estrada Lopz: Santos Lopez MPS: Sandinista People's Militia Oroz: Rolando Orozco PCN: Nicaraguan Communist Party Pom: German Pomares SB: Simon Bolivar TPF: Frontier Guard Troops Turc: Oscar Turcios Uman: Juan Pablo Umancor Veng: Cristobal Venegas
GENERAL GAME ABBREVIATIONS
AA: Anti-Aircraft AWACS: Airborne Warning and Control System EW: Electronic Warfare LSU: Logistics Supply Unit Repl: Replacement Tank Unit RP: Resource Point SAM: Surface-to-Air Missile VP: Victory Points
3.0 CONVENTIONAL GAME SEQUENCE OF PLAY
The scenarios in Sections 19.0, 20.0, and 21.0 list how many Game Turns are played; scenarios using the Scenario Generation System (22.0) have a variable number of Game Turns. Each Game Turn consists of the Communist Ground and Air Stage, the Allied Ground and Air Stage, and the End of Turn Stage. Players perform all activities in strict accordance with the Sequence of Play outlined below.
3.1 Sequence of Play
The following Sequence of Play is used for all Conventional Game scenarios. Additional phases are added in the Intervention Game. Note that the actions performed in most phases of the Communist Air and Ground Stage are almost identical to those performed in the Allied Air and Ground Stage. Communist Ground and Air Stage
SUPPLY PHASE
The players check the supply status of their units. Actions are performed in the following sequence:
A. Any Communist player Supply Depot markers that provide supply to units are flipped over to their "Supply Exhausted sides.
B. The Communist player traces supply lines for all his units. Any units that cannot trace supply lines have Out of Supply markers placed on them.
C. The Communist player can create one or two new Supply Depots from his allotted total. The new depots are placed in cities, Supply Sources, or air facilities inside Nicaragua.
D. Any Allied player Supply Depot markers that provide supply to units are flipped over to their "Supply Exhausted" sides.
E. The Allied player traces supply lines for all his units. Any units that cannot trace supply lines have Out of Supply markers placed on them. Note: Only step C occurs during the first Game Turn of all scenarios. The rest of the steps are skipped since all units are considered in supply throughout the first turn of a scenario. Each player will have two opportunities to provide supply and trace supply lines. This is the first; the second occurs at the start of the Allied Ground and Air Stage.
GROUND UNIT REORGANIZATION PHASE
The Communist player can reorganize and rebuild eligible ground units. He performs these actions in the following sequence:
A. Reorganization markers atop ground units on the map are removed, and these units are flipped over to their full-strength sides.
B. Half-strength regular ground units that meet the requirements for reorganization have Reorganization markers placed on them. The Communist player expends Reorganization Points for each unit (1 for infantry, 2 for armor). Depending on the unit's nationality, FSLN or Communist Reorganization Points will be expended.
C. Half-strength insurgency ground units that meet the requirements for reorganization have Reorganization markers placed on them. For each unit reorganizing, the Communist player expends either one Reorganization Point (FSLN or Communist) or one Insurgency Command Point.
D. Eligible ground units can be rebuilt by expending 3 Reorganization Points per unit. Rebuilt units are placed on the Game Turn Track three spaces ahead of the current turn. A unit possessing a Reorganization marker cannot move or attack for the remainder of the turn, and it defends at its reduced strength.
REGULAR GROUND UNIT MOVEMENT PHASE
The Communist player can move his supplied regular infantry and armor units. Eligible ground units can be moved by Boat and River Transport. Ground units must end movement when they enter a hex in an Allied Zone of Control. Insurgency units can be moved like regular ground units in this segment by forfeiting insurgency movement. The Communist player can place Armor Reserve markers on his armor units that moved half their Movement Allowance or less.
INSURGENCY MOVEMENT PHASE
The Communist player can now move insurgency units up to 4 hexes; the units do not use their Movement Allowance during insurgency movement. He can place Insurgency Reserve markers on units that moved 0, 1, or 2 hexes.
INSURGENCY PLACEMENT PHASE
he Communist player can attempt to create insurgency ground units from his pool of available units by expending Insurgency Command Points. Successfully created insurgency units are placed on the map.
ALLIED AERIAL COUNTERINSURGENCY PHASE
The Allied player can attempt to eliminate communist insurgency units just placed on the map in the previous phase with Aerial Counterinsurgency missions. Allied air units and helicopters that successfully complete an Aerial Counterinsurgency mission cause the communist insurgency unit to be removed from the map. No:•.: As with all air missions, the Allied counterinsurgency air units are subject to communist air defense attacks and Interception missions, while attack helicopters are subject to Interception missions only.
FIRST INSURGENCY DISBANDMENT PHASE
The Communist player can attempt to have insurgency units on the map disband. Successfully disbanded units are placed back in his pool of available units, and the Communist player receives one Insurgency Command Point per disbanded unit.
AIR MISSION PHASE
The Communist player can perform air missions with his air and helicopter units. The air units or helicopters are activated one at a time, singly or in a stack; air units can form joint missions. The units must not have performed any missions earlier in the turn. The Communist player can perform the following air missions in any order he wishes:
• Bombardment Strike (combat air units and attack helicopters)
• Close Air Support (combat air units and attack helicopters)
• Ground Combat Support (attack helicopters)
• Transfer (all air units and helicopters)
• Transport Strike (transport air units and helicopters)
• Each of the above missions can be accompanied by an Escort mission. An air mission is performed in the following order:
A. A stack of helicopters or the Air Mission marker representing the communist air units is moved across the map to the target hex.
B. While moving across the map, communist units are subject to Allied air defense attacks and Interception missions.
C. Surviving communist air units and helicopters that reach a target hex perform their air missions.
D. After completing their air missions, communist air units return to a friendly air facility; helicopters may return to a friendly, supplied hex.
GROUND COMBAT PHASE
The Communist player resolves ground combat. He declares which of his units will attack enemy Allied units. All defending units that are adjacent to an attacking unit must be attacked. The following units can also participate in ground combat:
• Attack helicopters on Ground Combat Support missions.
• Insurgency units possessing Insurgency Reserve markers. The following units cannot participate in attack in ground combat:
• Units possessing Out of Supply markers (they do defend in combat).
• Armor units possessing Armor Reserve markers. Once all ground combats have been resolved, all Close Air Support markers are removed from the map.
RESERVE MOVEMENT PHASE
Communist armor units that possess Armor Reserve markers can move up to half their Movement Allowance. These units must stop when they enter a hex in an Allied Zone of Control. Insurgency units that possess Insurgency Reserve markers can move one or two hexes and do not have to stop when entering an Allied Zone of Control. At the end of this phase, all Reserve markers are removed from the map.
SECOND INSURGENCY DISBANDMENT PHASE
The Communist player can attempt to have insurgency units on the map disband. Successfully disbanded units are placed back in his pool of available units, and he receives one Insurgency Command Point per unit disbanded.
HELICOPTER TRANSPORT PHASE
FSLN helicopter units that have not moved previously in the turn can transport ground units or Supply Depots to hexes not occupied by Allied units. The helicopters are subject to Allied Interception missions.
RETURN TO BASE PHASE
FSLN helicopters can be returned to air facilities or to friendly, supplied hexes within their Movement Radius. Helicopters that have completed all actions for the turn are rotated 180 degrees at the end of this phase.
REINFORCEMENT PHASE
Communist reinforcements listed in the order of battle for the scenario and rebuilt communist ground units on the Game Turn Track are placed in friendly, controlled Nicaraguan city hexes. Adjustments are made to markers on the Information Record Track, if necessary. Allied Ground and Air Stage Note: The following phases are a repeat of the Communist player's Ground and Air Stage, only the Allied player performs the actions and the Communist player reacts.
SUPPLY PHASE
The players check the supply status of their units. Actions are performed in the following sequence:
A. Any Allied player Supply Depot markers that provide supply to units are flipped over to their "Supply Exhausted" sides.
B. The Allied player traces supply lines for all his units. Any units that cannot trace supply lines have Out of Supply markers placed on them.
C. The Allied player can create one or two new Supply Depots from his allotted total. The new depots are placed in cities, Supply Sources, or air facilities inside Allied countries.
D. Any Communist player Supply Depot markers that provide supply to units are flipped over to their "Supply Exhausted" sides.
E. The Communist player traces supply lines for all his units. Any units that cannot trace supply lines have Out of Supply markers placed on them. Note: Only step C occurs during the first Game Turn of all scenarios. The rest of the steps are skipped since all units are considered in supply throughout the first turn of a scenario.
GROUND UNIT REORGANIZATION PHASE
The Allied player can reorganize and rebuild his eligible ground units. He performs these actions in the following sequence:
A. Reorganization markers atop ground units on the map are removed, and these units are flipped over to their full-strength sides.
B. Half-strength regular ground units that meet the requirements for reorganization have Reorganization markers placed on them. The Allied player expends Reorganization Points for each unit (1 for infantry, 2 for armor). Depending on the unit's nationality, US or Allied Reorganization Points will be expended.
C. Half-strength insurgency ground units that meet the requirements for reorganization have Reorganization markers placed on them. For each unit reorganizing, the Allied player expends either one Reorganization Point (US or Allied) or one Insurgency Command Point.
D. Eligible ground units can be rebuilt by expending 3 Re-
GROUND COMBAT PHASE
organization Points per unit. Rebuilt units are placed on the Game Turn Track three spaces ahead of the current turn. A unit possessing a Reorganization marker cannot move or attack for the remainder of the turn, and it defends at its reduced strength. The Allied player resolves ground combat. He declares which of his units will attack communist units. All defending units that are adjacent to an attacking unit must be attacked. The following units can also participate in ground combat:
• Attack helicopters on Ground Combat Support Missions.
• Insurgency units possessing Insurgency Reserve markers. The following units cannot participate in attacks in ground combat:
• Units possessing Out of Supply markers (they do defend in combat).
• Armor units possessing Armor Reserve markers. Once all the ground combats have been resolved, all Close Air Support markers are removed from the map.
REGULAR GROUND UNIT MOVEMENT PHASE
The Allied player can move his supplied regular infantry and armor units. Eligible ground units can be moved by Boat and River Transport. Ground units must end movement when they enter a hex in a communist Zone of Control. Insurgency units can be moved like regular ground units in this segment by forfeiting insurgency movement. The Allied player can place Armor Reserve markers on his armor units that moved half their Movement Allowance or less.
INSURGENCY MOVEMENT PHASE
The Allied player can now move insurgency units up to 4 hexes; the units do not use their Movement Allowance during insurgency movement. He can place Insurgency Reserve markers on units that moved 0, 1, or 2 hexes.
INSURGENCY PLACEMENT PHASE
The Allied player can attempt to create insurgency ground units from his pool of available units by expending Insurgency Command Points. Successfully created insurgency units are placed on the map.
COMMUNIST AERIAL COUNTERINSURGENCY PHASE
The Communist player can attempt to eliminate Allied insurgency units just placed on the map in the previous phase with Aerial Counterinsurgency missions. Communist air units and helicopters that successfully complete an Aerial Counterinsurgency mission cause the Allied insurgency unit to be removed from the map. Note: As with all air missions, communist counterinsurgency air units are subject to Allied air defense attacks and Interception missions, while attack helicopters are subject to Interception missions only.
FIRST INSURGENCY DISBANDMENT PHASE
The Allied player can attempt to have insurgency units on the map disband. Successfully disbanded units are placed back in his pool of available units, and the Allied player receives one Insurgency Command Point per disbanded unit.
AIR MISSION PHASE
The Allied player can perform air missions with his air and helicopter units. The air units or helicopters are activated one at a time, singly or in a stack; air units can form joint missions. The units must not have performed any missions earlier in the turn. The Allied player can perform the following air missions in any order he wishes:
• Bombardment Strike (combat air units and attack helicopters)
• Close Air Support (combat air units and attack helicopters)
• Ground Combat Support (attack helicopters)
• Transfer (all air units and helicopters)
• Transport Strike (transport air units and helicopters)
• Each of the above missions can be accompanied by an Escort mission. An air mission is performed in the following order:
A. A stack of helicopters or the Air Mission marker representing the Allied air units is moved across the map to the target hex.
B. While moving across the map, Allied units are subject to communist air defense attacks and Interception missions.
C. Surviving Allied air units and helicopters that reach a target hex perform their air missions.
D. After completing their air missions, Allied air units return to a friendly air facility; helicopters may return to a friendly, supplied hex.
RESERVE MOVEMENT PHASE
Allied armor units that possess Armor Reserve markers can move up to half their Movement Allowance. These units must stop when they enter a hex in a communist Zone of Control. Insurgency units that possess Insurgency Reserve markers can move one or two hexes and do not have to stop when entering a communist Zone of Control. At the end of this phase, all Reserve markers are removed from the map.
SECOND INSURGENCY DISBANDMENT PHASE
The Allied player can attempt to have insurgency units on the map disband. Successfully disbanded units are placed back in his pool of available units, and he receives one Insurgency Command Point for each unit disbanded.
HELICOPTER TRANSPORT PHASE
Allied helicopter units that have not moved previously in the turn can transport ground units or Supply Depots to hexes not occupied by communist units. The helicopters are subject to communist Interception missions.
RETURN TO BASE PHASE
Allied helicopters can be returned to air facilities or to friendly, supplied hexes within their Movement Radius. Helicopters that have completed all actions for the turn are rotated 180 degrees at the end of this phase.
REINFORCEMENT PHASE
If FDN or ARDE ground units control an air facility in Nicaragua, an Allied Supply Source marker may be placed in the hex. Any Allied reinforcements listed in the order of battle for the scenario and rebuilt Allied ground units on the Game Turn Track are placed on the map. Adjustments are made to markers on the Information Record Track, if necessary. End of Turn Stage If the last turn of the scenario has been completed, the game ends and players check the victory conditions to determine the winner and the level of victory. If the scenario has not ended, players adjust their Victory Point markers for VP gained or lost in the turn (as called for by the scenario). Supply Depot markers on their "Supply Exhausted sides are removed from the map. All counters that have been rotated 90 or 180 degrees should be rotated back to their normal facing. Both players can move air units from the "Used" and "Sitting" spaces on the Air Group Displays to the "Available" space. They also place air units in the "Sitting" space of their displays as necessary. Players should check their Air Group Displays to make sure that air units at air facilities do not exceed stacking limits (excess units must be eliminated). The Game Turn marker is moved one space on the Game Turn Track. Begin the next Communist Ground and Air Stage. Note: If the Scenario Generation System is being used, players also record Victory Points gained and lost, determine if victory objectives have been achieved, and decide if the scenario will continue. k
3.2 The Phase Track
Printed on the mapsheet is the Phase Track, which lists all the phases in each player's Air and Ground Stage. The track is intended to help players remember the Sequence of Play. The Phase marker should be placed on this track and moved along it as each phase is completed. Note that the phases which appear in the Intervention Game are printed in a different color. When playing a Conventional Game scenario, these phases are skipped. Players may need to refer frequently to the Sequence of Play in this section until they become familiar with the actions that occur in each phase. Once a few scenarios are played, they should find it simple to remember what happens during each phase.
3.3 The Information Record Track
Each player uses one of the Player Record cards during the game. The card contains his Air Group Display on which his air units are placed (see 4.2). In addition, each card has an Information Record Track. A player keeps track of the points he expends for various game functions during the turn. As points are expended, the owning player moves the appropriate marker down the track. When the marker reaches the "0" box, no more points of that type can be used (unless he receives them as reinforcements; see 12.0). In the Conventional Game, the Information Record Track is used to keep track of Insurgency Command Points and Reorganization Points. In the Intervention Game, US Night Naval Bombardment Points and FSLN Hidden Supply Points markers are also used. When using the Optional Rules, US Special Munitions (Smart Bombs, Cluster Bombs, and Incendiary Bombs), US and Soviet Standoff Air Attacks, Allied and Communist Resource Points, and Communist Chemical Weapons (Persistent and Non-Persistent) are recorded on the track. In some scenarios in the Scenario Generation System, Allied and FSLN Mobilization Points are also recorded. Note: The markers placed on a player's Information Record Track all have the same color type.
4.0 AIR UNITS
Air units perform a number of functions in the game. They can be used to transport troops and supplies, attack enemy ground units or support friendly ground units, and intercept enemy air units before they can complete their missions. Each air unit counter represents one type of aircraft, and there may be 4 to 10 aircraft per counter. Air units are kept on a player's Air Group Display until they perform missions on the map, and they are represented on the map by Air Group markers. Rather than move air units themselves across the map, the Air Mission marker moves across the map. While air units move (that is, while the Air Mission marker is moved) to perform combat or transport missions, they may be interrupted by the opposing player in order to resolve air defense attacks or Interception missions. Most air units have two sides. All air units begin the game on their front (full-strength) side. When an air unit suffers damage, it takes a step loss and is flipped over to its reverse (half-strength) side, with lower values. An air unit that does not have a reverse side is destroyed when it takes one step loss. An air unit with two sides is destroyed when it takes two step losses in combat. A unit that has already been damaged (that is, has been flipped to its reverse side) is destroyed when it takes a second step loss. Damaged and destroyed air units can never be repaired (reorganized or rebuilt) in any version of the game.
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4.1 Air Unit Values
Movement Radius Each air unit has a Movement Radius printed on its counter, which is the distance in hexes that the unit can move to perform an air mission. An air unit can move to any hex that is within its Movement Radius and, after completing its mission, it returns to a friendly air facility that is within its radius. Air units with a Movement Radius of "U" have an unlimited range and can move to any hex on the map and then return. When performing some transport missions, an air unit can move up to double its printed Movement Radius (see 6.4).
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USAF
F-16
• Air Combat Value to 30 Each air unit has an Air Combat Value, which indicates the effectiveness of its weapons in air combat. This value is used to determine the ratio in air combat (see 10.4). Each air unit has a rating letter (D, S, or J) following its Air Combat Value that indicates what other air units, if any, it can intercept (see 6.3). "D" (defensive) units are transport and bomber aircraft and helicopters not equipped for air combat. "S" (slow) units are older and slower planes with limited air combat capability. T (jet) units are fast jet aircraft usually equipped with good to excellent weapons for air combat.
• "D" units can never intercept any other air units or helicopters. A stack comprised total of 'D" air units is always the defender in air combat when attacked by enemy air units, and they use the lowest Air Combat Value in the stack. If a stack contains some 'ID" air units and other "S" or "r units, the "D" units never contribute their Air Combat Value to air combat although they do count when determining the Intensity Level of the air combat (see 10.3).
• "S" air units can intercept "D" and "S" air units and all helicopters. They cannot intercept a stack comprised entirely of "J" air units, but they can intercept a stack containing both T air units and "S" and/or "D" units (the T air units will probably be acting as escorts).
• "J" combat air units can intercept all air units and helicopters. Air units with a 0"J" rating can never be used for interception. EXAMPLE: A stack of Nicaraguan air units contains two L-39z's (2"S") on a Bombardment Strike mission, two M-19's (27") acting as escorts, and a AN-12 1077 EW unit. Because there are "S" air units in the stack, they can be intercepted by Allied "S" or T air units. Another stack of Nicaraguan air units containing a P-61, T-28D, and a Y-18 leach a 1"D") on a Bombardment Strike mission is intercepted by two Honduran A-37's (each a 1"S"). Because the Nicaraguan stack contains "D" air units only, they are the defenders in the air combat and they use the lowest Air Combat Value of any unit in the stack (a 1 in this case/. If the Nicaraguan stack had contained an "S" air unit, say the SF-260 with a 2"S" Air Combat Value, the intercepting Honduran A-37's would have air combat only with the SF-260 and the three "D" air units would not add in their Air Combat Values when determining the combat ratio. The three "D" units would be considered when determining the Intensity Level of the air combat, however.
• Bombardment Value Most combat air units have a Bombardment Value, which is used in Aerial Counterinsurgency, Bombardment Strike, and Close Air Support missions. The number printed on the counter is used when the air unit performs a Bombardment Strike or Close Air Support mission; the letter that follows the number is the Aerial Counterinsurgency Qualifier and is taken into account only during Aerial Counterinsurgency missions. The letters (A, B, C, and D) have . the following effects on each unit's printed Bombardment Value during an Aerial Counterinsurgency mission: A: The printed Bombardment Value is doubled on the mission. B: The air unit uses the printed Bombardment Value on the mission. C: The printed Bombardment Value is halved (round fractions up to the next whole number) on the mission. D: The air unit cannot perform Aerial Counterinsurgency missions. ■ or'ru Load Capacity Transport air units have a Load Capacity, which indicates how big a load each unit can carry during a Transport Strike mission (see 6.4). Notes on Air Unit Values
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Attack helicopters use their "D" rated Air Combat Value during air combat when escorting other helicopters (see 5.4 and 6.2).
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All EW air units, the US E-3 AWACS unit, and some other air units are rated 0"J". Even though these units may not all be jet aircraft, they either fly at high altitudes or have the ability to evade enemy air units and therefore cannot be attacked by "S" rated units; 0"J" units can be intercepted if they are stacked with other "D" or "S" rated units. If a stack composed entirely of 0"J" air units is attacked by enemy T air units, no air combat takes place; the OT units are eliminated. The 0"J" units contribute no combat value when determining the air combat ratio, but they are taken into account when determining the Intensity Level (see 10.2).
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Air units with a Bombardment Value of "0" can never perform Bombardment Strike, Close Air Support, or Aerial Counterinsurgency missions. Also, in the Intervention Game, the Bombardment Value is used in US Marine Close Air Support and Merchant Shipping Raid missions (see 14.4).
4.2 The Air Group Displays
Each player has an Air Group Display on his Player Display card on which he keeps his air units. The Communist player has 8 boxes on his display and the Allied player has 12 boxes. All air units are kept off the map, on the Air Group Display, until they are activated. A player splits up the air units he receives at the beginning of the game and places them on his Air Group Display as he wishes. Each player can form as many air groups as he has boxes on his display. The Air Group Display is always open to the view of the other player. Each player also has a set of Air Group markers that are numbered to correspond with the boxes on the Air Group Display. These markers are placed on the map in hexes containing the air facilities where the air units are based. A player selects the numbered Air Group marker that corresponds to the box on the display containing the air units and places it on the map in an air facility hex. The backs of the Air Group markers says "Air Group & EW." A player places this side face up if the air facility contains an EW or AWACS unit (see 4.7). Otherwise, the front side of the marker is used if no EW or AWACS unit is based at the air facility. If a player transfers all air units at one facility to another, he moves the corresponding Air Group marker to the hex where the new facility is located. Should all air units at one facility be split up and transferred to other facilities, the owning player removes the Air Group marker from the vacated hex. He can use this marker to create a new air group. Note: In the Intervention Game, the Allied player can have air units on his Air Group Display and in the off-map holding boxes. EXAMPLE: The Allied player receives the following Honduran air units in a scenario: five A-37, three AC-47, two B-26, one Super Mystere, and one C-47. He decides to base three A-37's, one AC-47, and one B-26 at the airport in Comayagua 11508); he places these air units in the "1" box of the Air Group Display and places the "Air Group 1" marker on the map in Comayagua. The rest of the Honduran air units are based at the airport in Tegucigalpa (17101; in addition, he has the CIA EC-135 EW air unit at Tegucigalpa. The air units are placed in the "2" box of the Air Group Display and the Air Group 2 & EW" marker is placed in Tegucigalpa. Later in the game, after the Honduran air units have taken a number of losses, the Allied player decides to consolidate his air units at Tegucigalpa after they perform their missions. Since there are no more air units at Comayagua, the Air Group marker is removed from the map and is available if another air group is created.
SPACES ON THE AIR GROUP DISPLAY
There are several spaces within each box of the Air Group Display. The "Available Air Unite space is used to hold air units until they perform a mission of some kind. Once an air unit has performed a mission, it is placed in the "Used Air Unite space. An air unit can perform only one mission per Game Turn. A third space in each box reads "Sitting Air Unite; this space is used to hold air units that cannot operate from an air facility because of activation limitations or because the facility is contested or damaged. Air units in the "Sitting Air Unite space cannot perform missions on the map during a turn. During the End of Turn Stage, each player moves his air units from the "Used" and "Sitting" spaces to the "Available" space. In addition, the players must assign air units from the "Available to the "Sitting" space as necessary. The number of air units that must be assigned to the "Sitting" space depends on the size of the air facility, its damage status, and whether it is contested or not. The types of air units assigned to the space can vary during each End of Turn Stage when all air units are brought back to the "Available" space. Note: In the Intervention Game, damage to air facilities can be repaired and the number of air units in the "Available" space returned to normal (see 16.3). Overstacking: Each type of air facility has a maximum capacity for the number of air units that can be based there. Air units can never exceed the capacity of an air facility. During the End of Turn Stage, players should check their Air Group Displays to be certain that there are not more air units at a facility than allowed. If a facility contains more air units than allowed, the excess units must be eliminated. Step losses to air units have no effect on the number of units that can be based at a facility. FA Airstrip Airport
4.3 Air Facilities
There are two basic air facilities on the map: airstrips and airports. Airstrips: Airstrips have limited runway length and scant repair facilities. A maximum of 4 air units (that is, playing pieces) can be based at an airstrip at any one time; the number of air units that be activated is 4 unless the airstrip is damaged or contested. Because of the limited runways, the following air units can never be based at an airstrip: US Air Units: US C-141, F-15, EF-111 (EW), E-3 AWACS Communist Air Units: Cuban M-23, Soviet M-27 and T-22 Airports: Airports have longer runways and better repair facilities. A maximum of 12 air units can be based at an airport at any one time. However, a maximum of 10 air units can be activated per turn from a fully operational airport; the other two units are considered to be 'sitting" at the facility and are placed in the "Sitting" space of the Air Group Display during each End of Turn Stage. When an airport is damaged or contested, fewer air units can be activated. Punta Huete Airport: Puenta Huete Airport (hex 2218) is a large airport and is heavily fortified. A maximum of 20 air units can be based at at Puenta Huete at any one time. All 20 air units can be activated from this airport during a turn unless it is damaged or contested at which time up to 15 can be activated in a turn (5 other units can be in the "Sitting" space as well). Notes on Air Facilities
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The air units that can only be based at airports have a small airport symbol on the fronts and backs of their counters.
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In the Intervention Game, US Navy carrier-based air units can never operate out of air facilities on the map.
ACTIVATION LIMITATIONS OF AIR FACILITIES
Except for units in the "Sitting" space on the Air Group Display, all air units at a fully operational air facility can be activated to perform air missions during a turn. There is a limitation, however, as to how many air units at a facility can be activated to undertake a mission. Two air units can be activated as a stack at an airstrip to perform a mission, four at an airport, and six at Punta Huete. The number of air units that can be activated at a facility is reduced if the facility is damaged or contested (see below). The Air Facility Chart lists the capacity and activation limits for facilities that are fully operational and damaged and/or contested. If an air facility is cannot trace a supply line during a Supply Phase, an Out of Supply marker is placed in the hex. No air units can be activated from the facility, and all air units at the facility are placed in the "Sitting" space.
CONTESTING AIR FACILITIES
Each air facility begins under the full control of the owning player. During the game an air facility becomes contested when enemy ground units move adjacent to it. An air facility is contested as soon as enemy ground units with a combined Defense Value of 2 or more (that is, units exerting a Zone of Control) move adjacent to the facility's hex. The capacity of the air facility is not affected when the hex is contested, but the number of air units that can be activated from a contested air facility in a turn is reduced:
• Airstrip: A maximum of 2 air units can be activated (1 per mission).
• Airport: A maximum of 5 air units can be activated (2 per mission).
• Punte Huete: A maximum of 15 air units can be activated (4 per mission). An air facility becomes contested as soon as enemy regular ground units or insurgency units with a combined Defense Value of 2 or more move adjacent to the facility's hex. A Contested Air Facility marker is placed on the map in the affected hex. The owning player must immediately move air units from the 'Available" space to the 'Sitting" space on his Air Group Display to conform with the reduced activation limit of the facility; air units in the "Used" space are not affected in the turn that the facility is contested. There is no additional effect to an air facility's activation limit when it is both contested and damaged (see below).
CAPTURING AIR FACILITIES
An air facility is captured the moment it is occupied solely by one or more enemy regular ground or insurgency units. A facility can become captured during the Regular Ground Movement, Insurgency Movement, or Reserve Movement Phase when a ground unit enters the facility hex; during the Air Mission Phase when paradrop or helicopter assault units enter the hex; or during the Ground Combat Phase when a ground unit pursues into the hex. At the moment an air facility is captured, the owning player can have some air units perform Transfer missions to other friendly air facilities (the capacity of the facilities cannot be exceeded). The owning player can transfer the following units:
• Airstrip: A maximum of 2 air units.
• Airport: A maximum of 5 air units.
• Punta Huete: A maximum of 15 air units. The units to be transferred can occupy any of the three spaces on the Air Group Display. This Transfer mission must occur at the moment the air facility is captured; the units that transfer cannot be intercepted or be attacked by enemy air defense attacks. Transferred air units are placed in the "Used" space in the new box on the Air Group Display; they can perform no other mission during the turn. Any other air units that do not or cannot transfer are destroyed. All helicopters at the captured air facility whose counters are rotated 180 degrees are also destroyed. A Damage marker is placed in a captured air facility (unless US air units can use the facility; see below). In the Conventional Game, an air facility cannot be repaired once it is captured. 0J itlf 7 ..4 i The US E-3 AWACS Unit: If the US E-3 AWACS unit is based at an airport that is captured, it can immediately transfer to another Allied-controlled airport. This unit does not count towards the maximum of units that can transfer when an air facility is captured. The E-3 is placed in the "Used" space until the End of Turn Stage. If no other friendly airport is available, the E-3 is removed from the game. Using Captured Air Facilities: Only US air units can operate from a captured air facility. As soon as a Nicaraguan air facility is captured by Allied ground units (including insurgency units), it becomes operational during the next turn if an Air Group marker is placed in the hex. An Air Group marker must be available to the Allied player. It is placed in the hex as soon as the air facility is captured. The marker is rotated 180 degrees (it is rotated back to its normal facing during the End of Turn Stage). US air units cannot move to the facility during the turn in which the Nicaraguan facility is captured. In the turn after the air facility is captured, US air units can move to the facility via Transfer mission during the Allied Air Mission Phase. They can also land at the facility after performing a mission on the map. The captured air facility must be within the Movement Radius of the US air units from the hex where they performed their air missions. In both cases, the US air units are put in the "Used" space on the Air Group Display. Before US air units can be activated from a captured air facility, the Allied player must be able to trace a supply line to the hex (see 9.4). Notes on Capturing Air Facilities
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In the Intervention Game, a captured air facility can be repaired by the player who originally owned it once the hex has been recaptured by his ground units.
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In some scenarios it is possible for units of both sides to jointly occupy an air facility hex. In these cases, the air facility is considered contested, but it is not captured until the air facility hex is occupied only by the opposing player's ground units.
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An FDN or ARDE ground unit that captures a Nicaraguan air facility can use it as a Supply Source (see 9.6).
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The number of US air units that can be activated from a captured air facility depends on its damage status and whether or not the hex is contested by communist ground units.
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Attack helicopters performing defensive Ground Combat Support missions in air facility hexes that are captured by enemy ground units can move to other friendly, supplied hexes during the Return to Base Phase (see 5.2). EXAMPLE: Allied ground units capture the Nicaraguan airstrip at Esteli 121151 on Game Turn 6. The Allied player places an Air Group marker in the hex, rotating it 180 degrees. He cannot move US air units into the hex until the next turn. The marker is rotated back to its normal facing during the End of Turn Stage. During the Allied Air Mission Phase of Game Turn 7, the Allied player has two US A-10's and an F-16 based at Comayagua 115081 perform a Bombardment Strike mission against the airport in Leon. At the conclusion of the mission, the US air units can return to Esteli because the hex is within the air units' Movement Radius. The Allied player must be able to trace a supply line to Esteli during Game Turn 8 before the US air units can be activated from the hex.
DAMAGING AIR FACILITIES
In the Conventional Game, air facilities can be damaged by Bombardment Strike missions. A damaged air facility has the same activation limits as a contested facility:
• Airstrip: A maximum of 2 air units can be activated (1 per mission).
• Airport: A maximum of 5 air units can be activated (2 per mission).
• Punta Huete: A maximum of 15 air units can be activated (4 per mission). When an air facility receives a damage result from a Bombardment Strike mission, place a "Damage marker in the hex containing the facility. If the Bombardment Strike also calls for damage to air units at the facility, the owning player decides which units will take the step losses; he can assign losses to any air units (or helicopters) at the facility (see 10.1). Units in the "Available" space on the Air Group Display are immediately placed in the "Sitting" space if they exceed the reduced activation limit of the damaged facility. There is no additional effect to a damaged air facility if it receives another damage result, although air units at the facility may be damaged or destroyed. Damaged air facilities cannot be repaired in the Conventional Game. There is no cumulative effect if an air facility is both damaged and contested. The air units at the facility can still be activated at the reduced level. The US E-3 AWACS Unit: The US E-3 AWACS air unit never suffers damage if the air facility at which it is based is damaged. The Allied player can immediately perform a Transfer mission to move the AWACS to another airport, if he wishes, placing it in the "Used" space until the End of Turn Stage. Note: In the Intervention Game, air facilities can also be damaged by US Night Naval Bombardments and guerrilla attacks. Damage to the facility and air units is assessed in the phase that the attack occurs. See 15.1 and 16.1.
4.4 Activating Air Units
Air units in the Conventional Game can be activated during the Aerial Counterinsurgency Phase and Air Mission Phase; Interception missions can also be performed during the Helicopter Transport Phase. Each air unit can be activated once in a turn to perform a mission. Air units are returned to air facilities as soon as they complete their missions (see 4.6). Air units can be activated during the following phases:
• Aerial Counterinsurgency Phase: This phase occurs during the opposing player's Ground and Air Stage. The opposing player can perform Interception missions in this phase, and the owning player can perform Escort missions to protect the counterinsurgency air units.
• Air Mission Phase: The player whose Ground and Air Stage is in effect performs most of his combat and transport missions during this turn. The opposing player can perform Interception missions during this phase.
• Helicopter Transport Phase: The player whose Ground and Air Stage is in effect may have his transport helicopters on Transport Strike missions intercepted during this phase if they are detected. Air units can be activated individually or in stacks. The number of air units that can be activated as a stack depends on the size of the air facility and whether it is damaged or contested. Air units must begin and end their activation at a friendly air facility. Usually, air units are activated from one air facility at a time, although it is possible for units at different facilities to form joint air missions (see below). A stack of air units that undertakes a mission together is limited in how far it can move across the map by the lowest Movement Radius of any unit in the stack. A stack activated from one air facility must move together and perform its mission in the same hex. They do not have to return to the same air facility, however. When an air unit or stack is activated, the owning player takes the air units from the "Available" space on the Air Group Display and sets them aside. He then places his Air Mission marker on the map in the hex containing the corresponding Air Group marker. The Air Mission marker begins moving from the hex where the air facility was located. The marker can be moved across the map to any hex up to the lowest Movement Radius of any air unit in the stack (in a Transfer mission, the marker could move up to double the lowest Movement Radius). Note: Air units can immediately perform Transfer missions when an air facility is captured by enemy ground units (see above). These units cannot be intercepted by the opposing player. Also, in the Intervention Game, the Allied player can perform an air mission during the Allied Reaction Air Mission Phase (see 14.4).
• Movement Radius EXAMPLE: A stack of Nicaraguan air units based at Esteli (2115) is activated. The stack contains an F-51D and a Y-18 (both with a Movement Radius of 8) and an L-39z ¡Movement Radius of 15). The Communist player sets the three units aside and places his Air Mission marker in Esteli. He plans to perform a Close Air Support against FDN ground units in Juticalpa 12207). He can perform this mission because the target hex is within 8 hexes of Esteli and therefore within the 8-hex Movement Radius of the F-51D and Y-18.
JOINT AIR MISSIONS
A player can combine stacks from different air facilities to perform a joint air mission. The ability to form joint missions depends upon the presence of EW and AWACS units. Masaya (hex 2220) acts like an AWACS air unit for the Communist player.
• CIA EW/engineers ground units: The air facilities that will form the joint mission must all be within 3 hexes of one of these units. The EW/engineers ground unit itself does not have to occupy an air facility.
• EW air units: All air facilities within 3 hexes of a facility containing an EW air unit can form joint missions.
• AWACS air units: All air facilities within 10 hexes of a facility containing an AWACS air unit can form joint missions.
• Masaya: All air facilities within 10 hexes of Masaya can form joint missions, as long as Masaya is not damaged. Note that the 10-hex range of Masaya is printed on the map. An EW air unit does not have to take part in the joint air mission, although it may do so if the owning player wishes. The EW unit can take part in the mission only if it is in the "Available" space on the Air Group Display. The owning player announces which air facilities will take part in the joint air mission. He removes the air units involved from the "Available" space on the Air Ground Display and sets them aside. Then he places the Air Mission marker on the air facility that contains air units with the lowest Movement Radius; if two or more facilities have air units with the lowest Movement Radius, the marker is placed in the facility farthest from the target hex. The joint mission is considered to have formed over this air facility, and the Air Mission marker is moved from the hex. After the air units have performed their mission, they are returned to any friendly air facilities within their Movement Radius from the target hex and within capacity restrictions of the facilities at the conclusion of the mission. Air Group x3 8J
USAF
Air Group x1 " 8-26 Air Group 2a 40 x2 Restrictions to Joint Air Missions: The following restrictions apply to joint air missions:
• Nicaraguan, Cuban, and Soviet air units can always form joint missions.
• Salvadoran and Honduran air units can never be combined to form joint missions.
• US Air Force units can perform joint missions with Allied air units.
• US Air Force units cannot perform joint missions with US Navy and Marine air units. US Navy and Marine air units can perform joint missions.
• CIA air units can perform joint missions with all US and Allied air units.
4.5 Movement of Air Units
The Air Mission marker begins moving from the hex where it has been placed. It moves from hex to adjacent hex up to the limit of the lowest Movement Radius of any air unit in the stack. Movement of the marker across the map may be interrupted by the opposing player to resolve air defense attacks (see 10.3). The opposing player can also perform Interception missions either during movement or in the target hex, but not after the mission has been completed while the unit return to air facilities. Air units can move up to their Movement Radius to perform the following air missions (see 6.0):
• Aerial Counterinsurgency
• Bombardment Strike
• Combat Air Support
• Paradrop (Transport Strike)
• Escort to one of the above missions
• Interception After completing one of the above missions, air units are returned to air facilities within their Movement Radius from the target hex. The counters are placed in the "Used" spaces on the Air Group Display. Air units can move up to double their Movement Radius when performing the following air missions:
• Transfer
• Transport Strike from one air facility to another
• Escort for one of the above missions EXAMPLE OF JOINT AIR MISSION: The Allied player has a CIA EC-135 EW air unit and three Honduran A-37's at the airport in Tegucigalpa (1710), two US A-10's and one F-15 in Comayagua 11508), and two Honduran B-26's at Danli 120101. He decides to combine all these air units together in a joint mission, which is permissible because Comayagua and Danli are within 3 hexes of Tegucigalpa where the EW unit is based. The lowest Movement Radius among the air units is 16 (the two A-10's at Comayagua). These units are set aside, and the Air Mission marker is placed in Comayagua, the facility containing the air unit with the lowest Movement Radius and, coincidentally, the one most distant from the target hex. (If the A-10's were based at Danli, the marker would be placed there.) The Air Mission marker can be moved up to 16 hexes from Comayagua to a target hex. After the mission is completed, the air units are returned to air facilities within 16 hexes of the target hex during the Return to Air Facility Phase and are placed in the "Used" space on the Air Group Display. Air units that have performed one of the above missions, moving beyond their printed Movement Radius, must remain at the air facility to which they moved.
4.6 Returning to Air Facilities
Once air units have performed their missions, they are placed back on the Air Group Display in the "Used" spaces. If an air unit has moved beyond its printed Movement Radius during a transport mission, it is immediately placed in the "Used" space for the air facility to which it moved. If the unit moved up to its printed Movement Radius, it is returned to any friendly air facility within its Movement Radius from the hex where it performed its mission; the counter is placed in the "Used" space on the Air Group Display for that facility. An air unit does not have to return to the facility from which it began its mission. If an air facility has been vacated by all air units originally based there, the Air Group marker is removed from the map or is placed in a new hex. Air units in a stack can be split up as the owning player wishes and can be placed in available facilities, within capacity restrictions. Note that capacity restrictions for air facilities apply at all times during a turn. Air units that cannot reach a friendly air facility are eliminated. Air units may be eliminated for the following reasons:
• There are no facilities within the unit's Movement Radius that are not already at full capacity;
• The air units can land only at airports and there are no airports available within their Movement Radius;
• All the Air Group markers for a player are already on the map and there are air units assigned to all the air facilities. Note: It is important for a player to plan ahead when he wants to relocate his air units to make certain that they will have a place to land. The elimination of air units does not necessarily mean they have been shot down; they are also considered to have crashed landed at other air facilities or have become inoperable due to lack of fuel and spare parts. Players should check their Air Group Displays during the End of Turn Stage to make certain no air facility contains more air units than allowed.
4.7 Electronic Warfare Units
Electronic warfare units include EW and AWACS units: Communists: Nicaraguan and Cuban AN-12 (EW); Soviet IL-14 (EW) and IL-18 (EW). Masaya (2220) has the capabilities of an AWACS air unit while it is undamaged. Cu l E , 1-2 OJ to tc-t35 0 "35 OJ
USAF
0=U OJ 1:3: 04M Allies: CIA EW/engineers ground unit, CIA EC-135 (EW); US Air Force 0-2 (EW), EF-111 (EW and combat), and E-3 AWACS; US Marine F-4 (EW); and US Navy EA-6 (EW) and E-2 (AWACS). All electronic warfare air units count towards stacking restrictions in the air facilities they occupy. EW air units (including the E-3 AWACS unit) can use a Tranfer mission to move from one air facility to another, but they cannot perform any electronic warfare functions in the new air facility for the remainder of the current turn; place the EW/AWACS air unit in the "Used" space of the new facility on the Air Group Display until the End of Turn Stage, at which time it is either placed in the "Available space or may be assigned to the "Sitting' space. Group marker on the map should be flipped from its "& EW" side to its front side as soon as the EW unit is placed in the "Used" or "Sitting" space. Joint Air Missions: Any EW unit can be used to form joint missions. The air facilities that will participate in the joint air mission must all be within 3 hexes of the EW unit. An AWACS air unit and the EW complex at Masaya (2220) can also form joint missions from all air facilities within 10 hexes. The EW air unit does not have to take part in the joint air mission unless the owning player wishes it to. An EW air unit can form this function from the "Available" space on the Air Ground Display, but not from the "Used" or "Sitting" space. Interceptions: EW air and ground units have a range of 3 hexes for detecting enemy air units for interceptions; the hex containing the EW unit is not counted. AWACS units and Masaya (while it is undamaged) have a range of 10 hexes for detecting enemy air units. When enemy air units enter a hex within range of an EW, AWACS or Masaya, the owning player can perform an Interception mission (see 6.3). An EW air unit does not have to join the Interception mission unless the owning player wishes it to. It can perform this detection function while in the "Available" space on the Air Group Display. If an EW air unit does take part in the Interception mission, it is placed in the "Used" space as soon as the air combat is resolved, but it can perform no other EW functions for the remainder of the turn. Note: Enemy air units can also be intercepted if they enter a hex containing a friendly Air Group marker and there are eligible units in the "Available" space for the facility. Die Roll Modifiers for EW Units: EW air and ground units provide die roll modifiers for the owning player for the following reasons:
INTERCEPTION MISSIONS
-1: EW air unit accompanies friendly air units on an Inter-ception mission against enemy air units, or a friendly EW air or ground unit is within 3 hexes of where the Interception mission occurs (see 10.2). +1: EW air unit accompanies friendly air units that are attacked by an enemy Interception mission, or a friendly EW air or ground unit is within 3 hexes of where the Interception mission occurs (see 10.2).
AIR DEFENSE ATTACKS
Design Note: EW air units fly orbit patterns around + 1: EW air or ground unit is within 3 hexes of friendly units air facilities. The limitation to EW units in the "Used" or "Sitting" spaces reflects the limited fueling and maintenance crews available at facilities. performing an air defense attack (see 10.3). — 1: EW air unit accompanies friendly air units that are attacked by an enemy air defense attack, or a friendly EW air or ground unit is within 3 hexes of the enemy units performing an air defense attack (see 10.1). Ground Combat Column Shifts: The CIA EW/engineers units provide a favorable column shift to the Allied player during the Ground Combat Phase for Allied units that are attacking or defending (see 10.4). EW air units, AWACS units, and Masaya have no effect on ground combat. Electronic warfare units perform four main functions in the game:
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They all allow air units at different air facilities to form joint air missions.
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They all allow friendly air units to intercept enemy air units.
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They all provide favorable die roll modifiers for air missions.
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The CIA EW units provide favorable column shifts for ground combat. EW air units (not the CIA EW/engineers or AWACS units) can be activated with other air units and can move with those units while they perform air missions. Each EW air unit can partake in one air mission per turn, and it is placed in the "Used" space when the air units return to an air facility. The Air Group marker should be flipped over from the "& EW" side as soon as this occurs (unless there is another EW unit in the "Available" space at the facility). If a stack of air units containing an EW air unit suffers step losses from combat, the owning player can assign step losses to the EW unit if he wishes. An EW air unit in the "Used" or "Sitting" space on the Air Group Display no longer gives the owning player any benefits from the EW unit for the remainder of the turn. The Air
AWACS UNITS AND MASAYA
The US E-3 AWACS air unit and Masaya perform the same functions listed for EW units except that each has a 10-hex range. The AWACS unit never joins in air missions; it must be based at an airport and it performs its functions there while in the "Available" space. The AWACS never suffers step losses, and it can immediately be transferred to another friendly controlled airport if its original facility is captured or damaged (see 4.3). If no other friendly airport is available, it is removed from the map and can never return. Masaya retains its electronic warfare ability until it is damaged or the hex is captured by Allied ground units. The only way Masaya can be damaged is by a Bombardment Strike mission. If an Allied ground unit occupies the Masaya hex, the electronic warfare ability of Masaya is permanently destroyed. The 10-hex detection range of Masaya is depicted on the map. If Masaya is either damaged or captured, the Masaya EW Destroyed marker is placed in the hex. Damage to Masaya cannot be repaired in the Conventional Game. Die Roll Modifiers for AWACS/Masaya: AWACS units and Masaya provide the following die roll modifiers to the owning player:
INTERCEPTION MISSIONS
+2: Friendly air units undertake an Interception mission against enemy air units, and the air combat hex is within 10 hexes of a friendly AWACS unit or Masaya (see 10.2). —2: Enemy air units undertake an Interception mission against friendly air units, and the air combat hex is within 10 hexes of a friendly AWACS unit or Masaya (see 10.2).
AIR DEFENSE ATTACKS
+2: Friendly ground units perform air defense attacks against enemy air units, and the attack hex is within 10 hexes of a friendly AWACS unit or Masaya (see 10.3). —2: Enemy units perform air defense attacks against friendly air units, and the attack hex is within 10 hexes of a friendly AWACS unit or Masaya (see 10.3).
BOMBARDMENT STRIKE MISSIONS
- 1: Friendly air units perform a Bombardment Strike mis-sion against an enemy non-mobile SAM/AA site, and the site is within 10 hexes of a friendly AWACS unit or Masaya (see 10.1). —1: Enemy air units perform a Bombardment Strike mission against a friendly non-mobile SAM/AA site, and the site is within 10 hexes of a friendly AWACS unit or Masaya (see 10.1). Notes on EW Capabilities
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In the Intervention Game, US Navy E-2 (AWACS) air units perform the same functions as the E-3 AWACS, but they are placed in the AWACS Detection Boxes on the edges of the map (see 14.1).
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In the Interventional Game, the electronic warfare capability of Masaya can be suppressed for a turn (see 14.5). Also, damage to Masaya can be repaired (see 16.3). Destruction of the installation due to occupation by an Allied ground unit can never be repaired in any version, however.
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A player receives the better die roll modifier for the detection range of either an EW unit or an AWACS unit/Masaya; the benefits are not cumulative. An EW air unit accompanying friendly air units does provide another modifier. EXAMPLES OF EW CAPABILITIES: A US 0-2 EW air unit is based at Comayagua (1508). While the unit is at the facility, the Air Group marker has the "& EW" side up. During the Communist Air Mission Stage, a group of Nicaraguan air units fly to hex 1610 to perform a Bombardment Strike against a Honduran ground unit. This hex is within 3 hexes of Comayagua, so the Allied player interrupts the enemy air mission to perform an Interception mission; he receives a +1 die roll modifier when resolving the air combat. During the Communist Ground Combat Phase, two FSLN infantry brigades attack an FDN battalion in 2110. A CIA EW/ engineers unit in Silca (2107) is within 3 hexes of the FDN battalion, and so the Allied player receives a one-column shift in his favor when resolving the ground combat. During the Allied Air Mission Phase, the 0-2 allows US air units at Comayagua and Honduran air units at Minas de Oro (1606) to form a joint air mission. The Allied player decides to include the 0-2 unit with the mission, so he flips the Air Group marker from its "& EW" side to its front side. He will not be able to form another joint mission with this 0-2 because it will not be available after it returns from the mission. As the Allied player moves his Air Mission marker across the map, it passes over a Nicaraguan mobile AA unit in hex 1612, and the Communist player announces he will perform an air defense attack. This hex is outside the Masaya detection range so the Nicaraguan does not receive any die roll modifier for the attack. The Allied player receives a —1 modifier for the 0-2 unit. The attack is resolved and no damage occurs to the Allied units. The Allied Air Mission marker is moved into hex 1813 which is within the undamaged Masaya detection range, and the Communist player announces an interception. The hex is also within the 3-hex range of an AN-12 EW unit at Esteli (2115). The Communist player receives a +2 die roll modifier because the interception takes place within 10 hexes of Masaya; he does not receive another +1 modifier for the AN-12 unit in Esteli. The Allied player receives a —1 modifier for the 0-2. In the ensuing air combat, the Allied air units are not damaged and they can continue their mission. The Communist player can continue to perform Interception missions in each hex the Allied Air Mission marker enters while it is within the detection range of Masaya, and he continues to receive the +2 die roll modifier. He launches two other Interception missions, but neither damages the Allied air units. He has no other available air units, and so the Allied units continue to Masaya. The Allied player launches a Bombardment Strike against Masaya and manages to damage it. The EW capability of Masaya is lost for the remainder of the game (in the Intervention Game, it could be repaired). The Communist player now has only his EW air units available for detecting and intercepting Allied air units, and he no longer receives the better die roll modifiers for Masaya.
5.0 HELICOPTER UNITS
There are two types of helicopter units: attack and transport. Attack helicopters are used to prevent the appearance of insurgency units (Aerial Counterinsurgency), to bomb enemy ground units (Bombardment Strike), and to assist in attack or defense during ground combat (Close Air Support and Ground Combat Support). Transport helicopters are used to move ground units and supplies across the map (Transport Strike). Each counter represents 10 to 50 helicopters. Note: CIA helicopters have both transport and attack capabilities (see 5.6).
5.1 Helicopter Unit Values
• Movement Radius Like air units, helicopters have a Movement Radius, which is the distance in hexes they can move to perform an air mission. A helicopter can move to any hex within its Movement Radius to perform a combat mission (and up to double the radius for some transport missions; see 6.4).
• Air Combat Value All helicopters have the rating letter "D" after their Air Combat Values. Helicopters can never intercept any air units or other helicopters, and they are always the defenders when intercepted by enemy air units (see 6.3). Unlike 'D" air units, however, helicopters defend with the highest Air Combat Value in a stack. 3° uVC ifk Ground Combat Value 2A a 7 Each attack helicopter has a Ground Combat Value, which is used in offensive and defensive Ground Combat Support missions (see 6.3). An "0" for this value means the attack helicopter contributes no points towards the Attack or Defense Values of the ground units, but it does provide the owning player with a column shift when resolving the ground combat (see 10.4).
• Bombardment Value Attack helicopters have a Bombardment Value which is used in Aerial Counterinsurgency, Bombardment Strike, and Close Air Support missions. As with air units, the letter after the Bombardment Value is the Aerial Counterinsurgency Qualifier; all attack helicopters have an "A" qualifier, which means that their Bombardment Values are doubled in Aerial Counterinsurgency missions. On Bombardment Strike and Close Air Support missions, the helicopter uses its printed Bombardment Value. ■ Load Capacity Transport helicopters have a Load Capacity, which indicates how much material each can move during a Transport Strike mission (see 6.4). Note: CIA helicopters have both Ground Combat Values and Load Capacities.
ROTATION OF HELICOPTER COUNTERS
The facing of helicopters on the map is important and helps players remember whether the units have completed all activities for a turn or can still do something else. A helicopter is rotated 180 degrees as soon as it has completed certain missions and returns to a friendly, supplied hex (see 5.2). For example, an attack helicopter that performs an Aerial Counterinsurgency mission or a transport helicopter that moves beyond its printed Movement Radius is immediately rotated 180 degrees as soon as the mission is completed. A helicopter that performs a mission and is still permitted to move later in the turn is rotated 90 degrees in the hex it moved to. During the Return to Base Phase, the helicopter may be allowed to move again, and it is rotated 180 degrees as soon as it completes all actions for a turn. For example, an attack helicopter that performs a Ground Combat Support mission in a hex is rotated 90 degrees; if it returns to a hex during the Return to Base Phase, it is .rotated 180 degrees. Attack helicopters can perform a Ground Combat Support mission during both Ground and Air Stages (a defensive mission in one stage and an offensive mission in the other stage). During the End of Turn Stage, both players rotate their helicopters back to the normal facing for the next turn. When helicopters are rotated 90 or 180 degrees is explained in sections 5.2 and in air mission descriptions in 6.0.
5.2 Activating Helicopter Units
Helicopter units are never placed on the Air Group Displays. Instead, they always remain on the map. Helicopters never count towards the stacking or activation limits of air units at an air facility; any number of helicopters can be stacked at and be activated from an air facility hex. Unlike air units, it is not necessary for helicopters to begin and end their activation in an air facility. They can begin and end their activation in either a friendly air facility or in a friendly, supplied hex (see below). As long as the hex they occupy is in supply, the helicopters are also supplied. Helicopters possessing Out of Supply markers have their capabilities severely limited (see 9.7). Helicopter units perform their missions individually or in stacks. Helicopters must be based in the same hex and must be eligible to activate together to perform a mission as a stack. Helicopters can never perform air missions with air units (and vice versa) nor can they perform joint air missions with helicopters in other hexes. Each helicopter can perform one mission per turn. Attack helicopters can perform missions during the Aerial Counterinsurgency Phase, the Air Mission Phase, and the Helicopter Transport Phase (acting as escorts). Transport helicopters perform missions during the Air Mission Phase and the Helicopter Transport Phase. Helicopters receive no die roll modifications or other benefits from EW/AWACS units or Masaya. Note: An attack helicopter can perform both an offensive and a defensive Ground Combat Support mission in the same turn; this is considered one mission (see 6.2 and 6.3(. Restrictions on Helicopter Activation: Certain nationalities and armed forces use common procedures and equip-ment. These units can be activated and perform missions together. Helicopters of other nationalities which do not have common procedures and equipment cannot perform missions together, but they can stack in the same hex and perform missions in the same target hex. The only stipulations are: Missions performed in the same target hex must be of different types or have different targets, and helicopters of different nationalities cannot be activated and moved as a stack. The following groups can be activated together and perform the same missions in a target hex:
• Group 1: El Salvador, the US Army, and the FDN can be activated together to perform air missions. Helicopters of all other Allied nationalities can be stacked in the same hex as Salvadoran, US Army, and FDN helicopters, but they cannot be activated together.
• Group 2: CIA and CMA helicopters can be activated together.
• Group 3: US Marine helicopters must be activated separately from all other Allied helicopters. The kinds of attacks that helicopters can perform in the same hex is explained more fully in 6.1. EXAMPLE: A CIA helicopter, two CMA transport helicopters, and two US Army attack helicopters are based at the air facility at Silca 12107). The two CMA helicopter companies will be used to transport an FDN battalion to the airstrip at La Constancia (3010) in Nicaragua, which has been captured by other FDN units. The Allied player sends the CIA helicopter with the CMA helicopters to act as an escort. The Allied player cannot send one of the US Army attack helicopters with the others (to act as escort, for example) because US Army helicopters cannot be activated with CIA and CMA helicopters. Now assume that the CIA helicopter will perform an offensive Combat Support mission in hex 1910 against an FSLN infantry brigade that will be attacked by Honduran ground units during the Allied Ground Combat Phase. The CIA helicopter would be moved into 1910 to perform the mission. The Allied player could then activate both US Army attack helicopters to perform a Bombardment Strike mission in the same hex; the Army helicopters cannot move with the CIA helicopter or perform a Ground Combat Support mission in the same hex. As long as the CIA and Army helicopters are activated separately, they can perform missions in the same hex if the missions are different or if the targets of attack are different.
BASING HELICOPTERS
Unlike air units, helicopters do not necessarily need to be based at air facilities. They can also be based in friendly, supplied hexes. As long as a hex is one of those listed below and a supply line can be traced to it (see 9.4), it is considered friendly and supplied for basing helicopters. A helicopter possessing an Out of Supply marker has its movement and combat values greatly reduced (see 9.7). Friendly, supplied hexes include:
• An air facility
• A Supply Source
• A hex containing a Supply Depot
• An Entrenchment or Fortification
• A Nicaraguan logistics supply unit
• A Clear or Rough terrain hex containing friendly, supplied regular ground or insurgency units A helicopter can begin in one of the hexes listed above and can move up to its Movement Radius to perform a combat air mission (or up to double its radius for Transfer and some Transport Strike missions). A helicopter that has performed a combat air missions can remain in the hex it occupies, if that hex is friendly and in supply, or it can return to another friendly, supplied hex within its Movement Radius. If no friendly, supplied hex is available, the helicopter is eliminated. Notes on Basing Helicopters
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Any number of helicopters can stack in a hex with an air facility, Supply Source, Supply Depot, Entrenchment or Fortification, or FSLN logistics supply unit. The hex can be any terrain type.
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An air facility must be able to trace a supply line before helicopters based there are fully operational. A damaged or contested air facility supplies all helicopters in the hex. Only US helicopters can use captured Nicaraguan air facilities for supply (see 4.3); as for US air units, a captured facility provides supply the turn after it is captured if a supply line can be traced to the facility.
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One helicopter (attack or transport) can stack in a hex per friendly, supplied regular ground or insurgency unit in the hex. As long as the ground unit is in supply, the helicopter is also in supply.
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In the Intervention Game, USMC Beachhead and 82nd Airborne Air Supply markers and Allied controlled ports are also considered friendly, supplied hexes for helicopters (see 15.0). Also see 18.5 for optional supply rules.
RETURNING TO BASE
When a helicopter returns to another friendly, supplied hex depends on the mission the helicopter performed: Aerial Counterinsurgency, Bombardment Strike, and Close Air Support: As soon as an attack helicopter completes one of these missions, it returns to a friendly, supplied hex that is within its Movement Radius. The counter is immediately rotated 180 degrees and cannot perform another mission for the rest of the turn. Ground Combat Support (Offensive): The attack helicopter remains in the hex it moved to during the Air Mission Phase and is rotated 90 degrees. If the helicopter is forced to leave the hex after ground combat is resolved or if the owning player moves it during the Return to Base Phase, the unit returns to a friendly, supplied hex and is rotated 180 degrees (it can perform no other mission for the rest of the turn). If the helicopter is allowed to remain in the hex after ground combat is resolved, it remains rotated 90 degrees and may perform a defensive Ground Combat Support mission in the same turn. Ground Combat Support (Defensive): If an attack helicopter remains in a hex after combat is resolved during the Ground Combat Phase, it is rotated 90 degrees and may perform an offensive Ground Combat Support mission in the hex. If the helicopter is forced to leave the hex after combat, it moves to a friendly, supplied hex and is rotated 180 degrees (it can perform no other action in the same turn). In addition, an attack helicopter that is forced to retreat after combat takes a step loss (see 10.5). Paradrops and Helicopter Assaults (Transport Strike): The transport helicopter remains in the hex it moved to during the Air Mission Phase and is rotated 90 degrees. During the Return to Base Phase, the helicopter can remain in the hex if the unit it transported still occupies the same hex or it can be returned to a friendly, supply hex; in either case, the helicopter is rotated 180 degrees at the end of this phase. Transport Strike: During the Air Mission or Helicopter Transport Phase, a helicopter that transports ground units or supplies to a hex within its Movement Radius remains in the hex and is rotated 90 degrees. During the Return to Base Phase, it can either remain in the hex or can move to another friendly, supplied hex within its Movement Radius; in either case, it is rotated 180 degrees at the end of this phase. During the Air Mission Phase, a transport helicopter that initially moves to a hex beyond its printed Movement Radius (it could move up to double its Movement Radius) remains in the hex and is immediately rotated 180 degrees. Transfer: The helicopter completes this mission during the Air Mission Phase and remains in the hex it moved to. It is rotated 180 degrees and can perform no other mission for the rest of the turn. Escort: An attack helicopter acting as escort remains with the helicopters it escorted and is rotated (as outlined above) with the other helicopters in the hex they occupy. During the Return to Base Phase, the escort helicopter may be allowed to remain in the hex it moved to or it may return to a friendly, supplied hex; in either case, it is rotated 180 degrees and can perform no other mission for the rest of the turn. Note: The Communist player can have attack helicopters perform offensive Ground Combat Support missions during his Ground and Air Stage and may be able to use the same helicopters to perform defensive missions during the Allied Ground and Air Stage. The Allied player can have attack helicopters perform defensive Ground Combat Support missions during the Communist Ground and Air Stage and may be able to use the same helicopters to perform offensive missions during his Ground and Air Stage.
5.3 Movement of Helicopter Units
Helicopters begin moving from the hex in which they are situated. They move across the map one hex at a time. While they move, they are subject to enemy Interception missions, but they can never suffer enemy air defense attack. Design Note: The effects of air defense on helicopters has been factored into other combat procedures. Helicopters can move up to their Movement Radius to perform the following air missions (see 6.0):
• Aerial Counterinsurgency
• Bombardment Strike
• Close Air Support
• Ground Combat Support (offensive or defensive)
• Paradrops and helicopter assaults (Transport Strike)
• Escort for the above missions After completing the above missions, helicopters may be allowed to remain in the hex they occupy, or they may have to return to air facilities or friendly, supplied hexes within their Movement Radius (see below). Helicopters can move up to double their Movement Radius to perform one of these missions:
• Transfer
• Transport Strike (from one air facility or friendly, supplied hex to another; see 6.4)
• Escort for one of these missions A helicopter that has moved beyond its Movement Radius cannot move for the rest of the turn. Its counter is rotated 180 degrees to indicate that it can no longer be activated.
DETECTING HELICOPTERS FOR INTERCEPTION
Helicopters are not directly detected for Interception by EW/AWACS units or Masaya. A helicopter is detected for an Interception mission in the following circumstances:
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When a helicopter enters a hex containing an enemy ground unit, it is detected for interception if the enemy unit is within the detection range of either an EW unit (a 3-hex range) or AWACS unit/Masaya (a 10-hex range). If the ground unit is situated outside one of these detection ranges, it cannot be used to intercept the helicopter.
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When a helicopter enters a hex containing an enemy Air Group marker, it is detected and can be intercepted by the air units in the air facility. Notes on Intercepting Helicopters
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The hex in which a helicopter is detected by enemy ground units must also be within the Movement Radius of the air units that will perform the Interception mission.
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To intercept a helicopter that enters a hex containing an Air Group marker, the facility must contain at least one "S" or 'J air unit in the "Available space on the Air Group Display. EXAMPLES OF MOVEMENT: A Nicaraguan transport helicopter battalion based in Esteli (21151 performs a paradrop (a Transport Strike mission) with an FSLN parachute battalion into hex 1811, which contains a Honduran infantry battalion. This mission can be performed because the target hex is within the helicopter's Movement Radius of 5. The transport helicopter is rotated 90 degrees in the target hex. Note that even though the helicopter entered a hex containing enemy ground units, these units are outside the detection range of any Allied EW unit so no Interception mission can be performed. The paradrop occurs in conjunction with an assault by other FSLN infantry brigades, and the Honduran unit is forced to retreat. The transport helicopter can either remain in this hex since it is occupied by a friendly ground unit that is in supply, or it can be returned to another friendly, supplied hex during the Return to Base Phase. In this case, the Communist player decides to move the transport helicopter back to Esteli rather than endanger it by leaving it on the front line. Whether the helicopter moves or stays put, it is rotated 180 degrees at the end of the Return to Base Phase. In the next turn, the Communist player decides to use both Nicaraguan transport helicopters to move an infantry brigade to La Constancia (3010), which is threatened by advancing FDN infantry units. This occurs during the Helicopter Transport Phase; neither the helicopters nor the infantry brigade moved so far in the turn. La Constancia is 9 hexes from Esteli, but within double the helicopters' Movement Radius. The brigade is transported to La Constancia, and the helicopters must remain there (rotated 180 degrees) since they moved beyond their printed Movement Radius. Since the hex contains an airstrip, both helicopters can remain in the hex.
JOINTLY-OCCUPIED HEXES
A hex is jointly occupied when it contains units owned by both players. Transport helicopters can move into a hex containing enemy ground units and helicopters to perform paradrops and helicopter assaults. Attack helicopters can enter enemy-occupied hexes when escorting transport helicopters or when performing offensive Ground Combat Support missions. It is thus possible for a hex to contain a number of opposing helicopters: one attack helicopter on a defensive Ground Combat mission, up to two attack helicopters on an offensive Ground Combat mission, several transport helicopters that performed paradrops or helicopter assaults, and several attack helicopters that escorted transport helicopters. By the end of the Return to Base Phase, a hex can contain units of only one player, however. Attack helicopters on Ground Combat Support missions may be forced to retreat because of ground combat; other helicopters may be forced to move to other friendly, supplied hexes during the Return to Base Phase.
DAMAGE TO HELICOPTERS
All helicopters have two sides: full-strength and halfstrength. When a full-strength helicopter takes a step loss, it is flipped to its half-strength side; a full-strength helicopter that takes two step losses is eliminated. A half-strength helicopter that takes a second step loss is eliminated. Helicopters can never be repaired. Helicopters take step losses for the following reasons:
• Air Combat: Helicopters intercepted by enemy air units may suffer step loss from air combat (see 6.3).
• Defensive Ground Combat Mission: An attack helicopter performing this mission takes a step loss if it is forced to retreat after ground combat is resolved (that is, an enemy ground unit pursues into the helicopter's hex). See 6.3 and 10.5.
• Helicopter Assaults: Transport helicopters performing this form of Transport Strike mission in hexes within enemy Zones of Control or in hexes occupied by enemy ground units may take step losses from the Paradrop and Helicopter Assault Table (see 6.4). Helicopters never take step losses from air defense attack. Transport helicopters do not take step losses when performing a paradrop (a type of Transport Strike mission). Attack helicopters do not take step losses when performing offensive Ground Combat Support missions, even if the attack fails and the helicopters are forced to retreat. Eliminating Helicopters: Helicopters are eliminated for the following reasons:
• All helicopters at captured air facilities are eliminated at the moment an enemy ground unit solely occupies the facility hex during either the Regular Ground Unit Movement, Insurgency Movement, or Reserve Movement Phase.
• A helicopter unit is eliminated if it does not occupy a friendly, supplied hex by the end of the owning player's Return to Base Phase.
• A helicopter is eliminated if it forced to return to a friendly, supplied hex but no available hex is within is Movement Radius. An attack helicopter on a defensive Ground Combat Phase is not eliminated when an enemy ground unit pursues into the hex after ground combat. The helicopter does take a step loss and must immediately move to a friendly, supplied hex. rw 1° it 4 39 II M4 1 n II 2A 3 1A ¶ 5 11 2
5.4 Attack Helicopters
These helicopters intercept the placement of enemy insurgency units (Aerial Counterinsurgency), bomb installations and terrain features (Bombardment Strike), bomb enemy ground units in support of attacking ground units (Close Air Support), or take part in ground combat offensively or defensively (Ground Combat Support). They can also act as escorts for other helicopter units, but never for air units. Attack helicopters have three combat values: Bombardment, Ground Combat, and Air Combat. The Bombardment Value is used in Aerial Counterinsurgency, Bombardment Strike, and Close Air Support missions; the Ground Combat Value is used in offensive and defensive Ground Combat Support missions; and the Air Combat Value is used to resolve Interception missions. All attack helicopters have an Aerial Bombardment Qualifier of "A." Their Bombardment Values are doubled during Aerial Counterinsurgency missions. Each attack helicopter can perform one mission per turn. When an attack helicopter reaches a hex containing opposing ground units in which it will perform a combat mission, the owning player must declare whether the unit is performing Bombardment Strike, Close Air Support, or Ground Combat Support. An attack helicopter that escorts other helicopters must remain as an escort if the stack is intercepted by enemy air units; if the stack is not intercepted, the attack helicopter can use a combat value in the target hex. Attack helicopters can perform both an offensive and a defensive Ground Combat Support mission in a turn. As soon as it performs one type of Ground Combat Support mission in a turn, it can continue to perform only this mission for the rest of the turn (see 6.2 and 6.3). 10 II litt 1° 11 CAtl 0 3 6 1* 2 6 DU ■ 6
5.5 Transport Helicopters
These units transport ground units and supplies across the map (Transport Strikes). They cannot bombard or assist in ground combat, but they may be involved in air combat if they are intercepted. Each transport helicopter unit has a Load Capacity printed on the front and back of its counter (indicated by a colored box); the Load Capacity is a quantification of how much the helicopter can carry in a transport mission. Several transport helicopters in the same hex can be activated as a stack to provide sufficient Load Capacity to transport a ground unit or Supply Depot that an individual unit could not move. Transport helicopters can be activated and can move with attack helicopters, but they can never join in a mission with air units. Paradrops and Helicopter Assaults: Transport helicopters can move parachute-capable and special forces units (and, for the Allied player, US Marine infantry and 6th Air Cavalry cavalry units) into Clear or Rough terrain hexes within the helicopters' printed Movement Radius. They are rotated 90 degrees when they enter the hex. These missions can be performed only during the player's Air Mission Phase (see 6.4). During the Return to Base Phase, transport helicopters (and escorting attack helicopters) may either remain in the hex or be returned to friendly, supplied hexes; they are rotated 180 degrees during this phase. Transporting Ground Units and Supplies: Transport helicopters can move infantry ground units and Supply Depots from one air facility to another, from one friendly, supplied hex to another such hex, or from an air facility or friendly, supplied hex to an unoccupied Clear or Rough terrain hex. The helicopters can move up to double their Movement Radius to reach this hex. These missions can occur during a player's Air Mission Phase or Helicopter Transport Phase, as long as the helicopters and ground units have not moved previously in the turn (see 6.4). If transport helicopters moved beyond their printed Movement Radius, they must remain in the hex and are rotated 180 degrees. If they moved to a hex within their Movement Radius, they can either remain in the hex or be returned to other friendly, supplied hexes during the Return to Base Phase; they are rotated 180 degrees at the end of this phase. Note: If transport helicopters begin a Transport Strike mission with sufficient Load Capacity to transport a unit and during the mission they suffer step losses that reduce Load Capacity, they may be allowed to continue their mission, but the load they carry must meet the reduced Load Capacity (see 6.4). If helicopters receive a "return" result from air combat, they must immediately return to friendly, supplied hexes; they cannot take enhanced losses to continue an air mission (see 10.2).
5.6 CIA Helicopters
CIA helicopters have both a transport and attack capability. During the Air Mission Phase, they can perform a paradrop or helicopter assault Transport Strike mission to move a ground unit into a hex containing enemy ground units and they can remain in the hex to perform an offensive Ground Combat Support mission (see 6.4). They can also transport a ground unit up to 5 hexes into a hex containing friendly ground units, unload the unit, and then move one more hex into one containing enemy ground units to perform a Close Air Support or offensive Ground Combat Support mission. CIA helicopters alone can perform such a double mission during the Air Mission Phase. CIA helicopters can also be used as either transport or for attack. If used in on a Aerial Counterinsurgency mission, it cannot transport units later in the turn. If it is used on a Bombardment Strike mission during the Air Mission Phase, it cannot be used for transport. Likewise, if the helicopter transports material in the Air Mission Phase, it cannot perform a Bombardment Strike mission in the same turn. If used to move units or supply during the Helicopter Transport Phase, it must not have performed any other mission earlier in the turn.
6.0 AIR MISSIONS
The air units in the 'Available Air Units" space of each box on the Air Group Display can be used by the owning player as he wishes. A given air unit can perform one air mission per turn. An EW air unit can accompany friendly air units to enhance the capabilities of those units on a mission, but each EW unit can perform only one mission per turn. EW and AWACS air units in the "Used" or Sitting spaces cannot use their capabilities for the rest of a turn. Each helicopter can perform one mission per turn. Note that an attack helicopter can perform an offensive and defensive Ground Combat Support mission in a turn, which is considered one mission. Combat air missions are of two basic types: offensive and defensive. Offensive missions (6.2) consist of Aerial Counterinsurgency, Bombardment Strike, Close Air Support, Escort, and Ground Combat Support (offensive). Defensive missions (6.3) consist of Ground Combat Support (defensive) and Interception. Transport air missions (6.4) are used to move ground units and supplies across the map and to relocate air and helicopter units.
6.1 General Procedure for Air Missions
The player performing a mission must have air units in the "Available" space on the Air Group Display. He sets the air units aside and places the Air Mission marker on the map in the hex containing the facility where the units are based. A player can form a joint air mission with air units from different air facilities if an EW unit is within 3 hexes of the facilities or an AWACS unit or Masaya is within 10 hexes of the facilities. Restrictions in 4.4 for the Allied player must be taken into account. Helicopter units begin their activation on the map. Helicopters stacked in the same hex can combine to undertake a mission (within the restrictions of 5.2), but they cannot combine with helicopters in other hexes. They cannot combine with air units when performing their mission. Electronic warfare units never enhance the capabilities of helicopters. The helicopter or stack that will perform this mission must not have been activated earlier in the turn. The owning player moves the Air Mission marker or helicopters from hex to adjacent hex to the target hex. Air units are subject to enemy air defense attacks as they move and to Interception missions while they move and in the target hex. Helicopters are subject to Interception missions while they enter enemy-occupied hexes and in the target hex if it contains an enemy Air Group marker; helicopters are never subject to air defense attacks. Any time during an air mission, the owning player can choose to abort the mission. The Air Marker is removed from the map and the air units are immediately returned to friendly air facilities within their Movement Radius from the hex where the mission was aborted. They are placed in the "Used" space on the Air Group Display. Helicopters are returned to friendly, supplied hexes within their Movement Radius, and their counters are rotated 180 degrees to indicate that they cannot be activated for the remainder of the turn. Units that have aborted a mission cannot be attacked by enemy air defense or Interception missions nor can they perform another mission in the turn. Air Defense Attacks: Air units are subject to air defense attack each time they move through a hex containing enemy units capable of performing such attacks. The procedure for conducting air defense attacks is explained in 10.3. Interception: Air units are subject to enemy Interception missions each time they enter a hex that is within an EW, AWACS or Masaya detection range (see 4.7). They are also subject to an Interception mission if they enter a hex containing an enemy Air Group marker, even if this hex is outside any electronic warfare detection range. Air units may be detected several times by different methods of electronic warfare on their way to a target hex, and they may be intercepted a number of times by different units as they move. Interception missions occur and are resolved one at a time. Helicopters are detected for interception each time they enter a hex occupied by enemy ground units, if those units are within the detection range of an EW or AWACS unit or Masaya. They are also detected if they enter a hex containing an enemy Air Group marker, even if this hex is outside any electronic warfare detection range.
AIR MISSIONS IN THE SAME HEX
A given hex may be attacked several times in a turn by air units and helicopters. Each target in the hex can be attacked by only one air mission, however.
• A stack of air units or attack helicopters can perform both a Bombardment Strike and a Close Air Support mission at the same time. Units performing the Bombardment Strike can attack one ground unit, one installation or terrain feature, or a combination of ground unit and installation or feature. One unit in the stack can also perform a Close Air Support mission after the Bombardment Strikes have been resolved.
• Different stacks of air units and/or helicopters can perform a number of Bombardment Strikes in a given hex. Each target in the hex can be attacked only once per turn by Bombardment Strike.
• An escort unit stack that is not involved in air combat can use its combat value (Bombardment or Ground Combat Support) in the same hex as the units it escorted. See 5.6 for CIA helicopters.
• An attack helicopter escorting transport helicopters can perform either a Bombardment Strike, Close Air Support, or Ground Combat Support mission if it is not involved in air combat.
• Any number of paradrops and helicopter assaults can be performed in the same hex as long as ground unit stacking restrictions are met (see 7.5). EXAMPLE: A stack of attack helicopters is intercepted when it enters a hex containing enemy ground units within range of an EW air unit. One attack helicopter becomes escort. Assuming that the stack does not take a return result from air combat, it continues to the target hex after taking any step losses. Once in the target hex, the escorting attack helicopter cannot perform a combat mission. The other helicopters could perform a combination Bombardment Strike and Close Air Support mission at the same time (or just one of these two missions) or an offensive Ground Combat Support mission. If the attack helicopter escorts transport helicopters on a Transport Strike mission, it can perform no combat mission in the target hex after the stack is intercepted. If the stack is not intercepted, the attack helicopter could perform either a Bombardment Strike, a Close Air Support, or an offensive Ground Combat Support mission in the same hex as the transport units. After performing either a Bombardment Strike or Close Air Support, the attack helicopter would return to a friendly, supplied hex (the transport helicopters would remain in the hex until the Return to Base Phase/. If the attack helicopter performs a Ground Combat Support mission in the hex, it remains in the hex (rotated 90 degrees/ until the Return to Base Phase; if a friendly ground unit still occupies the hex, the attack helicopter can remain to perform a defensive Ground Combat Support mission. Tela 115021 is a port and also contains a road, airport, and a bridge across hexside 1502-1602. Assume that the hex also contains two Honduran infantry battalions. The Communist player could launch up to six different Bombardment Strike missions against Tela, targeting each terrain feature and ground unit once per mission. A given Bombardment Strike can attack one terrain feature and one ground unit per mission, so the Communist could have one Bombardment Strike attack one feature and one ground unit, a second strike attack the other ground unit and a different feature, and other strikes attack the remaining three features. If he has ground units adjacent to Tela ready to perform ground combat against the hex, he could also have one unit lair unit or attack helicopter) perform a Close Air Support mission in conjunction with one of the Bombardment Strikes. He could also have one or two attack helicopters move into Tela to perform an offensive Ground Combat Support mission. Finally, he could perform Transport Strike missions to land paradrop or helicopter assault units in the hex. All these air missions against the same hex are permissible because they are different missions attacking different targets in the same hex.
6.2 Offensive Combat Air Missions
AERIAL COUNTERINSURGENCY MISSIONS
(Combat air units and attack helicopters) Aerial Counterinsurgency missions are used to interrupt the appearance of enemy insurgency units. These missions occur only during a player's Aerial Counterinsurgency Phase, which is part of the opposing player's Ground and Air Stage. A unit that performs this mission cannot perform another mission later in the turn. Friendly units on Escort missions can accompany units performing this mission. Note that air units capable of bombardment and attack helicopters have an Aerial Counterinsurgency Qualifier after their Bombardment Values. The qualifier is taken into account only in Aerial Counterinsurgency missions, and it has the following effects: A: The unit's Bombardment Value is doubled on this mission. B: The unit's printed Bombardment Value is used on this mission. C: The unit's Bombardment Value is halved on this mission (round fractions down to a minimum of 1). D: The unit cannot perform Aerial Counterinsurgency missions. Design Note: The qualifier simulates the ability of slower units to remain over the target longer and to inflict more damage against insurgency units. The same unit may be less effective at bombing terrain features or installations when having to dodge flak.
REQUIREMENTS:
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The air units or helicopters must have a printed Bombardment Value and an Aerial Bombardment Qualifier of A, B, or C.
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The enemy insurgency unit that is the target of the mission must have been placed on the map during the immediately preceding Insurgency Placement Phase.
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An air unit or attack helicopter can perform this mission in any hex within its Movement Radius.
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If the Allied player activates a stack of air units or helicopters to perform this mission, he must abide by the restrictions on Allied nationalities (see 4.4 and 5.2).
PROCEDURE:
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The Air Mission marker or attack helicopter(s) moves across the map to the target hex and may be subject to enemy air defense attacks or Interception missions. Surviving units that reach the target hex must have a combined, qualified Bombardment Value of 3 or more. The mission automatically succeeds in this case.
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The enemy insurgency ground unit is removed from the map and placed back in the owning player's pool of available units. The owning player does not receive an Insurgency Command Point (see 8.3).
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As soon as the mission is completed, air units are returned to a friendly air facility within their Movement Radius from the target hex and are placed in the "Used" space on the Air Group Display. Attack helicopters are returned either to an air facility or a friendly, supplied hex that is within their Movement Radius. The helicopter unit is rotated 180 degrees to indicate that it cannot be activated for the rest of the turn. EXAMPLE OF AERIAL COUNTERINSURGENCY: The Communist player successfully places an FSLN insurgency ground unit in hex 2009 during his Insurgency Placement Phase. The FSLN unit threatens to cut off the retreat route of a Honduran ground unit in 2110. During the Allied Aerial Counterinsurgency Phase, the Allied player commits an A-37 (Bombardment Value of 1"A") and a Super Mystere (Bombardment Value of 2"C") to an Aerial Counterinsurgency mission. The 'A" Aerial Bombardment Qualifier doubles the A-37's Bombardment Value to 2, and the "C" qualifier halves the Mystere's value from 2 to
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The stack of Honduran air units has a combined, qualified Bombardment Value of 3, which is sufficient to undertake the mission. The Aerial Counterinsurgency mission takes place outside the detection range of Masaya and all communist EW air units, so the Communist player cannot perform an Interception mission. The Aerial Counterinsurgency mission automaticallysucceeds, and the FSLN insurgency unit is removed from the map (the Communist player does not get back an Insurgency Command Point/. Note that if the Honduran units had been intercepted, the Super Mystere would have to become involved in the air combat; even if no damage was inflicted during the air combat, the Honduran units would no longer have a qualified Bombardment Value of 3, so the counterinsurgency mission would not succeed.
BOMBARDMENT STRIKE MISSIONS
(Combat air units and attach helicopters) Bombardment Strike missions are used to attack enemy ground units and terrain features during a player's Air Mission Phase. A stack of units can perform a Bombardment Strike mission (against one or two targets) plus a Close Air Support mission in the same target hex. The unit's printed Bombardment Value is used to resolve this mission (the Aerial Counterinsurgency Qualifier is ignored). Friendly units on Escort missions can accompany units performing this mission.
REQUIREMENTS:
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The air units or attack helicopters must have a Bombardment Value of 1 or more printed on their counters.
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The target of the mission can be a terrain feature (road, bridge, port, airport or airstrip, or Masaya), a single enemy ground unit in a hex (including non-mobile SAM/AA sites), or a combination of one terrain feature and one ground unit. A given ground unit or terrain feature can be attacked only once in a turn by a Bombardment Strike mission, but several missions can be performed in a turn against different targets in the same hex.
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The target hex must be within the Movement Radius of the attacking air units or attack helicopters.
PROCEDURE:
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The Air Mission marker or attack helicopter(s) moves across the map to the target hex; air units may be subject to enemy air defense attacks and Interception missions as they move, while helicopters are subject to Interception missions only. When surviving air units or attack helicopters reach the target hex, the attacking player selects the target(s) of the attack and adds up the Bombardment Values of the units. The owning player must announce which units will perform Bombardment Strike and which one unit, if any, will perform Close Air Support.
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The combined Bombardment Value applied to the Bombardment Strike(s) is split up as the attacking player wishes. The attack(s) is resolved on the appropriate Bombardment Table (see 10.1). Any damage from bombardment is resolved against the target(s).
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Once the strike is concluded, the owning player returns air units to "Used" spaces on the Air Group Display. The air facilities must be within the units' Movement Radius from the hex where the mission occurred. Attack helicopters that performed the mission are immediately returned to friendly, supplied hexes within their Movement Radius from the target hex. They are rotated 180 degrees after they return. Notes on Bombardment Strike
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A Close Air Support mission does not have to be performed in conjunction with a Bombardment Strike, but can be performed separately.
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An individual air or helicopter unit can perform either a Bombardment Strike or a Close Air Support mission when activated; it cannot split up its Bombardment Value to perform both missions at the same time.
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Units originally intended to act as escorts can contribute to a Bombardment Strike (or one unit to a Close Air Support) if the stack is not intercepted while moving.
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The Allied player faces restrictions when activating air units and attack helicopters to perform Bombardment Strike missions (see 4.4 and 5.2).
CLOSE AIR SUPPORT MISSIONS
(Offensive) (Combat air units and attach helicopters) An offensive Close Air Support mission is used to enhance the ability of friendly ground units when attacking enemy units during the ensuing Ground Combat Phase. The mission is performed during a player's Air Mission Phase. One unit in a stack can perform a Close Air Support in conjunction with other units performing Bombardment Strikes (see above), or an individual unit can perform this mission separately from all Bombardment Strikes. A player does not have to announce that a unit will perform a Close Air Support mission until it reaches the target hex.
REQUIREMENTS:
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Only one air unit or attack helicopter in a stack can be assigned to perform this mission.
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The air unit or attack helicopter must have a Bombardment Value of 1 or more printed on its counter (the Aerial Counterinsurgency Qualifier is ignored).
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Only one Close Air Support mission can be performed per turn against a group of enemy ground units. The target of the attack can be one enemy ground unit or stack in a hex or several hexes containing enemy units. An air unit and an attack helicopter cannot each perform a Close Air Support mission against the same hex. EXAMPLE OF BOMBARDMENT STRIKE: The Allied player decides to underake a Bombardment Strike mission against hex 1910 which contains two Nicaraguan tank regiments threatening Tegucigalpa. From the airport in La Lima (1304), he activates two A-10's (Bombardment Value of 4 each), an EF-111 (Bombardment Value of 4, and an EW air unit as well/, and an F-15(Bombardment Value of 3). He sets these units aside and moves the Air Mission marker across the map to hex 1910 without being intercepted, since it is outside the detection range of Masaya and all communist EW air units. (The F-15, which could have been used as an escort, can contribute its Bombardment Value in this mission since the stack was not intercepted). When the marker is in hex 1910, the Allied player announces he will use the A-10's and EF-111 (a combined Bombardment Value of 12) to make Bombardment Strikes against one of the tank regiments and against the bridge connecting 1910 to 1810. The F-15 will perform a Close Air Support mission with its 3 Bombardment Points. The strike against the tank regiment is resolved first, and the Allied player applies 6 Bombardment Points to this attack. He obtains a step loss against the unit on the Ground Unit Bombardment Table and one tank regiment is flipped over. The remaining 6 Bombardment Points are applied against the bridge, and he damages the bridge. He places a Bridge Out marker adjacent to the hexside 1910-1810. The Allied player places a +3 Close Air Support marker in the hex for the F-15. He receives a +3 die roll modifier when he attacks the tank regiment during the Allied Ground Combat Phase. The four US air units are now placed back on the Air Group Display in any "Used" spaces at air facilities that are within units' Movement Radius from 1910. Note that the EF-111 and F-15 must return to airports. 4W; usa 2s oaf
•
• Bombardment Value
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The enemy ground unit(s) must be attacked by friendly ground units in the ensuing Ground Combat Phase or the benefit of the mission is lost.
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The target hex must be within the Movement Radius of the air unit or attack helicopter.
PROCEDURE:
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Air units or helicopters on a Bombardment Strike mission in the target hex perform their mission first. Once the strike is completed, the owning player selects one unit that did not take part in the strike to perform the Close Air Support mission. The mission is performed against all enemy ground units that will later be attacked in a given ground combat.
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The attacking player declares how many Bombardment Points (to a maximum of 3) the unit will contribute to the attack. Each Bombardment Point from a Close Air Support mission gives the owning player a +1 die roll modifier when resolving combat against the enemy units or stack during his Ground Combat Phase. A Close Air Support marker ( +1, +2, or + 3, depending on the number of Bombardment Points applied) is placed on the enemy ground unit(s).
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An air unit that performed the mission is returned with other air units in the hex, if any, to air facilities. The facility must be within the units Movement Radius from the target hex. The units are placed in the "Used" spaces on the Air Group Display. An attack helicopter performing this mission is immediately returned to a friendly, supplied hex and is rotated 180 degrees. If accompanying other helicopters performing a Bombardment Strike, it can return to the same hex as the others or to a different hex. Notes on Close Air Support
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A Close Air Support mission can be performed by a single air unit or attack helicopter and does not necessarily have to be performed in conjunction with a Bombardment Strike.
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A stack of attack helicopters cannot perform a Close Air Support mission in conjunction with a Ground Combat Support mission; the helicopters would have to be activated separately to perform these two missions.
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It is possible for a friendly stack of ground units to attack several hexes containing enemy units in the same ground combat. However, only one Close Air Support mission benefits a given ground attack.
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A unit cannot contribute some Bombardment Points to the Close Air Support mission and some to another mission in the hex. Any excess Bombardment Points not used by the unit in this mission are ignored. For example, a unit with a Bombardment Value of 4 could only apply three of these points to the Close Air Mission; the fourth point would be ignored.
ESCORT MISSIONS
(Combat air units and attach helicopters) Escort missions allow units with better Air Combat Values to accompany friendly units performing other combat missions and to protect them if an enemy Interception mission is launched. Air units can escort other air units and attack helicopters can escort other helicopters. If a units Air Combat Value is not used while escorting other units, it may be able to use its Bombardment Value (for combat air units and attack helicopters) or Ground Combat Value (attack helicopters) in the target hex. Once a unit has used its Air Combat Value as an escort, it continues for the rest of the mission in this role and can no longer use another combat value. Escorts may be involved in air combat several times in a turn if the stack they accompany is attacked by more than one Interception mission.
REQUIREMENTS:
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A maximum of four air units can be used for escort; these units can be part of a joint mission formed from different air facilities. EXAMPLE OF CLOSE AIR SUPPORT: The Communist player activates one attack helicopter based at Esteli (2115) for a Close Air Support mission. He moves the helicopter to hex 1811 which contains a 1-2-4 Honduran ground unit. When the helicopter reaches the hex, the Communist player announces that it will perform a Close Air Support mission (note that the helicopter could also perform a Bombardment Strike or Ground Combat Support mission in this hex). The helicopter's Bombardment Value of 2 is applied to the mission. He places a +2 Close Combat Support marker in the hex, which will negate the —2 die roll modifier for the FSLN ground unit in hex 1912 attacking across a river hexside. The attack helicopter is returned to a friendly, supplied hex after the mission is completed and is rotated 180 degrees to indicate that it can perform no other mission in the turn. During the Communist Ground Combat Phase, the +2 modifier is applied to the combat resolution die roll.
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One attack helicopter can be used for escort with other helicopters.
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Escorts can move up to their Movement Radius when escorting other air units or helicopters on combat missions and paradrop or helicopter assault Transport Strike missions. They can move up to double their Movement Radius when escorting other units on Transfer and some Transport Strike missions (see 5.5 and 6.4).
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Escorting air units must have either an "S" or "r Air Combat Value. An attack helicopter uses its "D" Air Combat Value.
PROCEDURE:
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The player performing the air mission does not announce which units are performing escort until the opposing player announces an Interception mission.
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As soon as the opposing player announces an Interception mission, the owning player designates up to four friendly air units or one attacklelicopter to act as escort. These units are moved aside from the units that are performing other air missions, if any.
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The opposing player then forms his Interception mission and places his Air Mission marker in the hex where the interception will occur.
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Air combat is resolved between the opposing units. Step losses from combat are applied to both sides' units.
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The intercepting air units are immediately returned to air facilities within their Movement Radius and are placed in the "Used" space. If air units were intercepted and received a retreat result from air combat, they and their escorts must return to air facilities unless the owning player is willing to take enhanced losses (see 10.2). If the units take enhanced losses or did riot receive a return result, they can continue their air mission, and the escort units continue to move with them. If additional Interception mission are launched against the friendly units, only the unit(s) originally designated as escorts can be used to resolve air combat. The escort(s) continues with the friendly units until the stack is forced to abort or until the air mission is completed. The air units return to air facilities either from the hex where they were forced to abort their mission or from the hex where they performed their air mission. If helicopters were intercepted and received a retreat result from combat, the stack must immediately return to friendly, supplied hexes within their Movement Radius, and their counters are rotated 180 degrees. If the stack did not receive a retreat result, it can continue its mission. The attack helicopter continues to act as escort for the other helicopters until the stack is forced to abort or until the air mission is completed.
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If the air mission is not intercepted, all air units in the stack can use their Bombardment Values during the mission. An attack helicopter can use its Bombardment Value or Ground Combat Value in the same hex as the other helicopters it escorted.
• If it moved more than its printed Movement Radius during a Transfer or Transport Strike mission, it is rotated 180 as are the other helicopters.
• If it moved its printed Movement Radius or less during a Transfer or Transport Strike, it is rotated 90 degrees and may move again up to its Movement Radius during the Return to Base Phase. In either case, it is rotated 180 degrees at the end of this phase.
• If it performed an Aerial Counterinsurgency, Bombardment Strike or Close Air Support mission in the target hex, it is immediately returned to a friendly, supplied hex within its Movement Radius and is rotated 180 degrees.
• If it performed an offensive Ground Combat Support mission in the target hex, it is rotated 90 degrees until the ground combat is resolved. If it is forced to leave the hex after ground combat, it returns to a friendly, supplied hex and is rotated 180 degrees. If the owning player wishes, he can also have it return to a friendly, supplied hex during the Return to Base Phase and it is rotated 180 degrees. If the attack helicopter can still perform a defensive Ground Combat Support mission in the target hex, it remains in the hex rotated 90 degrees. Notes on Escort
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Air units with "D" rated Air Combat Values cannot perform Escort missions. Air units with "D" values never contribute their Air Combat Values in air combat when being escorted by other "S" and/or T air units.
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Air units with OT Air Combat Values cannot be escorts. They can be escorted by "S" rated units (in which case they can be intercepted x4 Allied Air Group
• Air Combat Value
• Bombardment Value EXAMPLE OF ESCORT: Two Nicaraguan air units (an A-33 and P-61) are activated to perform an Aerial Counterinsurgency mission against a newly placed FDN insurgency unit in 2308. The stack moves to hex 2309 where it is detected by the CIA EW/engineers ground unit in Silca (21071, and the Allied player announces he will perform an Interception mission. The Communist player decides to use the A-33 unit (Air Combat Value of 2"S") as the escort, since the P-61 can perform the Aerial Counterinsurgency mission on its own. The Allied player has two Honduran A-37's (each with an Air Combat Value of 1"S") at Silca perform the Interception mission. The A-37's can perform the Interception mission because both they and the A-33 have "S" ratings for their Air Combat Values. In the ensuing air combat, the Honduran air units take a step loss and are forced to return to an air facility. The Nicaraguan units move into hex 2308 and the Allied player announces another Interception mission with two other A-37's based in Silca. The Honduran air units are moved into 2308 and another air combat is resolved. The A-33 continues its role as escort and again it forces the Honduran units to abort. The P-61 successfully completes its Aerial Counterinsurgency mission in the hex, and the FDN insurgency unit is removed from the map. The Nicaraguan air units are then returned to a friendly air facility and are placed in the "Used" space on the Air Group Display. by enemy "S" and T units) and T rated units (in which case they can be intercepted only by enemy J units).
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When an attack helicopter acts as escort, the single highest "D" value in a stack is used when determining air combat ratios due to Interceptions (see 6.3).
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The activation limitations of air facilities and the lowest Movement Radius of any air unit must be taken into account when forming a joint mission.
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The Allied player faces restrictions when activating air units and attack helicopters to perform Escort missions (see 4.4 and 5.2).
GROUND COMBAT SUPPORT MISSIONS
(Offensive) (Attack helicopters) An offensive Ground Combat Support mission allows attack helicopters to enter a hex occupied by enemy units and contribute their Ground Combat Values to friendly ground units in combat. An attack helicopter can perform both an offensive and defensive Ground Combat Support mission in one turn (an offensive mission in the owning player's Ground and Air Stage and a defensive mission in the opposing player's Ground and Air Stage). Nicaraguan attack helicopters can move to perform an offensive Ground Combat Support mission during the Communist Ground and Air Stage and then it may remain in the hex to perform a defensive mission during the Allied Ground and Air Stage. Allied attack helicopters can perform a defensive Ground Combat Support mission during the Communist Ground and Air Stage and then move to another hex to perform an offensive mission during the Allied Ground and Air Stage. An attack helicopter can move only once per turn.
REQUIREMENTS:
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The attack helicopter must have a Ground Combat Value of "On or more printed on its counter (the Bombardment Value is never used on this mission).
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The attack helicopter contributes its value only to one attack in ground combat made by friendly units per turn. One or two attack helicopters can contribute to a single ground combat.
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A helicopter can contribute its Ground Combat Value to friendly ground units only if those units are in supply.
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Attack helicopters on this mission must move into the hex containing the enemy ground units (and helicopters) that are to be attacked. The target hex must be within their printed Movement Radius.
PROCEDURE:
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Attack helicopters that survive any enemy Interception missions while moving or in the hex containing enemy ground units (and attack helicopters) can perform their mission. The owning player declares his units are performing an offensive Ground Combat Support mission. The attack helicopters are rotated 90 degrees.
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During the Ground Combat Phase, the owning player adds in the attack helicopters' Ground Combat Values when determining the initial combat ratio for the ground combat (see 10.4). In addition to their Ground Combat Values, attack helicopters provide the owning player with a one-column shift in his favor when resolving ground combat.
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After the ground combat is resolved, the attack helicopter(s) faces several possible situations, depending on whether the hex it occupies has been vacated or not:
• If the hex is occupied by a friendly, supplied ground unit which has pursued into the hex, one attack helicopter can remain in this hex rotated at 90 degrees. Other helicopters in the hex must return to friendly, supplied hex during the Return to Base Phase and are rotated 180 degrees.
• If the hex still contains enemy ground units or if the hex remains vacant, all helicopters must move to a friendly, supplied hex during the Return to Base Phase, and they are rotated 180 degrees. Attack helicopters take no step losses when returning after an offensive Ground Combat Support mission.
• The owning player can always have the helicopters return to another friendly, supplied hex during the Return to Base Phase; their counters are rotated 180 degrees. Notes on Offensive Ground Combat Support
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A stack of attack helicopter can never perform a Ground Combat Support mission in conjunction with a Aerial Counterinsurgency, Bombardment Strike, or Close Air Support mission. An attack helicopter in a stack can be used as escort during air combat; if the stack is not attacked, up to two attack helicopters can perform the Ground Combat Support mission.
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One attack helicopter can escort transport helicopters. If the stack is not intercepted, the attack helicopter can perform a Ground Combat Support mission while the transport helicopters perform a ~~ paradrop or helicopter assault in the target hex; the attack helicopter could otherwise perform a Bombardment Strike or Close Air Support mission in the target hex.
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An attack helicopter with a Ground Combat Value of 0 does not contribute anything when determining the ground combat ratio, but EXAMPLE OF OFFENSIVE GROUND COMBAT SUPPORT Two 3-3-4 FSLN infantry brigades in hex 1910 are adjacent to a 2-3 4 Honduran infantry regiment in hex 1809. Two Nicaraguan attack helicopters (Ground Combat Value of 2 for each) in Ocotal (hex 2012) undertake an offensive Ground Combat Support mission in support of the upcoming ground combat. The Communist player moves the helicopters into hex 1910 to participate in the combat; the helicopters are rotated 90 degrees. The combined combat value of the Nicaraguan units is 10 (3 +3+2 +2 =10) for an initial combat ratio of 3 to 1. In the ground combat, the helicopters also provide the Communist player with a one-column shift in his favor. The Honduran regiment takes a step loss and retreats; the Communist player advances one of his 3-3-4 brigades into the hex. This unit is in supply and so one attack helicopter can remain in the hex to perform a defensive mission during the Allied Ground and Air Stage; the helicopter that remains stays rotated at 90 degrees. The other helicopter must return to a friendly, supplied hex during the Return to Base Phase and is rotated 180 degrees. it does give the owning player a one-column shift in his favor. There is a maximum of one column shift per combat, not one per helicopter involved (see 10.4).
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Helicopters moved to friendly, supplied hexes during the Return to Base Phase cannot perform any other mission (including a defensive Ground Combat Support mission) for the rest of the turn.
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The Allied player faces restrictions when activating helicopters to perform Ground Combat Support missions (see 5.2).
6.3 Defensive Combat Air Missions
GROUND COMBAT SUPPORT MISSIONS (Defensive) (A ttach helicopters) Defensive Ground Combat Support missions allow one attack helicopter to contribute its Ground Combat Value to friendly ground units which are being attacked by enemy ground units. An attack helicopter can perform a defensive and offensive Ground Combat Support mission in the same turn, but the helicopter cannot perform another mission. Nicaraguan attack helicopters can move to perform an offensive Ground Combat Support mission during the Communist Ground and Air Stage and may remain in the hex to perform a defensive mission during the Allied Ground and Air Stage. Allied attack helicopters can perform a defensive Ground Combat Support mission during the Communist Ground and Air Stage and then move to a hex to perform an offensive mission during the Allied Ground and Air Stage. An attack helicopter can move into a hex only once per turn to perform this mission.
REQUIREMENTS:
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The attack helicopter must be in the same hex as friendly, supplied ground units that are being attacked by enemy units.
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If two or more attack helicopters occupy the same hex, only one can contribute its Ground Combat Value. If attack helicopters occupy different hexes that are all attacked in a single ground combat, one attack helicopter per attacked hex can add in its Ground Combat Value.
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An attack helicopter must not have performed a different air mission in the turn (that is, its counter cannot be rotated 180 degrees). An attack helicopter can perform one Ground Combat Support mission (offensive or defensive) in one player's Ground and Air Stage and the same mission (defensive or offensive) in the other player's Ground and Air Stage.
• If at least one defending ground unit remains in the hex, the helicopter can remain in the hex with that unit. One helicopter can remain in the hex per friendly, supplied ground unit. The helicopters remain rotated at 90 degrees.
• If all friendly ground units in the hex were destroyed or were forced to retreat, but no enemy ground unit enters the hex, the helicopter immediately is moved to a friendly, supplied hex that is within its Movement Radius. It is rotated 180 degrees and can perform no other mission for the rest of the turn.
• If an enemy ground unit has moved into the hex through pursuit, the attack helicopter is immediately moved to a friendly, supplied hex that is within its Movement Radius and is rotated 180 degrees. In addition, the helicopter takes one step loss in addition to any losses suffered by the ground units. Design Note: Retreat losses for helicopters represent cumulative flak hits.
PROCEDURE:
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When a ground attack is declared against a hex that contains friendly ground units and an attack helicopter, the defending player declares that the helicopter is performing a defensive Ground Combat Support mission. The helicopter is either rotated 90 degrees or remains rotated 90 degrees.
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The defending player adds in the attack helicopter's Ground Combat Value when determining the ground combat ratio. If the ground combat involves multiple hexes, one attack helicopter per hex can add in its Ground Defense Value. In addition, the defending player receives a one-column shift in his favor when resolving combat; he receives only one shift in the combat, no matter how many helicopters are involved in defending against the attack.
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After the ground combat is resolved, the defending attack helicopter(s) faces several situations: EXAMPLE OF DEFENSIVE GROUND COMBAT SUPPORT: Two Nicaraguan attack helicopters (each with a Ground Combat Value of 2) performed an offensive Ground Combat Support mission during the Communist Ground and Air Stage, moving into hex 1911 which contained a Honduran 1-2-4 infantry battalion. The Honduran battalion was forced to retreat, and a Nicaraguan 2-3-4 infantry brigade involved in the combat pursued from hex 1912 into the vacated hex. One of the Nicaraguan attack helicopters was allowed to remain in the hex, since the infantry brigade was friendly and was in supply.
• The owning player can always have the helicopter move to another friendly, supplied hex during his Return to Base Phase. It is rotated 180 degrees. If there are several helicopters, attack and transport, in a hex or hexes that were attacked, they must abide by the above restrictions for remaining in the hex or moving to a friendly, supplied hex. Only one attack helicopter takes a step loss, however, no matter how many were involved in the combat. All helicopters that retreat are rotated 180 degrees. Notes on Defensive Ground Combat Support
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An attack helicopter performing a defensive Ground Combat Support mission is never subject to enemy Interception missions.
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An attack helicopter with a Ground Combat Value of 0 does not contribute anything when determining the ground combat ratio, but it still gives the owning player a one-column shift in his favor. Its counter was rotated 90 degrees, and it remained in the hex to perform a defensive Ground Combat Mission during the Allied Ground and Air Stage. The other attack helicopter moved to hex 2012 during the Communist Return to Base Phase and was rotated 180 degrees. During the Allied Ground and Air Stage, the Allied player commits two Honduran 2-3-4 infant?), regiments and a US 9th Light Infantry Division attack helicopter (Ground Combat Value of 3) to attack the Nicaraguan 2-3-4 brigade in 1911. The US helicopter moves into the hex containing the Nicaraguan brigade and attack helicopter and is rotated 90 degrees. The Nicaraguan helicopter can now perform a defensive Ground Combat Support mission, since its counter has been rotated only 90 degrees. The combined attack value of the Allied units is 7 (2+2+3= 7), and the combined defense value of the Nicaraguan units is 5 (3+2=5). The initial combat ratio is 1-to-1. The ground combat is resolved. Each player receives a onecolumn shift in his favor for the helicopters, which cancel each other out. Suppose that the attack forces the Nicaraguan brigade to retreat. The Nicaraguan attack helicopter would also have to retreat to a friendly, supplied hex. If one of the Honduran ground units pursues into the vacated hex, the Nicaraguan attack helicopter would take a step loss when retreating. After retreating, the helicopter is rotated 180 degrees. The US helicopter can remain in the hex if the Honduran unit pursues (remaining rotated at 90 degrees); if the Honduran unit does not pursue, it would have to move to a friendly, supplied hex during the Return to Base Phase and be rotated 180 degrees. Now suppose the Nicaraguan brigade won battle, forcing the Honduran units to retreat. The Nicaraguan brigade as the defender cannot pursue after combat. The US helicopter would have to move to another friendly, supplied hex during the Return to Base Phase, but it would not take a step loss doing so. It would be rotated 180 degrees after moving. Note that in the above example, the US attack helicopter could have been used in a defensive Ground Combat Support mission during the Communist Ground and Air Stage, in which case it could only perform an offensive mission during the Allied Ground and Air Stage. The counter would be rotated 90 degrees after the defensive mission; it could then move to an enemy-occupied hex within its Movement Radius to perform its offensive mission.
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A helicopter that moves to a friendly, supplied hex forfeits its ability to perform any other mission (including an offensive Ground Combat Support mission) for the rest of the turn.
INTERCEPTION MISSIONS
(Combat air units) Interception missions are used to attack enemy air and helicopter units while they move and is intended to prevent enemy air missions from reaching their target. Air units from different air facilities can combine in a joint Interception mission. Helicopters can never perform these missions. Interception missions occur during the opposing player's phases (Aerial Counterinsurgency, Air Mission, and Helicopter Transport Phases) after he activates air units or helicopters and moves them across the map. An air unit can perform one Interception mission per turn, and it is placed in the "Used" space on the Air Group Display as soon as the air combat is resolved. Before an Interception mission can be launched, the enemy air units must first be detected by EW or AWACS units or by Masaya. It is possible that enemy air units may be detected several times by different electronic warfare methods. Each time the enemy air units enter a hex that is within the detection range of a friendly electronic warfare unit, an Interception mission can be launched against them. An• Interception mission can also be launched at the moment enemy air or helicopter units enter a hex containing a friendly Air Group marker (even if this hex is not the target of the enemy air units). There must be air units in the "Available space for the air facility and these units must be able to intercept the units that enter the hex. Interception missions cannot be intercepted. Intercepting units are never subject to air defense attacks. Only one Interception mission can be launched at a time (although it can be a joint mission), and it must be resolved before another mission can be undertaken.
REQUIREMENTS:
- The distance at which air units can perform Interception missions against enemy air units depends on the detection range and proximity of friendly electronic warfare units:
• For the Allied player, a US AWACS air unit has a 10-hex detection range. Communist air units that move within 10 hexes of the AWACS unit are detected for interception, and Allied air units at air facilities within 10 hexes of the AWACS unit can perform Interception missions.
• For the Communist player, Masaya (2220) acts like an AWACS unit while the hex is undamaged, and it has a 10-hex range. Allied air units that move within 10 hexes of Masaya are detected for interception, and communist air units at air facilities within 10 hexes of Masaya can perform Interception missions.
• An EW air unit at an air facility or a CIA EW/engineers ground unit has a 3-hex detection range. Enemy air units that move within 3 hexes of the EW-capable unit are detected for interception. Friendly air units based at air facilities within 3 hexes of the EW unit can perform Interception missions.
• If enemy air units are not detected by AWACS or EW units, they can be intercepted only when they enter a hex containing a friendly Air Group marker (friendly air units must be in the "Available space).
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Helicopters are not directly detected for Interception mission by EW or AWACS units. Instead, enemy helicopters are detected if they move into a hex containing friendly regular ground or insurgency units and the ground units are within the detection range of a friendly EW unit (3 hexes) or an AWACS unit/Masaya (10 hexes). Do not count the hex containing the EW/AWACS unit or Masaya when determining range. Enemy helicopters are also detected when they move into a hex containing a friendly Air Group marker.
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Air units can perform only one Interception per turn, but enemy units can be attacked several times in a turn by different Interception missions. Each time the enemy units enter a hex in which they are detected, they are subject to an Interception mission.
-
Air units from different air facilities can combine to form a joint Interception mission. A maximum of 4 combat air units and one EW air unit can take part in an Interception mission.
-
The hex where the Interception mission will occur must be within the Movement Radius of all intercepting air units.
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Air units that will perform the Interception mission must have an Air Combat Value rating that allows them to intercept:
• Air units with a "r Air Combat Value of 1 or more can perform Interception missions against all other air units and helicopters. Air units with an "S" value of 1 or more can perform Inter• ception missions against all other "S" and "D" rated units; they cannot intercept a stack of enemy units composed entirely of "r rated units. "S" rated air units can attack a stack containing "r units and "S" and/or "D" units. The "S" rated intercepting units can inflict step losses on enemy "J" units in this case (the enemy "r unit will probably be escorting the other units).
• Air units with "D" values can never perform Interception missions.
PROCEDURE:
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When enemy air and helicopter units are detected, the intercepting player can declare an Interception mission. The enemy units temporarily stop movement in the hex the occupy when the mission is declared.
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The opposing player announces which units, if any, will act as escorts, and he separates these units from any other units in the stack.
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The intercepting player sets his intercepting air units aside. He places his Air Mission marker on the map in the hex with the enemy Air Mission marker or helicopters. Intercepting air units are not subject to enemy air defense attack or enemy Interception missions.
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When the opposing units are in the same hex, the players resolve air combat between the opposing units (see 10.2) Combat results are immediately applied.
-
Surviving interception air units are immediately returned to a friendly air facility within their Movement Radius and are placed in the "Used" space on the Air Group Display.
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Enemy units that abort their mission are immediately returned to air facilities within their Movement Radius and are placed on "Used" spaces on the Air Group Display. Enemy air units that were not forced to abort their mission continue moving to the target space and are subject to additional Interception missions (enemy air units are also subject to air defense attacks). Notes on Interception
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The US E-3 AWACS unit never joins in air missions and remains at the air facility where it is based. EW air units can take part in an Interception mission and provide a die roll modifier in the air combat. Once an EW unit is placed in a "Used" box, it no longer provides the owning player its EW capability for the remainder of the turn (see 4.7).
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The detection range for Masaya is printed on the map. In the Conventional Game, Masaya cannot be repaired if it is damaged or destroyed. In the Intervention Game, Masaya's EW capability can be suppressed (see 14.5).
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A stack composed entirely of OT air units is eliminated if it is intercepted by enemy T air units. If stacked with other °S° or T units, the 01" units contribute nothing when determining the ratio for the air combat, but they do count when determining the Intensity Level (see 10.2).
6.4 Transport Missions
There are two kinds of transport missions: transfer and transport strike.
TRANSFER MISSIONS
(All air units and helicopters) Transfer missions are used to move air units from one air facility to another and helicopters from one friendly, supplied hex to another. Transferring units cannot perform attacks during their movement; they can be escorted during a transfer.
REQUIREMENTS:
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The air facility to which transferring air units move or the friendly, supplied hex to which tranferring helicopter move must be within double the units' Movement Radius.
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The air facility to which.the air unit is moving must be friendly and functioning (it cannot be captured or destroyed, but it may be contested). The hex to which the helicopter is moving must be friendly and supplied. Transport units can be escorted throughout this mission.
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Air units can form joint missions with units from different air facilities. The air facility to which the stack moves must be within double the lowest Movement Radius of any unit in the stack.
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When performed during the Air Mission Phase by air units based at facilities on the map, the units must be in the 'Available" space of the Air Group Display. Helicopters on the map cannot have performed a mission previously in the turn.
PROCEDURE:
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The owning player sets the air unit(s) aside and places the Air Mission marker on the map in the hex containing the air facility. Helicopters begin their movement from the space where they are located.
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The Air Marker or stack of helicopters is moved across the map to the new air facility (air units) or friendly, supply hex (helicopters). Air units are subject to enemy air defense attack and Interception missions as they move, while helicopters are subject to enemy Interception missions only.
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Transferring air units that receive a return result from air combat must return to the air facilities from which they The Communist player declares that the Y-28 will provide escort. The "S" rated A-37's are allowed to intercept because of the "D" rated P-61 in the Nicaraguan stack. The Allied player decides to commit both A-37's (each with an Air Combat Value of 1) to the Interception mission. He takes the A-37's from the Air Group Display and sets them aside, and then he places his Air Mission marker in hex 1812; he does not have to trace out a path across the map because his units cannot be attacked by communist air defense or Interception missions. Air combat is resolved between the A-37's and the Y-28. In a different situation, the Allied player has two US F-15's and an F-16 (all are rated 7") based in Tegucigalpa. He decides to perform a Bombardment Strike mission against the airstrip in Esteli (2115). When the US units reach hex 1912, the Communist player can declare an Interception mission, if he has 7 rated air units available, because the US units are now within 10 hexes of Masaya. The US units can be attacked by intercepting communist 7 rated air units in each hex they move into on the way to Esteli. If Masaya is damaged, then the US units can be detected for interception by communist EW air units or in Esteli itself if communist 7 rated air units are based there. Note that the US units cannot be intercepted by Nicaraguan "S" rated units. In a third situation, the Communist player launches a Close Air Support mission into hex 3106. The Allied'player has one Honduran A-37 unit in Rus Rus (3107), but no electronic warfare unit at the air facility or within three hexes of it. The communist Air Mission marker moves across the map to hex 3106 without entering 3107 and the air units perform their mission. The Allied player cannot launch an Interception mission because he lacks an electronic warfare unit. If the FSLN units had entered Rus Rus, then the Allied player could perform an Interception mission in that hex if the communist stack contains "D" or "S" units. started, unless the owning player is willing to take enhanced losses to continue the mission (see 10.2). Transferring helicopters that receive a return result from air combat must immediately return to the hex from which they began moving; they are rotated 180 degrees and can perform no other function for the remainder of the turn.
TRANSPORT STRIKE MISSIONS
(Transport air units and helicopters) Transport Strike missions are used to move ground units and Supply Depots across the map. Transport air units can move units and supply from one air facility to another and can perform paradrops. Transport helicopters have the additional ability to perform helicopter assaults. Transport air units perform Transport Strikes only during the player's Air Mission Phase. Transport helicopters perform paradrops and helicopter assaults during the Air Mission Phase, but they can transport units and supply in both the Air Mission Phase and the Helicopter Transport Phase. Escort air units can accompany transport air units. One attack helicopter can escort other helicopters in the Air Mission and Helicopter Transport Phases. IW "" C413 U F C U
• o 00411/4 u
REQUIREMENTS:
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The air unit (s) to be used must be one of the following types: AN-2, C-47, C-123, C-130, C-141, and IL-76.
-
Air units transporting ground units and supply must begin and end their movement in a friendly air facility; they must be in the "Available" space on the Air Group Display. They perform Transport Strike missions during the Air Mission Phase.
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Helicopters transporting ground units and supply must begin and end their movement in a friendly, supplied hex. They must not have performed another mission previously in the turn.
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Helicopters can perform Transport Strike missions (including paradrops and helicopter assaults) during the Air Mission Phase. During the Helicopter Transport Phase, transport helicopters can move units and supplies across the map, but they cannot perform paradrops and helicopters assaults in this phase. Each helicopter can perform only one transport mission per turn.
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Transport air units and helicopters must abide by their Load Capacities when transferring units.
PROCEDURE:
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The ground unit or supply depot to be transported must begin the phase in the hex with the transporting unit. A ground unit cannot move in the same turn in which it will be transported. A Supply Depot can be created during the Supply Phase and can be transported during a later phase.
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If air units are being used, the ground unit or Supply Depot is placed under the Air Mission marker in the hex where the air facility is located. If helicopters are being used, the unit or depot is placed under the helicopters.
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The Air Mission marker is moved across the map and is subject to enemy air defense attack and Interception missions as they move. Helicopters are subject to Interception missions only.
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If an air unit or helicopter suffers adverse combat results from enemy air defense attack or an Interception mission, the units they transport may also suffer losses. Air units that abort a mission are returned to friendly air facilities within their Movement Radius from the hex where they aborted their mission; the air units are placed in "Used" spaces on the Air Group Display, and the load they carried is placed back on the map. Helicopters that abort their mission are returned to a friendly, supplied hex within their Movement Radius and are rotated 180 degrees.
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Transport air units that reach their target hex either unload their ground unit or Supply Depot at the new air facility hex or they paradrop their load into a target hex. Transport helicopters in addition can perform helicopter assaults in a target hex.
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What the unit does after it completes its mission depends on which phase the mission occurred in and how far the unit moved. Air Unit Transport: During the Air Mission Phase, transport air units can move up double their Movement Radius to move a load from one friendly air facility to another. Units that move beyond their printed Movement Radius to reach the new air facility are immediately placed in the 'Used" space on the Air Group Display. If the transport air unit moved to a friendly air facility that is within its printed Movement Radius, it unloads its cargo in the hex. The unit can either remain in the hex containing the facility or it can immediately be moved to another air facility within it Movement Radius. An Air Group marker is placed on the map if the transport air unit is moved to a facility that does not already possess a marker. The air unit is placed in the "Used" space on the Air Group Display. An air unit used to paradrop a ground unit or Supply Depot moves to the target hex, which must be within the unit's Movement Radius. The hex must contain Clear or Rough terrain. The paradrop procedure is followed to land the unit or depot (see below), and the transport air unit is immediately returned to a friendly air facility within its Movement Radius. The air unit is placed in the "Used" space on the Air Group Display. Helicopter Transport: During the Air Mission Phase and Helicopter Transport Phase, a transport helicopter can move up to double its Movement Radius to move a ground unit or Supply Depot from one friendly, supplied hex to another. If it moves beyond its printed Movement Radius, the helicopter must remain in the hex to which it moved and its counter is rotated 180 degrees to indicate that it cannot move later in the turn. If it moves up to its Movement Radius, its counter is rotated 90 degrees and it can move to another friendly, supplied hex during the Return to Base Phase; it is then rotated 180 degrees. A transport helicopter can move its load to a Clear or Rough hex in an enemy Zone of Control if there is a friendly ground unit in the hex. Since this is not a paradrop or helicopter assault, the procedure using the Paradrop and Helicopter Assault Table is not used (see below). If it moves its load from one friendly, supplied hex to another, the hex can be in an enemy Zone of Control (if the hex is occupied by enemy ground units, a paradrop or helicopter assault must be performed). The friendly, supplied hex can be in any type of terrain. During the Air Mission Phase only, transport helicopters can move up to their Movement Radius to perform paradrops and helicopter assaults (see below). The transport helicopter is rotated 90 degrees. During the Return to Base Phase, the helicopter may either stay in the hex it occupies if it is a friendly, supplied hex, or it may return to another friendly, supplied hex within its Movement Radius. In either case, it is rotated 180 degrees during the Return to Base Phase. Notes on Transport Strike
PARACH
UNIT T
STEP
PARADROPS
During the Air Mission Phase, transport air units or helicopters can move up to their Movement Radius to paradrop a Supply Depot into a hex containing friendly ground units in any terrain or into an unoccupied hex in Clear or Rough terrain. Transport units can also paradrop parachute-capable ground units into an unoccupied hex or a hex containing enemy ground units; the hex must be either Clear or Rough terrain. While an air unit is moving to the target hex, it is subject to enemy air defense attack and Interception missions; helicopters are subject to Interception missions only. If the target hex contains no enemy ground units and is not in an enemy ZOC, the paradrop automatically succeeds and the parachute unit and/or Supply Depot is placed on the map. If the target hex does contain enemy ground units or is in an enemy ZOC, the player performing the paradrop must roll on the Paradrop and Helicopter Assault Table. A + 1 die roll modifier is applied if loads paradrop into a hex in an enemy ZOC, and a +2 modifier is applied if they paradrop into a hex containing one or more enemy ground units (the modifiers are not cumulative). The player adds up the Defense Values of all enemy ground units either exerting a ZOC into the paradrop hex or occupying the hex. He rolls the die and cross-references the modified die roll with the combined Defense Value of the enemy units. A result of "-" means no effect and the paradrop succeeds without step losses. A result of "1" or "2," indicates that the units dropped into the hex take 1 or 2 step losses. A single parachute ground unit is eliminated on a result of 2; if several parachute ground units are involved, the owning player can split up a 2 result between two ground units as he wishes. A Supply Depot marker can be used to absorb one step loss, but the marker is considered destroyed and is removed from the map. When performing paradrops, the transport air units or helicopters involved never take step losses on the Paradrop and Helicopter Assault Table. Air units are returned to air facilities within their Movement Radius from the paradrop hex as soon as the paradrop is completed. A transport helicopter remains in the paradrop hex until ground combat in the hex (if any) is resolved; the counter is rotated 90 degrees. During the Return to Base Phase, the helicopter can remain in the hex if a friendly, supplied ground unit occupies the hex; otherwise, the helicopter returns to another friendly, supplied hex. In either case, the helicopter is rotated 180 degrees at the end of this phase. Paradrops can occur in hexes containing Clear and Rough terrain only. Supply Depots can be paradropped into hexes containing cities, but not parachute-capable ground units. Paradrops can be made into hexes containing Entrenchment and Fortification markers; if the defending ground units in either of these hexes is not eliminated (ground units are never forced to retreat from Entrenchments or Fortifications; see EXAMPLE OF PARADROP: During the Air Mission Phase, the Communist player decides to use his FSLN 2-2-4 parachute infantry battalion to make a paradrop into hex 1611 to cut off the retreat route of a 2-3-4 Honduran infantry regiment in hex 1712. The parachute battalion and a transport helicopter (Load Capacity of 2) begin the turn in Somotillo 118151. The helicopter moves to hex 1611 without being detected for an Allied Interception mission. The Honduran 2-3-4 regiment is the only enemy unit that exerts a ZOC into 1611. The Communist player rolls a 4 and applies a +1 die roll modifier for paradropping into a hex in an enemy ZOC. Cross-referencing the modified roll of 5 with the "3-4" column on the Paradrop and Helicopter Assault Table, the result is I. The parachute battalion must take one step loss, and then it is placed in
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The helicopter does not take a step loss because transport units performing paradrops never take step losses. It is rotated 90 degrees in the hex until the Return to Base Phase. If after ground combat is resolved, the helicopter could remain in the hex or it could be returned by the Communist player to a friendly, supplied hex. In either case, it would be rotated 180 degrees at the end of this phase. Note that the parachute battalion could not paradrop directly into hex 1712 because it is a Forest hex, and paradrops can occur only in Clear and Rough hexes. 10.5), the paradropped unit must retreat from the hex, even if not forced to as a result of combat, and takes an additional step loss. Parachute-capable units are in supply throughout the turn in which they are paradropped and throughout the next turn. The owning player places an In Supply marker on his units in the hex (assuming the units survive the drop and any ground combat). Thus it is possible for helicopters to remain in the hex with paradropped units, since the hex is friendly and supplied. The In Supply marker is removed during the End of Turn Stage in the turn after the units were paradropped, and the units must trace a supply line normally in subsequent turns. Notes on Paradrop
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Note that it is possible for a unit to transport both a ground unit and a Supply Depot in the same mission if the unit has sufficient Load Capacity. Both the ground unit and Supply Depot must be trans-ported to the same hex. A ground unit and Supply Depot cannot be paradropped into a city because the ground unit cannot perform this mission in a city hex.
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A paradrop in a hex containing an enemy Air Group marker is subject to interception by air units at the facility and air defense attacks before the paradrop occurs.
-
A paradrop that occurs in an enemy-occupied hex has +2 die roll modifier applied; enemy units adjacent to the drop hex are not taken into account when determining the Defense Value to be applied to the die roll on the Paradrop and Helicopter Assault Table.
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It is possible for a hex to contain both units possessing an In Supply marker (those that entered via paradrop) and units possessing an Out of Supply marker (those that were out of supply before the paradrop occurred). The owning player should keep the appropriate supply markers atop the two different units. A paradrop does not automatically supply all units in a hex.
HELICOPTER ASSAULTS
Transport helicopters can move all parachute-capable units, special forces units, US Marine infantry ground units, and the US 6th Air Cavalry cavalry battalion into Clear and Rough terrain hexes to perform helicopter assaults. If Load Capacity allows, one or more Supply Depots can accompany the ground units. If the hex does not contain enemy units and is not in an enemy ZOC, the assault automatically succeeds. If the hex contains enemy ground units or is in an enemy ZOC, the owning player must roll on the Parachute and Helicopter Assault Table. No modifier is applied if the assault occurs in a hex in an enemy ZOC; a +2 die roll modifier is applied to this roll if the units assault a hex occupied by enemy ground units. A result of "-" on the table means the assault succeeded without step loss; a result of "1" or "2" means the assaulting units take one or two step losses, respectively. Transport helicopters take a similar number of step losses equal to the step losses suffered by the ground units. The owning player can split up step losses as he wishes. A Supply Depot can be used to absorb one step loss, and the marker is removed from the map. Helicopter assaults can take place in Clear and Rough terrain hexes. They can be performed in hexes containing cities or an Entrenchment or Fortification; the transported units must retreat and take one step loss if a defending ground unit still occupies the hex after ground combat is resolved and they are eliminated in they cannot retreat (see 10.5). As with paradrops, a ground unit is in supply through the turn it enters the hex via helicopter assault and throughout the next turn; an In Supply marker is placed on the assault units and is removed during the End of Turn Stage in the turn after the assault was made. The units must trace a supply line normally in subsequent turns. The helicopter that performed the assault remains in the hex until ground combat (if any) is resolved in the hex. Its counter is rotated 90 degrees. During the Return to Base Phase, the helicopter can remain in the hex if a friendly, supplied ground unit also occupies the hex; otherwise, it returns to another friendly, supplied hex. In either case, it is rotated 180 degrees. Notes on Helicopter Assault
-
A helicopter assault in a hex containing an enemy Air Group marker is subject to interception by air units at the facility before the assault takes place.
-
CIA helicopters can perform both a helicopter assault and a combat mission when activated (see 5.6).
-
It is possible for a hex to contain both units possessing an In Supply marker (those that entered via helicopter assault) and units possessing an Out of Supply marker (those that were out of supply before the assault occurred). The owning player should keep the appropriate supply markers atop the two different units. A helicopter assault does not automatically supply all units in a hex.
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The Allied player faces restrictions on activating helicopters for helicopter assaults (see 5.2). EXAMPLE OF HELICOPTER ASSAULT: During the Allied Air Mission Phase, the Allied player decides to perform a helicopter assault with two 3-2-4 US Marine infantry battalions which began the turn stacked in hex 1612 with two Marine transport helicopters. In addition, the Allied player also decides to include a Supply Depot in the hex with the assault. The target of the assault is a 3-3-4 Nicaraguan infantry brigade in Somotillo 0814 The US units move to hexes 1613, 1614, 1715, and into 1815; when they enter 1815, they can be intercepted, but all communist air units have already been used in the turn. The Allied player must roll on the Parachute and Helicopter Transport Table. He rolls a 3 and applied the +2 die roll modifier for making a helicopter assault into an enemy-occupied hex, for a modified die roll of 5. He cross-references the modified die roll with the "3-4" column and finds that the result is "1." The Allied player decides to have the Supply Depot take the step loss, and it is removed from the map. In addition, one of the transport helicopters must take a step loss. The helicopters remain in the hex until the Return to Base Phase.
TRANSPORT LOAD CAPACITIES
The Air Load Transport Chart indicates by air unit and helicopter type any restrictions to loads that can be carried, the Load Capacity of each type, and the type of air facility (if any) the unit can land at. Several transport units of the same type (air or helicopter) can combine to provide enough Load Capacity to move something that one unit alone could not carry. Transport units can never transport other air or helicopter units. On the chart, "Load Restriction? indicate which kinds of ground units the air unit or helicopter can transport. All transport units can carry Supply Depots. "Full Load Capacity' is the number of load points the unit can carry when it is on its full-strength side, and 'Half Load Capacity' is the number it carries after it takes a step loss. "Air Facility Landing Restriction" indicates whether the unit can use airstrips or airports during the mission (for example, a C-141 must begin and end its movement at an airport and can unload only at an airport). Each unit in the game is rated in size as to how many Load Points it costs to move the unit by air or helicopter transport. Note that it costs fewer Load Points to move a ground unit after it has taken a step loss. Damage to Transport Units and Their Loads: If a transport air unit or helicopter suffers damage from enemy air defense or Interception, whatever the unit is transporting may also suffer a loss. If a transport unit suffers damage from enemy air defense or Interception, whatever the unit is transporting may also suffer a loss. A transport unit is destroyed when it takes two step losses (one step loss destroys the AN-2), and whatever it is transporting is also destroyed. A halfstrength unit that suffers a step loss is destroyed along with its load. A full-strength transport unit that takes one step loss is flipped to its half-strength side, and whatever it is carrying must still be within the unit's reduced Load Capacity. If the object being transported is worth more Load Points than the damaged transport unit can carry, the owning player must either have the load take a step loss or eliminate it, as long as the reduced Load Capacity of the transport unit is not exceeded. If several transport units combine to carry a large ground unit and the transport units take step losses, the ground unit must also take a step loss or be eliminated to meet the reduced Load Capacity of the transport units. Notes on Load Capacity
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Salvadoran and Honduran C-47's have a Load Capacity of 2 on their full-strength side. Other C-47s have a capacity of 1.
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Step losses to transport units may occur from Interception missions, air defense attacks, and the Paradrop and Helicopter Assault Table. The transported ground units or Supply Depots must meet the Load Capacity of their transport units throughout the mission. Transport air units performing a paradrop can continue the mission after receiving a return result from air combat if the owning player
USAF
OJ u USA 2/505 2-2
SUPPLY
DEPOT
o Load Capacity EXAMPLE OF LOAD CAPACITY: A full-strength C-141 (with a Load Capacity of 3) carries a US parachute infantry battalion (2 Load Points) and a Supply Depot (1 Load Point). During movement the C-141 is intercepted and takes a step loss; its reduced Load Capacity is 2. The Allied player must either eliminate the Supply Depot or have the parachute infantry battalion take a step loss to meet the reduced Load Capacity of the C-141. If the C-141 takes two step losses, it is eliminated as are the US battalion and the Supply Depot. is willing to take enhanced losses (see 10.2); the load being transported must also take losses, as necessary, to meet a reduced Load Capacity. Helicopter assaults that are intercepted and receive a return result must abort their mission. The units in the mission return to a friendly, supplied hex, the helicopters are rotated 180 degrees, and the load is placed on the map.
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Air units that will intercept transport missions must have the appropriate Air Combat Value rating to attack the units (see 4.1).
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The Allied player faces restrictions on activating air units and helicopters from transport missions (see 4.4 and 5.2). Unless specified in a scenario, transport air and helicopters of El Salvador and Honduras can never combine to carry a load. Also, combat air units of one country cannot be used as escorts for transport units of the other country.
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In scenarios where they appear, the FSLN Treasury and Government markers each has a Load Point cost of 1. In the Intervention Game, an 82nd Air Supply marker has a Load Point cost of 4.
7.0 GROUND UNITS
The most important units in the game are the ground units whose task it is to take territorial objectives or to prevent the enemy from doing so. The functions of the majority of ground units is discussed in this section; the special abilities of insurgency units is discussed in Section 8.0. types and across hexsides on the map. Infantry units move at a different rate than armor units. Insurgency units can either move as regular infantry units, or they can use insurgency movement (see 8.4). Note: In the examples in the rules and in the set-ups for scenarios,
7.1 Ground Unit Types
ground units are listed by three numbers (e.g., 2-3-3). The first number is the Attack Value, the second is the Defense Value, and the third is the Movement Allowance. Ground units are considered to be one of three types: armor, infantry or insurgency. Armor units are those which have Movement Point Allowances of 7 or 8; infantry units are those with Movement Point Allowances of 6 or less. Insurgency units have special capabilities (see 8.0) although they can be used as normal infantry units. Ground units that are not capable of insurgency movement are referred to as regular ground units. Armor Units: Tank, Mechanized Infantry, Armored Cavalry; US Mobile SAM, Self-propelled Artillery, Anti-tank, Multiple Launch Rocket System, and some Mobile AA; Nicaraguan Logistics Supply and SS-20. Infantry Units: Infantry, Special Forces, Marines (and Naval Infantry), Engineers, CIA EW/engineers, some Mobile AA, Artillery, Military Police. Non-mobile SAM/AA sites and FSLN urban (CDS) infantry units are included in the game. They cannot move, but they are considered ground units. ■i III-2
• Movement Allowance ■ Attack Value Defense Value Ground units have three values on their counters: Attack Value, Defense Value, and Movement Allowance. The Attack Value is used when the unit is attacking enemy units during the Ground Combat Phase. The Defense Value is used when the unit is defending against attack in the Ground Combat Phase. The Movement Allowance is used to determine how quickly a unit can move through hexes of various terrain
7.2 Ground Unit Movement
Each ground unit has a Movement Allowance, which is the number of Movement Points it has available in a turn. Armor and infantry units move at different rates through terrain and across certain terrain hexsides. Printed on the map is a Terrain Key, which lists the number of Movement Points each type of unit must expend to enter a given terrain type or to cross certain hexsides. The Terrain Effects Chart in each player's Charts and Tables booklet includes both movement costs and special effects of all terrain types and features. Infantry units pay "Infantry' Movement Point (MP) costs; armor units pay "Armor" Movement Point (MP) Costs. Most movement of ground units occurs during the Regular Ground Unit Movement Phase. Armor units that move half their Movement Allowance during the Regular Ground Unit Movement Phase can have Armor Reserve markers placed on them to indicate that they can move during the Reserve Movement Phase. Armor units can move up to half their Movement Allowance during this phase. Defending ground units may be forced to retreat as a result of ground combat, and attacking units may be allowed to pursue after combat (see 10.5). A ground unit can use its full Movement Point Allowance only once during a turn. A ground unit moves from hex to adjacent hex, paying the cost in Movement Points to cross a hexside (if necessary) and to enter the hex. A unit can never expend more Movement Points than allowed it; a unit cannot save Movement Points from one turn to another. A unit can always move one hex in a turn unless the terrain prohibits the unit from entering the hex. A ground unit's Movement Allowance may be reduced if it possesses an Out of Supply marker (see 9.7). A unit possessing an Out of Supply marker can always move into another hex even if it would not otherwise have sufficient Movement Points to enter the hex (unless prohibited by the terrain in the hex).
LIMITATIONS TO REGULAR GROUND UNIT MOVEMENT
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Regular ground units cannot move into Water hexes or cross all-water hexsides unless they use Air or Boat Transport (see 7.4).
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A regular ground unit must end its movement when it enters an enemy Zone of Control (see 7.3).
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Regular ground units can move off the map, but they can never re-enter the map.
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Regular ground units can usually move through friendlyoccupied hexes in excess of stacking restrictions, but they can never end movement overstacked in a hex.
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Armor units face a number of restrictions when moving through Swamp, Jungle, and Mountain Jungle hexes (see 7.7). Notes on Movement
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Insurgency units can either move either during the Regular Ground Unit Movement Phase or during the Insurgency Movement Phase, not in both phases.
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In some scenarios in the Intervention Game, Nicaraguan ground units can move off the south mapedge, which limits US reinforcements that enter from the south (see 16.6). Once off the map, the Nicaraguan units cannot re-enter.
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In the Scenario Generation System, withdrawn US units may be allowed to re-enter the map (see 22.6).
7.3 Zones of Control
A ground unit or stack with a combined Defense Value of 2 or more exerts a Zone of Control (ZOC) into the six adjacent hexes surrounding the hex it occupies. Both insurgency units and regular ground units exert a ZOC if they have a combined Defense Value of 2 or more. A regular ground unit that moves into an enemy ZOC must end its movement for the turn. A unit can exit an enemy ZOC by expending one Movement Point in addition to the cost for entering a hex outside an enemy ZOC. A unit can move from one enemy ZOC into an adjacent ZOC by expending its full Movement Point Allowance. ZOC's restrict the retreat of enemy ground units after combat (see 10.4). They also affect supply lines (see 9.4). Limitations on Zones of Control: The following limitation apply to Zones of Control:
• ZOC's do extend across river hexsides but not across allwater hexsides.
• ZOC's do not extend into Jungle or Mountain Jungle hexes except along roads and trails.
• Unless specified by scenario instructions, ZOC's do not extend beyond a country's set-up boundary printed on the map at the start of a game. Once a country's neutrality has been violated by an enemy regular ground unit, ZOC's do extend into both countries. 1816 Villa Salvadorit EXAMPLES OF ZONES OF CONTROL: An Honduran 2-3-4 infantry regi-ment in Juticalpa (2207) exerts a Zone of Control because it has a Defense Value of 3. It exerts a ZOC into hexes 2108, 2208, 2308, 2307, and 2206, but not into hex 2107. Even though hex 2307 is a Jungle hex into which a ZOC would normally not extend, there is a road connecting 2207 with 2307. There is no road or trail connecting 2207 with 2107, so no ZOC extends into this the Mountain Jungle hex. A ground unit in hex 2909 would exert no ZOC because it is totally surrounded by Jungle hexes and there are no roads or trails connecting this hex with others. At the beginning of a scenario, a Nicaraguan 2-3-3 infantry brigade in Puerto Morazan (1615) exerts a ZOC into hexes 1616 and
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It does not exert a ZOC into hexes 1515, 1614, or 1715 because the hexes are beyond Nicaragua's set-up boundary, nor does it exert a ZOC into hex 1516 because an all-water hexsides separates the two hexes. As soon as a Nicaraguan regular ground unit crosses the set-up boundary into Honduras, all eligible Nicaraguan units exert ZOC's across the set-up boundary (the same applies for Honduran units). Therefore, the Nicaraguan brigade in Puerto Morazan would extend a ZOC into hexes 1614 and 1715 when another Nicaraguan regular ground unit enters Honduras, but still not into hex 1515 because of the all-water hexside. No ZOC No ZOC Markers: To help players keep track of which enemy units exert ZOC's, a number of No ZOC markers are included in the game. After supply lines to units have been checked during the Supply Phase, the player whose Ground and Air Stage is in effect may wish to place No ZOC markers on enemy ground units that exert no ZOC (e.g., units with Defense Values of 1 and units in Jungle and Mountain Jungle hexes where no roads or trails are present). Notes on Zones of Control
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Ground units that are out of supply still exert ZOC's if they have a combined Defense Value of 2 or more.
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Insurgency units are not restricted in their movement by the presence of ZOC's (see 8.4).
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If the weather option is being used (see 18.1), rain and heavy rain negate the effects of ZOC's extending along trails.
7.4 Transportation
There are several ways in which ground units can be transported across the map: Air Transport, Boat Transport, and River Transport. Transport allows a ground unit to move farther than it normally could by foot.
AIR TRANSPORT
Air transport by Transport Strike mission allows the greatest movement across the map. A ground unit must begin the Air Mission Phase or Helicopter Transport Phase in a hex with transporting air units or helicopters. The unit to be transported must not have moved so far in the turn. Transport by air follows the procedure outlined under Transport Strike missions (see 6.4).
BOAT TRANSPORT
Allied battalion or company-size infantry units and communist brigade-size (or smaller) infantry units can use Boat Transport during the Regular Ground Unit Movement Phase. A ground unit using Boat Transport must not have moved previously during the turn. Insurgency units moving during the Regular Ground Unit Movement Phase can use Boat Transport, but not during the Insurgency Movement Phase.
REQUIREMENTS:
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The ground unit must begin the Regular Ground Unit Movement Phase in a friendly, undamaged port or in a coast or island hex within 5 contiguous hexes of such a port. The 5-hex range cannot be traced through land hexsides.
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The port that provides the Boat Transport cannot be damaged or be in the Zone of Control of enemy ground units.
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Each eligible port can transport one ground unit in a turn.
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Infantry units only can use Boat Transport. Armor and helicopter units never use Boat Tranport.
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The presence of a CIA EW/engineers unit or an AWACS air unit limits the Boat Transport capability of the Communist player.
PROCEDURE:
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The owning player indicates which ground unit will use Boat Transport and which port will provide the transport.
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The owning player can move the ground unit that is in the port or within 5 hexes of the port to any other coast or island hex not occupied by enemy ground units. The hex moved to must be within 5 contiguous coast hexes of the port. Do not include the hex that contains the port but do include the hex where the ground unit is located when counting the 5 hexes. The ground unit cannot move through a land hex or hexside while moving.
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A CIA EW/engineers ground unit occupying Tiger Island (1414) can detect communist ground units using Boat Transport that move within 3 hexes of the unit. The Communist player must roll a die as soon as his unit or stack attempts to cross an all-water hexside or enters a Water hex within 3 hexes of Tiger Island to determine if the Boat Transport succeeded. DIE
ROLL
2-6
RESULT
The Communist unit slipped through undetected and completes its movement. The unit was detected and was attacked; it takes a step loss and is forced to return to the port or coast hex from which it began movement. The unit cannot use ground movement after it returns to port or coast hex. Boat Transport is never restricted in Lake Nicaragua for the Communist player as long as the internal ports of Granada and San Carlos are undamaged. Infantry units can use Boat Transport across the Caribbean Sea, the Pacific Ocean, and the Lake of Nicaragua. The hex to which the ground unit is transported can be adjacent to enemy units (the unit cannot begin transportation from a hex in an enemy ZOC, however). The ground unit must end its movement in a hex that contains land (coastal or island). Either player can use Boat Transport. Notes on Boat Transport
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The port of Rama (3319) cannot be used for Boat Transport. Granada (2321) and San Carlos (2924) can be used to transport units across the Lake of Nicaragua.
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Insurgency units can attempt to cross the Gulf of Fonseca by using insurgency movement (see 8.4).
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In the Intervention Game, a US carrier-based E-2 (AWACS) unit in a Pacific or Caribbean AWACS Detection Box projects a 10-hex range for detecting communist Boat Transport, and the same procedure for determining the success of the movement is used (see 14.1). EXAMPLES OF BOAT TRANSPORT: An FSLN infantry brigade begins the Communist Movement Phase in Rio Grande (3615). The Communist player declares that the port of El Bluff (3520), which is undamaged and is controlled by Nicaraguan units, will provide Boat Transport for the infantry battalion. This is permissible because Rio Grande is 5 hexes away from El Bluff The infantry unit can be transported anywhere along the eastern Nicaraguan coast from hex 3615 as far south as San Juan del Norte 13525), which is 5 hexes south of El Bluff The unit cannot be transported further north than Rio Grande, because that village is already 5 hexes away from El Bluff A US infantry battalion in San Lorenzo (1613), which is undamaged and in Allied control, can use Boat Transport to move as far west as hex 1114 or as far south as 1517. Note that the unit must could follow the path 1514, 1414, 1415, 1416, and 1517; the unit cannot go directly through hex 1516 because it contains land. A Nicaraguan infantry brigade in Puerto Morazan 11615) attempts to use Boat Transport to reach Tiger Island. As soon as the unit moves into hex 1515, the Communist player rolls the die to determine if his unit can continue. On any roll but a 1, the unit takes a step loss and is forced to return to Puerto Morazan. Likewise, an FSLN unit from Corinto 11718) that tries to move north by Boat Transport would have to stop in hex 1517 while the Communist player rolls the die.
RIVER TRANSPORT
River Transport allows an infantry unit at Bluefields (3420) or El Bluff (3520) to move to Rama (3319) and vice versa, before employing its Movement Allowance in the Regular Ground Unit Movement Phase. The unit using River Transport must not have moved previously in the turn. Both players can use River Transport if the requirements listed below are met. Note that the boundaries of River Transport are marked on the map.
REQUIREMENTS:
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An infantry unit of any size can use River Transport. Armor and helicopter units cannot use River Transport.
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The infantry unit must occupy Bluefields/E1 Bluff or Rama.
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The ports where the unit begins and ends River Transport must be undamaged and they cannot be in enemy ZOC's. There can be no enemy units in hexes adjacent to the river that connect the ports (that is, hexes 3319, 3320, 3419, 3420, or 3520). Both ports must be in supply.
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One infantry unit can use River Transport per turn.
PROCEDURE:
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The owning player declares that an eligible infantry unit will use River Transport from El Bluff/Bluefields to Rama or vice versa. He checks to see that the requirements listed above are fulfilled.
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The owning player moves the infantry unit from one hex to the other. The infantry unit can now use its printed Movement Allowance to continue moving. Note: El Bluff can provide both Boat and River Transport in the same turn if it is undamaged. A given hex can contain a maximum of 5 stacking points, but only 4 units. A hex containing both US and Allied units abides by the stacking limits above. A hex containing only US ground units can have a maximum of 4 battalions. Support units consist of special forces, engineers, artillery, self-propelled artillery, anti-tank, mobile AA and SAM, multiple launch rocket system, CIA EW/engineers, Nicaraguan logistics supply, SS-20, and urban (CDS) infantry units. Armor Unit Restrictions: Armor units must move one at a time through Swamp and Mountain Jungle hexes (that is, they cannot move as a stack or with infantry units). However, armor units can end their movement together in the same hex as long as they are within stacking limits. Notes on Stacking
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Insurgency units are considered support units for stacking purposes (see 8.0).
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Armor units can enter Mountain Jungle hexes only along roads and trails (see 7.7).
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In the Intermediate Game, USMC Beachhead and 82nd Airborne Airhead markers do not count towards ground unit stacking limits (see 15.0). EXAMPLE OF STACKING: At the end of the Movement Phase, the Allied player has a Salvadoran brigade, battalion, and special forces in a hex. The units are worth 5 stacking points 12 each for the brigade and battalion and 1 for the special forces), which is the maximum points he can have in a hex. He could also have a company and three support units in a hex or four support units teach worth 1 stacking point); another company or support unit cannot be stacked in this hex because a hex can contain no more that four units. The Allied player can have four US battalions in a hex since a maximum of four US units can be stacked in the same hex.
7.6 Reserve Movement
EXAMPLE OF RIVER TRANSPORT: The Communist player has a Nicaraguan 3-3-4 infantry brigade in El Bluff During the Ground Unit Movement Phase, he declares the unit will use River Transport to move the unit to Rama. Both ports are in his control. There is an FDN 1-1-4 insurgency ground unit in hex 3418, but it is not adjacent to the river nor does it exert a ZOC into 3419, so the Communist player can move the brigade to Rama. The brigade can now use its full Movement Allowance.
7.5 Stacking
Stacking occurs when 2 or more friendly ground units occupy a hex at the end of movement. Except for movement through Mountain Jungle and Swamp hexes, ground units can freely move through other friendly units. Stacking restrictions apply at the end of movement. Units in a stack can be moved individually or as a whole. If a stack contains armor and infantry units and is moved as a stack, then it uses the lowest Movement Allowance of any unit in the stack and it pays armor Movement Point costs when entering hexes and crossing hexsides. Air units, helicopters, and non-mobile SAM and AA units do not count towards ground unit stacking limits, nor do Fortification and Entrenchment markers or other game information markers. In scenarios that allow ground units of both sides to stack in a hex, the enemy units in a hex do not count towards friendly stacking limits.
STACKING LIMITS
At the end of movement, a hex can contain a limited number of friendly ground units. For all nations except the United States, the ground units have the following stacking points:
UNIT
Brigade Regiment Battalion Company Support
STACKING
POINTS
During the Regular Unit Movement Phase, a player can move supplied armor units up to half their Movement Allowance and then can place an Armor Reserve marker on them so they can be used later to exploit a break in the enemy lines. The armor units must not end their initial movement in an enemy Zone of Control, nor can they take part in combat during the Ground Combat Phase. During the Reserve Movement Phase, if the armor units possessing an Armor Reserve marker are still in hexes not in enemy ZOC's, they can again move up to half their Movement Allowance. They can end their movement in an enemy ZOC. Armor units pay their normal Movement Point costs when moving during this phase. The Armor Reserve markers are removed from the map at the end of the Reserve Movement Phase. Note: Insurgency units that have Insurgency Reserve markers on them can also move during the Reserve Movement Phase (see 8.4).
7.7 Terrain Features
The Terrain Key on the map and the Terrain Effects Chart in each Charts and Tables Booklet list the various Movement Point costs for regular ground units to enter hexes and to cross certain hexsides. Movement Point costs differ for armor and infantry units. Insurgency units using insurgency movement do not pay Movement Point costs for terrain in hexes.
CLEAR AND ROUGH HEXES
These are the only kinds of hexes where paradrops and helicopter assaults can occur. Paradrops of ground units cannot be done in hexes containing cities, but Supply Depots can be paradropped in them. Helicopter assaults can be performed in city hexes.
JUNGLE HEXES
A unit's ZOC extends into these hexes only if a road or trail connects the unit's hex and the adjacent Jungle hex. Armor units can enter these hexes only along roads or trails during a Movement Phase or pursuing after ground combat. Salvadoran infantry brigades, Honduran infantry regiments, and Nicaraguan 3-3-4 and 3-4-4 infantry brigades can enter these hexes during the Regular Ground Unit Movement Phase, but they can pursue into these hexes after ground combat only if they move along roads or trails (see 10.4).
MOUNTAIN JUNGLE HEXES
and remain usable. A unit entering a hex with a Road Out marker along a road must expend Movement Points for the terrain in the hex. Note that damage to roads does not affect any bridges leading into and out of the hex; bridges must be attacked separately to be damaged. Units face the same restrictions for movement and pursuit in Mountain Jungle hexes as they do for Jungle hexes. In addition, armor units must move through Mountain Jungle hexes one at a time. They cannot move in stacks or with infantry units. They can, however, end movement stacked with other units. Armor units cannot attack enemy units in adjacent Mountain Jungle hexes unless a road or trail connects the armor units' hex and the enemy units' hex. They can pursue after ground combat into Mountain Jungle hexes only along roads and trails. A road or trail that crosses a river hexside contains a bridge. A ground unit pays no extra Movement Points to cross a bridge. A bridge can be attacked and damaged; when a bridge is damaged, place a Bridge Out marker in a hex next to the bridge with the arrow pointing to the bridge that was damaged. A unit crossing a river hexside at a damaged bridge must pay the cost for moving across an unbridged river hexside (see below). Note that a bridge still can be used to cross a river into a hex even if the roads in the hex are damaged.
SWAMP HEXES
RIVER HEXSIDES
Armor unit must move through Swamp hexes one at a time. They cannot move in stacks or with infantry units. They can, however, end movement stacked with other units in a Swamp hex. A unit crossing a river hexside on a bridge pays no extra Movement Point cost for the bridge. A unit crossing a river hexside that does not contain a bridge must expend Movement Points in addition to those spent for entering the hex. Special forces units pay no extra Movement Point cost to cross a river hexside; all other regular infantry units must expend 1 additional Movement Point to cross a river hexside. An armor unit must expend 2 additional Movement Points to cross the hexside. A unit crossing a river hexside at a destroyed bridge must expend the additional Movement Points listed above. A friendly engineers unit in a hex on either side of an unbridged river hexside or a hexside with a Bridge Out marker negates the additional Movement Point cost for crossing the river. In effect, the engineers unit acts like a bridge (using floating barges to ferry troops across).
ISLANDS
Ground units can be moved to islands through Boat Transport and Transport Strike air missions. Regular ground units cannot use their Movement Allowance to move directly across all-water hexsides to islands. Tiger Island (1414) and Isle Meanguerra (1315) belong to Honduras; all other islands belong to Nicaragua. Honduran and US units are the only Allied air and ground units that can occupy Tiger Island. See 10.4 for attacking islands.
ROADS AND TRAILS
A unit that enters a hex by moving through a hexside containing a road or trail pays a lower Movement Point cost. Entering a hex by road or trail negates the Movement Point cost of the terrain in the hex. Infantry units expend 1 Movement Point to enter a hex by road or trail; armor units expend 1 Movement Point to enter by trail and 1/2 Movement Point to enter by road. Roads can become damaged during the course of a game. When a hex containing one or more roads receives a damage result, place a Road Out marker in the hex. All roads in that hex are considered unusable; trails in the hex are not affected EXAMPLE OF ROAD AND TRAIL MOVEMENT: A US tank battalion in El Progresso (1404) would spend 6 Movement Points to reach El Rosario (2006). It would spend 1/2 Movement Point each to enter hexes 1505, 1504, 1604, and 1705 by moving along the road and then 1 Movement Point to move along the trails into 1805, 1905, 2005, and 2006.
BRIDGES
WATER HEXES
Ground units cannot enter these hexes unless using Boat Transport or being moved by Transport Strike missions. Insurgency unit can use insurgency movement to enter these hexes.
ALL-WATER HEXSIDES
All-water hexsides are found along coasts and in lakes. Regular ground units cannot move across these hexsides unless they use Boat. Transport or a Transport Strike air Now suppose there is a Road Out marker in hex 1705. The US tank battlion would only be able to reach hex 1905. It would spend 1/2 Movement Point each to enter hexes 1505, 1504, and 1604 (11/2 MP total), four Movement Points to enter hex 1705 (51/2 MP total), and one Movement Point each to enter hexes 1805 and 1905 (71/2 MP total). mission. ZOC's do not extend across these hexsides. Insurgency units can use insurgency movement to cross all-water hexsides (see 8.4).
CITIES
There is no additional Movement Point cost to enter a hex containing a city. Paradrops of ground units cannot be made in hexes containing cities, but Supply Depots can be paradropped. Helicopter assaults can be made into cities. Note that national capitals (Managua, Tegucigalpa, and San Salvador) are all cities. Cities also have an important effect on ground combat (see 10.4).
ENTRENCHMENTS AND FORTIFICATIONS
A scenario will list where Entrenchment and Fortification markers are placed on the map. Once on the map, the markers cannot be moved. A marker remains on the map until it is occupied solely by enemy ground units, at which time the marker is removed and can never appear again in the game. Entrenchments and Fortifications offer benefits during combat (see 10.4). There is no additional Movement Point cost for an Entrenchment or Fortification when entering the hex. Notes on Terrain
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Armor units can attack into Jungle hexes even if no road or trail connects the two hexes, but they can pursue into Jungle hexes only along roads or trails.
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Damage to roads and to bridges cannot be repaired in the Conventional Game, but can be repaired in the Intervention Game (see 16.3).
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Insurgency units that end movement in an enemy-controlled city may have to perform combat in the hex (see 8.5 and 10.4).
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In the Intervention Game, US Marine units can enter Water hexes and cross all-water hexsides during amphibious assaults (see 15.2).
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If the weather option is being used, the movement benefits of trails are negated by rain and heavy rain (see 18.1).
7.8 Special Ground Units
50Q4 1-1 M l a
SPECIAL FORCES UNITS
These units can cross unbridged river hexsides without having to expend an additional Movement Point. Parachutecapable special forces units can be paradropped during Transport Strike missions; all special forces units can perform helicopter assaults (see 6.4). All special forces units are insurgency capable. Special forces units can trace supply lines through Water hexes and across all-water hexsides (see 9.4). The presence of a special forces unit among attacking or defending ground units gives the owning player a one-column shift when resolving ground combat. In addition, since special forces units are insurgency capable, the owning player also receives a + 1 or —1 die roll modifier when resolving the ground combat (see 10.4). EXAMPLES OF BRIDGES AND RIVERS: During the Allied Air Mission Phase, the Allied player successfully attacked the bridge hexside at 1613-1714 with a Bombardment Strike mission to slow the advance of Nicaraguan troops into Honduras. During the Communist Regular Ground Unit Movement Phase, a Nicaraguan tank regiment in El Tempisque (2119) is sent north to assist in an attack against Tegucigalpa. If the tank unit took the path depicted in the example, it would stop in San Lorenzo (1613), having spent 4 Movement Points to reach Choluteca 117141 by the road. It would have to spend 2 Movement Points to cross the now unbridged river hexside at 1613-1714 plus 2 Movement Points to enter the Clear terrain in hex 1613. The tank regiment would have spent all 8 of its Movement Points to reach this hex. In the example given above for road and trail movement, the US tank battalion moving from El Progresso to La Rosario crosses the bridge between hexes 1805 and 1905 at no extra cost. If a Bridge Out marker is adjacent to this hexside, the US tank unit cannot cross into hex 1905 because armor is prohibited from entering a Mountain Jungle hex except along a road or trail and the Bridge Out marker negates the trail leading into the hex. If an Allied engineers unit was in either 1805 or 1905, the effects of the destroyed bridge would be negated, and the tank battalion would spend 1 Movement Point to enter the Mountain Jungle hex along the trail.
PARACHUTE UNITS
Parachute-capable units are denoted by small wings on the counters. These units can either move like regular ground units or they can be moved by Transport Strike air missions. They can be moved into Clear and Rough terrain hexes with or without enemy units by paradrop or helicopter assault during the Air Mission Phase (see 6.4). Parachute units may take step losses from the Transport Strike mission. In the ensuing Ground Combat Phase, parachute units in a hex with enemy ground units must attack these units. Unlike the restrictions on other ground units, the parachute units attack only the units in a jointly-occupied hex, not enemy units in adjacent hexes. If the enemy units are eliminated or forced to retreat, the parachute unit can remain in the hex. If a parachute unit or stack is forced to retreat because of ground combat, it takes one additional step loss before retreating; the unit or stack is destroyed if no retreat route is available (see 10.5). During the Air Mission Phase, parachute units can be also transported to any unoccupied or friendly-occupied hex, assuming the transport units survive all enemy air defense and Interception missions. During the Helicopter Transport Phase, parachute units can be transported to unoccupied or friendly-occupied hexes by available transport helicopters (no paradrops or helicopter assaults are allowed in this phase). Parachute units moved by Transport Strike mission are considered in supply in the turn they land and also throughout the next turn. An In Supply marker is placed on the transported units in a hex. Thus, a helicopter unit could remain stacked with a parachute unit since the hex is considered friendly and supplied. SAM 1NC AntiAircraft
NON-MOBILE SAM AND AA SITES
A scenario will list where non-mobile SAM and AA markers are placed on the map. Once on the map, they cannot be moved. A site remains on the map until it is damaged or until the hex where the site is situated is occupied solely by enemy ground units. SAM and AA sites perform air defense attacks in ground-to-air combat (see 10.3). Non-mobile SAM and AA sites can be attacked by Bombardment Strike air missions. The attacking player rolls on the Ground Unit Bombardment Table when resolving these attacks. In the Conventional Game, a damage result to a site eliminates it for the rest of the game, and the counter is removed from the map. Notes on Special Ground Units
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All special forces units are insurgency capable. In a turn they can move either as regular ground units or as insurgency units. Special forces units (because of their special training) can be reorganized but not rebuilt (see 11.0).
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Parachute units can perform helicopter assaults into city hexes but not paradrops. Paradrops and helicopter assaults can be performed in hexes containing Entrenchment and Fortification markers.
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In the Intervention Game, paradropped or helicopter assaulting units negate the doubling of communist ground units defending in coast hexes against US Marine amphibious assaults (see 15.2).
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In the Intervention Game, non-mobile SAM and AA sites are flipped to their damaged sides; damaged sites can be repaired (see 16.3). The sites are permanently destroyed when an Allied ground unit is alone in the hex with the site. The sites can also be damaged by US Night Naval Bombardment (see 15.1).
8.0 INSURGENCY UNITS
Insurgency ground units have a color band across their counters to indicate their insurgency capability. In a given turn these units can act either like regular ground units or they can use their insurgency capabilities. Scenarios will indicate which insurgency units begin the game set up on the map and which are available to the owning player for later placement. Several phases in the game deal only with insurgency units (Insurgency Movement Phase, Insurgency Placement Phase, and two Insurgency Disbandment Phases which occur in each player's Ground and Air Stage in the Conventional Game; in the Intervention Game, there is also a Guerrilla Attack Phase for each player). The Aerial Counterinsurgency Phase allows a player the opportunity to eliminate enemy insurgency units that were just placed on the map.
8.1 Placement of Insurgency Units
Each player receives a pool of insurgency ground units as called for by a scenario and a number of Insurgency Command Points, which are used to bring insurgency units on to the map. The Insurgency Command Point marker is placed in the appropriate box on the Information Record Track; as a player expends Insurgency Command Points, the marker is moved down the track until it reaches the 'V box. It is possible that a player will receive additional Insurgency Command Points during his Reinforcement Phase, and the marker should be adjusted on the track to reflect the new points received. Each hex containing a friendly ground unit or stack (including other insurgency units) can be used to place new insurgency units of the same nationality on the map. During the Insurgency Placement Phase, a player can attempt to create new insurgency units from his pool of available units if the following requirements are met.
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The player must have insurgency units available. If all his insurgency units are already on the map, he can create no new ones until others are eliminated or disbanded (see below).
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The player must have Insurgency Command Points still available. If all points have been expended, the player can no longer create new insurgency units.
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Each hex containing a friendly ground unit or stack can attempt to place one insurgency unit of its nationality. Insurgency units already on the map can be used to create new insurgency units.
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In this phase, a player can make as many attempts as there are hexes containing friendly units and hexes where the insurgency units can be placed.
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A player can use his Insurgency Command Points to create any friendly insurgency units that are included in the scenario's Order of Battle. Insurgency units are in supply throughout the turn in which they appear on the map. They must trace supply normally starting with the turn after they appear on the map (see 9.5). An In Supply marker can be placed on newly created insurgency units to help the owning player remember that they are supplied in their turn of placement.
PROCEDURE
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The player announces that he will attempt to place an insurgency unit on the map. He indicates which friendly unit or stack will make the attempt and then he indicates in which hex the unit will appear. Restrictions on placement are listed below.
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He immediately expends one Insurgency Command Point for making the attempt.
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He consults the Insurgency Command Table and rolls the die, applying any applicable die roll modifiers. He crossreferences the modified die result with the terrain in the hex in which the insurgency unit is to be placed. On a result of 'Yes,' the insurgency unit is placed on the map in the indicated hex. On a result of 'Yes ( + 1)," the insurgency unit is placed on the map, but the player must expend an extra Insurgency Command Point (if no point is available, the unit cannot be placed and the initial point is lost). On a result of "-," the attempt failed and no insurgency unit is placed.
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The player continues to attempt placements until he has exhausted his Insurgency Placement Points, he has placed all the insurgency units in his available pool, or he no longer wishes to make attempts. Die Roll Modifiers: If the attempt is made in the home country of the insurgency unit, a +1 die roll modifier is applied to the attempt. For US insurgency capable units, a +2 die roll modifier is applied to the attempt. Note that these two modifiers are not cumulative (for example, the Allied player does not get a +3 modifier when trying to place a US insurgency unit inside Honduras). If a placement attempt is made in a town or port outside the insurgency unit's home country, a -1 modifier is applied to the die roll. Design Note: The additional Insurgency Command Point that must be expended simulates the extra effort and resources expended to have a guerrilla force appear where it is needed.
RESTRICTIONS ON PLACEMENT
Insurgency units face the following restrictions when they are placed on the map:
• A regular ground unit or stack can place an insurgency unit up to two hexes away. Insurgency units can place other insurgency units in the hexes they occupy or in adjacent hexes.
• Insurgency units can be placed in a hex adjacent to enemy units but never in a hex containing an enemy unit (ground, helicopter, air, non-mobile SAM/AA site, Entrenchment, or Fortification).
• They can never be placed in cities outside their home countries.
• If an insurgency unit is placed in a town or port outside its home country, a -I die roll modifier applies to the roll on the Insurgency Command Table. If the unit does appear, it must have combat during the Ground Combat Phase if the hex is controlled by the opposing player (see below).
• An insurgency unit can be placed in a hex containing friendly units, but not in excess of stacking limits.
HOME COUNTRIES
The following nations are considered home countries for insurgency units: Allied Insurgency Units Nicaraguan Democratic Forces (FDNJ: Anywhere in Nicaragua, and in Honduras east of hex row 1900 (hexes 1902 through 1911). Revolutionary Democratic Alliance and Army (ARDEI: Anywhere in Nicaragua, and in Costa Rica east of hex row 2700 (hexes 2725 through 2727). United States, Civilian Military Assistance (CMA), and Israel: Anywhere in Honduras, E1 Salvador, or Costa Rica. El Salvador: Anywhere in El Salvador. Honduras: Anywhere in Honduras. Guardia Nacional (Somoza): Anywhere in Nicaragua. Communist Insurgency Units Sandinista National Liberation Front (FSLN), Soviet Union, People's Revolutionary Movement (MRP) and Movement 19 (M-19): Anywhere in Nicaragua. Faribundo Marti National Liberation (FMLN): Anywhere in El Salvador, and any forest hex in Honduras within two hexes of the Salvadoran border, but not in a hex containing a village or airstrip. Revolutionary Movement of Honduras (MRHJ: Anywhere in Honduras and Nicaragua. Notes on Insurgency Placement
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In the rare event that a player has more than 100 Insurgency Command Points available, the back of the Insurgency Command Point marker is printed with "+ 100." This side is used until the total of points falls below 100, at which time the marker is inverted to its front side.
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All communist regular and insurgency ground units can attempt to create any other communist insurgency unit (they are all considered one nationality). The Allied player must use units of an Allied country or faction to create insurgency units of the same nation or faction. For example, only Honduran ground units can create the Honduran special forces (Rgr) insurgency unit, only FDN regular ground or insurgency units can create FDN insurgency units, and so forth.
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CMA and Israeli insurgency units can be placed by any Allied ground units.
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Special forces units, which are all insurgency capable, cannot be brought back onto the map once they are eliminated (see 8.5).
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When a scenario calls for insurgency units to be placed on the map at the beginning of the game, they are not considered available for placement until after they have been disbanded or eliminated during the course of the game.
8.2 Disbanding insurgency Units
A player can attempt to disband friendly insurgency units on the map during the First or Second Insurgency Disbandment Phase. An insurgency unit on the map can have two disband attempts made for it during the owning player's Ground and Air Stage, one per phase. For each successful disbandment of an insurgency unit, the owning player gets back one Insurgency Command Point, moving the marker up one box on his Information Record Track.
PROCEDURE:
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The owning player announces that he will make the disband attempt, pointing to the insurgency unit he wishes to disband.
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He rolls the die and applies any applicable die roll modifiers listed with the Insurgency Command Table. On any "Yes" result, the owning player can disband the insurgency unit, removing it from the map and placing it in his pool of available units. He also receives one Insurgency Command Point. On an "-" result, the attempt fails and the unit remains on the map. Die Roll Modifiers: The owning player receives a + 1 die roll modifier when trying to disband an insurgency unit in its home country. The Allied player receives a +2 modifier when trying to disband a US insurgency unit.
RESTRICTIONS ON DISBANDMENT
• The insurgency unit must be in supply before it can disband.
• It must be within three hexes of a friendly regular ground unit or insurgency unit; the friendly unit does not have to be the same nationality as the insurgency unit.
• Only one disbandment attempt can be made for an insurgency unit per Insurgency Disbandment Phase, although a spearate attempt can be made for it in each phase.
• Each insurgency unit that the owning player wishes to disband must have a separate attempt made for it. Note: Any communist ground unit can attempt to disband any other communist insurgency unit. Any Allied ground unit can attempt to disband an insurgency unit of any Allied nation or faction; the only restriction is that unit attempting the disband attempt must belong to a country that is an active ally (units of neutral countries cannot make disband attempts).
8.3 Aerial Counterinsurgency
During the Aerial Counterinsurgency Phase, a player can attempt to interdict the placement of enemy insurgency units. If air units or attack helicopters successfully deliver 3 Bombardment Points into a hex containing a newly placed insurgency unit, the unit is removed from the map; note that the Bombardment Value is modified by the Aerial Counter-insurgency Qualifier (see 6.2). The removed insurgency unit is placed back in the owning player's pool of available units, but the player does not get back the Insurgency Command Point(s) he expended to create the unit. Note: Units on an Aerial Counterinsurgency mission are subject to enemy air defense attacks and Interception missions.
8.4 Movement of Insurgency Units
Insurgency units cannot move in the turn they are placed on the map, but they may participate in ground combat. They can move during the Regular Ground Unit Movement Phase or the Insurgency Unit Movement Phase of the turn after placement. If an insurgency unit uses regular ground unit movement, it cannot use insurgency movement in the same turn (and vice versa). Note: In the Intervention Game, insurgency units cannot perform guerrilla attacks in the turn they are placed on the map, but they can attempt to perform demolitions (see 16.0).
INSURGENCY UNITS MOVING LIKE REGULAR GROUND UNITS
Insurgency units that are stacked with regular ground units and that move with them during the Regular Ground Unit Movement Phase pay all normal costs to enter hexes and to cross hexsides and they face all other restrictions the regular ground units face (see 7.2). Insurgency units not stacked with regular ground that move during this phase pay the normal costs of regular infantry units to enter hexes and cross hexsides, with the following exceptions:
• Insurgency units pay no extra Movement Point to cross an unbridged river hexside.
• The first time an insurgency unit or stack ends movement in a city, town, or port controlled by the opposing player, the owning player must perform combat during his Ground Combat Phase (see below). Insurgency units can freely move through cities, towns, and ports controlled by the opposing player, but they must have combat if they end their movement in such a hex. Note that this restriction does not apply if the enemy city, town, or port has already been captured by a player or if the insurgency unit(s) is stacked with a regular ground unit when it ends movement in the hex.
• Insurgency units using regular ground movement must stop when they enter an enemy Zone of Control.
• Insurgency units using regular ground movement cannot have Insurgency Reserve markers placed on them. Insurgency units can use Boat and River Transport during
• the Regular Ground Unit Movement Phase. Note: Insurgency units that begin moving with regular ground units must remain stacked with those units. They cannot split off from the other ground units to receive the benefits listed above.
INSURGENCY MOVEMENT
During a player's Insurgency Movement Phase, he can have individual insurgency units or stacks use insurgency movement. Insurgency units can move up to four hexes in a turn using this form of movement, and they ignore normal movement costs to enter hexes and cross hexsides. They cannot use Boat or River Transport during this phase. Insurgency units have the following abilities when using insurgency movement:
• During the Insurgency Unit Movement Phase, an insurgency unit can move up to four hexes. If the unit does not move at all or moves one or two hexes in this phase, an Insurgency Reserve marker can be placed on it; the unit can move another one or two hexes during the Reserve Movement Phase. An insurgency unit can move one or two hexes into a hex with friendly ground units, have an Insurgency Reserve marker placed on it, and take part in ground combat. As long as the insurgency unit does not suffer an adverse effect from combat (retreat or a step loss), it retains the Insurgency Reserve marker and can move during the Reserve Movement Phase.
• Insurgency units can freely move through enemy Zones of Control, but not through hexes containing enemy units. They do not have to end movement when entering an enemy ZOC, nor do they pay an extra Movement Point to exit an enemy ZOC.
• An insurgency unit that begins and ends movement in a hex containing land can move through Water hexes and cross all-water hexsides. Each Water hex entered counts as one of the four hexes an insurgency unit can enter via insurgency movement. The unit cannot have an Insurgency Reserve marker placed on it while in a Water hex. If the unit does not end its movement in a hex containing land (including islands), it is destroyed. Note that the presence of a CIA EW/engineers unit on Tiger Island (1414) or a communist ground unit in Potosi (1415) can affect the movement of insurgency units across the Gulf of Fonseca.
• Insurgency units that end insurgency movement in a city, town, or port controlled by the opposing player must perform combat during the owning player's Ground Combat Phase (see below). Insurgency units can freely move through cities, towns, and ports controlled by the opposing player while using insurgency movement, but they must have combat if they end movement in such a hex. Note that this restriction does not apply if the city, port, or town has been captured previously by the owning player.
• An insurgency unit possessing an Insurgency Reserve marker cannot pursue as a support unit into a vacated hex after ground combat (see 10.5). Notes on Insurgency Movement
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An insurgency unit or stack that moves one or two hexes during the Insurgency Movement Phase and ends movement in a city, town, or port controlled by the opposing player cannot have an Insurgency Reserve marker placed on it.
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Insurgency units can enter an island hex during either movement phase. See 10.4 for attacking enemy units on an island. EXAMPLES OF MOVEMENT: An FSLN 1-1-4 insurgency unit is stacked with a Nicaraguan 3-3-4 infantry brigade in Condega (2114). During the Regular Ground Unit Movement Phase, the stack moves to hexes 2013, 2012, 2011, and ends movement in 2010 (Danli). The insurgency unit can end in the town because it is stacked with another regular ground unit. If it had moved into this hex by itself it would have to perform combat during the Ground Combat Phase. Since the insurgency unit has moved using regular ground unit movement during the phase, it cannot use insurgency movement later. An FDN 1-1-4 insurgency battalion is stacked with a regular FDN infantry battalion in Valencia (2707). To move into hex 2807, the stack expends 3 Movement Points (2 to enter the Jungle hex and 1 to cross the unbridged river hexside). The insurgency unit cannot continue moving because it must expend the same Movement Point costs as the regular ground unit it is stacked with. Now suppose two FDN 1-1-4 insurgency battalions are in Valencia. If these unit move during the Regular Ground Unit Movement Phase, they could reach hex 2908. They would spend 2 Movement Points to enter each Jungle hex, but they would ignore the additional Movement Point for crossing the unbridged river hexsides. If these same units were to move during the Insurgency Movement Phase, they could move to hex 3009, since they can move up to four hexes using insurgency movement, ignoring the terrain costs for entering hexes and crossing hexsides. In another situation, an FSLN 1-1-4 battalion in hex 2509 uses insurgency movement to move to hex 2407, which contains two Nicaraguan infantry brigades poised to attack an FDN infantry battalion in Catacamas (2406). Because the insurgency unit has moved only two hexes, an Insurgency Reserve marker can be placed on it. During the Ground Combat Phase, the insurgency unit can take part in the attack on the FDN unit. Assume that the attach results in the FDN unit retreating. One of the Nicaraguan brigades can pursue into the hex. The town hex is no longer controlled by the Allied player, so the FSLN insurgency unit can use reserve movement to move into the hex. If the Nicaraguan brigade did not move into the town, the FSLN insurgency unit could still use reserve movement to move through the town hex, but it could not end its movement there (see below). Also, because the FSLN unit possesses an Insurgency Reserve marker, it cannot pursue into the vacated hex after combat is resolved.
COUNTERINSURGENCY IN THE GULF OF FONSECA
The presence of a CIA EW/engineers unit on Tiger Island or a communist ground unit in Potosi (regular or insurgency unit) may interfere with insurgency units moving through the Gulf of Fonseca during the Insurgency Movement Phase. As soon as an insurgency unit or stack crosses an all-water hexside in the Gulf, the opposing player rolls the die and consults the Gulf of Fonseca Counterinsurgency Table. Notes on Counterinsurgency in the Gulf on Fonseca
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A player attempting to move insurgency units across the Gulf of Fonseca during the Regular Ground Unit Movement Phase uses the procedure outlined in 7.4. The Gulf of Fonseca Counterinsurgency Table is used only during the Insurgency Movement Phase.
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In the Intervention Game, US Navy E-2 AWACS units cannot be used to detect insurgency units moving across the Gulf of Fonseca during the Insurgency Movement Phase (see 14.1). EXAMPLE: Three FSLN 1-1-4 insurgency battalions in Potosi use insurgency movement to enter hex 1315. A CIA EW/engineers unit occupies Tiger Island. As soon as the FSLN units enter 1315, the Allied player can roll on the Gulf of Fonseca Counterinsurgency Table. In this case, the Allied player rolls a 4. One step loss is taken by an FSLN insurgency unit, and the stack is placed back in hex 1415 where it started movement. The units cannot move again in the turn. Design Note: Insurgency units are considered to be using canoes and other small transport vessels during the Insurgency Movement Phase and to be using motor torpedo boats and larger transport vessels during the Regular Ground Unit Movement Phase.
RESERVE MOVEMENT
During the Reserve Movement Phase, an insurgency unit possessing an Insurgency Reserve marker can move one or two hexes, ignoring normal movement costs to enter hexes. The unit uses insurgency movement during this phase. The restrictions on reserve movement as are follows:
• The unit cannot end movement in a city, town, or port controlled by the opposing player.
• The unit cannot end movement in a Water hex.
• If the unit crosses an all-water hexside in the Gulf of Fonseca, the opposing player rolls on the Gulf of Fonseca Counterinsurgency Table (see above).
8.5 Insurgency Units and Combat
Insurgency units that take part in ground combat give the owning player a die roll modifier when resolving combat and, if an insurgency unit is also a special forces unit, a one-column shift. Insurgency units must perform ground combat if they end movement via regular or insurgency movement in a city, town, or port controlled by the opposing player; they can move through such a hex without having combat.
ENDING MOVEMENT IN A POPULATION CENTER
During the Regular Ground Unit Movement Phase, insurgency units can freely enter and end movement in cities, towns, and ports in enemy countries when they are stacked with regular ground units (the hex comes under the owning player's control when his units enter or move through the hex). However, when an insurgency unit or stack ends movement in a city, town, or port controlled by the opposing player during the Regular Ground Unit Movement or Insurgency Movement Phase and it is not stacked with regular ground units, the insurgency unit or stack must perform combat in the hex during the Ground Combat Phase. The insurgency units do not have to attack adjacent enemy units, only the population center hex. Note that insurgency units cannot enter cities, towns, and ports that contain enemy ground units (unless a scenarios allows this). Insurgency units using insurgency movement when they enter one of these hexes cannot have Insurgency Reserve markers placed on them. The city, town or port has an intrinsic Defense Value of 1 (the local police and militia). All normal die roll modifiers for combat are in effect; the insurgency unit or stack receives a +1 die roll modifier in the combat (see 10.4). If the result of the combat calls for a a retreat or step loss to the population center, the insurgency unit or stack is allowed to remain in the hex. A retreat or step loss result to the insurgency unit or stack forces it to retreat from the hex (see 10.5). Note: If a hex begins the game under the control of a player, is captured by the opposing player, and is later recaptured by the original owning player, the intrinsic Defense Value returns to the hex.
GROUND COMBAT
Insurgency units abide by all restrictions for regular ground combat. If they take part in the ground combat, then all adjacent enemy units to which they are adjacent must be attacked during the combat. An insurgency unit receives a + 1 die roll modifier when attacking and a —1 modifier when defending; these modifiers apply whether the insurgency units are alone or are stacked with regular ground units. If the insurgency unit is a special forces unit, it additionally gives the owning player a one-column shift in his favor when resolving the ground combat. An insurgency unit or stack possessing an Insurgency Reserve marker can take part in the ground combat. If there EXAMPLE OF INSURGENCY UNITS AND COMBAT: A FSLN 1-1-4 insurgency battalion and the FSLN 2-2-4 Simon Bolivar (SB) special forces battalion use insurgency movement to move from hex 2509 to hex 2308, and an Insurgency Reserve marker has been placed on the stack. A Nicaraguan 2-3-4 infantry brigade in hex 2310 is attacking an FDN 1-2-4 infantry battalion in hex 2309; there is an FDN 1-1-4 insurgency battalion in hex 2307. During the Ground Combat Phase, the Communist player decides to attack the FDN battalion in 2309 with the Nicaraguan brigade and the special forces unit. The combined Attack Value is 4 (2{2=4), which results in a 2-to-1 combat odds against the FDN unit. The Communist player receives a one-column shift for the special forces unit and a +1 die roll modifier because it is any insurgency unit. The combat results in the FDN being eliminated, and the Nicaraguan brigade pursues into the vacated hex. The FSLN 1-1-4 insurgency unit must now attack the FDN insurgency battalion in 2307 (all adjacent enemy units must be attacked). The initial combat ratio is I-to-1. Because both are insurgency units, the Allied player receives a —I die roll modifier and the Communist player a +1 modifier, which cancel each other out. However, the FSLN unit is attacking across an unbridged river hexside, so a —2 die roll modifier is applied to the combat. The Communist player rolls the die to resolve the combat. In this case, the FSLN unit takes a step loss and is forced to retreat. The Insurgency Reserve marker remains on the special forces battalion because it was not affected negatively by its combat, and it can move one or two hexes during the Reserve Movement Phase. is no negative result from the ground combat (retreat or step losses), the Insurgency Reserve marker remains on the unit or stack, and it is allowed to move during the Reserve Movement Phase.
LOSSES TO INSURGENCY UNITS
Except for special forces units, insurgency units eliminated through ground combat become available to the owning player 2 turns after they are destroyed. Eliminated units are placed on the Game Turn Track two spaces ahead of the one containing the Game Turn marker. During the owning player's Reinforcement Phase of that future turn, insurgency units on the Game Turn Track are placed back in the owning player's pool of available units, and they can be placed normally during upcoming turns. A player does not receive an Insurgency Command Point when an insurgency unit is eliminated in combat. Insurgency units that have taken a step loss can be reorganized by expending either an Insurgency Command Point or a Reorganization Point (see 11.2). Special forces units can be reorganized but they can never be rebuilt.
INSURGENCY UNITS AND PURSUIT
If a stack of attacking ground units contains both regular and insurgency units, the owning player can have one insurgency unit accompany a regular ground units pursuing into a vacated hex as the support unit (see 10.4); the insurgency unit that pursues cannot possess an Insurgency Reserve marker. A stack composed solely of insurgency units cannot use pursuit into a vacated hex after combat. An insurgency unit or stack possessing a Insurgency Reserve marker cannot pursue after combat; it can move during the Reserve Movement Phase.
9.0 SUPPLY
A11 units must be in supply before they can perform game actions at full capability. They draw supply by tracing supply lines to friendly sources of supply (Supply Sources, Supply Depot markers, FSLN logistics supply units). Units that are out of supply have severe restrictions placed upon them. Note that most Supply Sources are printed on the map; scenarios will list restrictions on the use of Supply Sources.
9.1 Supply Sources
Any number of air, helicopter, and ground units can draw supply from a friendly Supply Source. Supply Sources are printed on the map, although some markers may also be Supply Sources. A Supply Source provides supplies to friendly units until its hex is occupied by enemy ground units at which time the Supply Source is destroyed and can no longer be used. Destroyed Supply Sources can never be rebuilt. Regular ground units can never draw supplies from captured enemy Supply Sources. Players may use blank counters to keep track of Supply Source hexes that have been captured. Supply Sources for units are as follows: Allied Supply Sources
• CIA, FDN, and ARDE Entrenchments; Guatemalan, Honduran, Salvadoran, and Costa Rican Supply Sources; Allied Supply Source markers; Allied Supply Depot markers.
• FDN and ARDE units can use captured air facilities for supply (see 9.6). They can also use captured, undamaged Nicaraguan coastal ports as Supply Sources. The internal ports of Granada (2321), San Carlos (2924), and Rama (3319) cannot be used as Supply Sources. Communist Supply Sources
• FSLN and FMLN Entrenchments and Fortifications; Nicaraguan Supply Sources; communist Supply Source markers; Nicaraguan logistics supply units; communist Supply Depot markers.
RESTRICTIONS ON SUPPLY SOURCES
The following restrictions apply to nations or factions for drawing supplies from Supply Sources: Allies United States: Can use any Allied Supply Sources. El Salvador: Cannot use Honduran, Costa Rican, or ARDE Supply Sources. Honduras: Cannot use Salvadoran, Costa Rican, or ARDE Supply Sources. Costa Rica: Cannot use Honduran, Salvadoran, or FDN Supply Sources. Colombia: Cannot use Honduran, Salvadoran, or FDN Supply Sources. FDN: Cannot use Costa Rican Supply Sources. ARDE: Cannot use Salvadoran Supply Sources. Israel and CMA: Cannot use Costa Rican or ARDE Supply Sources. Guatemala and Mexico: Cannot use Costa Rican or ARDE Supply Sources. Communists Unless a scenario specifies otherwise, all communist units can draw from all communist Supply Sources. Notes on Supply Sources
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The Supply Sources in hex 0109 in Guatamala and hex 3127 in Costa Rica are not destroyed when occupied by communist ground units. Allied units cannot draw supply from these hexes while they are occupied by communist ground units, however.
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In the Intervention Game, the Allied player can use the USMC Beachhead and 82nd Airborne Airhead markers and captured ports as sources of supply (see 15.0). If the optional supply rule in 18.5 is being used, FDN and ARDE can draw supplies from any town, small town, or port on the Caribbean coast when the Caribbean Holding Box contains US units.
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In the Intervention Game, communist units can use FSLN hidden Supply Depots as Supply Sources (see 16.4). The optional supply rules in 18.5 allow the Communist player to create additional Supply Source markers.
9.2 FSLN Logistics Supply Units
The Communist player may receive logistics supply units in his Order of Battle for a scenario. These units act like regular Supply Sources for all communist air, helicopter, and ground units. These units are never out of supply nor do they have to trace supply lines to other Supply Sources. A logistics supply unit has an Movement Allowance of 8 and pays armor Movement Point costs when moving. It can move only during the Ground Unit Movement Phase and can never have a Reserve marker placed on it. Each unit counts as a support unit (1 stacking point) for stacking restrictions. They can never use Boat or River Transport and they cannot be moved by Transport Strike missions. These units have no Attack Value, but each has a Defense Value of 1. They cannot attack in ground combat, but they defend normally. If the unit takes a step loss through ground combat or from a Bombardment Strike, it is destroyed and cannot be rebuilt. Logistics supply units can never be captured and used by the Allied player.
SUPPLY
DEPOT
9.3 Supply Depots
o If units cannot trace a supply line to a Supply Source, they can still be in supply if they can trace a supply line to a Supply Depot marker. Each scenario lists the number of Supply Depot markers available to the players; once these depots have been placed on the map and used, they are removed from the game. During a Supply Status Phase, a player can place a maximum of two Supply Depot markers on the map in any cities, ports, or air facilities he controls. A Supply Depot marker
- has no Movement Allowance- and can be moved only by a Transport Strike air mission. The marker does not count towards stacking limits for ground units. A Supply Depot marker acts like a Supply Source for all game purposes. A Supply Depot marker remains on the map until a friendly unit draws supplies from it during a Supply Phase. Any number of friendly ground, air, and helicopter units that can trace a supply line to the Supply Depot marker can draw supplies from it in a turn. Once any friendly unit has drawn on the Supply Depot, the marker is flipped to its "Supply Exhausted' side; during the End of Turn Stage, the marker is removed from the board. A Supply Depot marker is immediately removed from the map if its hex is occupied solely by enemy ground units or attack helicopters. A Supply Depot marker has no Defense Value. Units that can trace supply lines to Supply Depot markers can reorganize (see 11.1). Reorganization cannot be performed from a Supply Depot on its "Supply Exhausted" side, but using a Supply Depot does not cause it to be flipped over. Transporting Supply Depots: Supply Depots markers can be moved by transport air units and helicopters during a player's Air Mission Phase and Helicopter Transport Phase (see 6.4). Air units can transport depots to air facilities or can paradrop them into Clear and Rough terrain hexes (including cities). Transporting air units are subject to enemy air defense attacks and Interception missions. Helicopters can transport depots from one friendly, supplied hex to another during the Air Mission or Helicopter Transport Phase, or they can move them by paradrop or helicopter assault during the Air Mission Phase. Transport helicopters are subject to Interception missions. To transport a supply depot, the owning player announces that his eligible air unit or helicopter will perform a Transport Strike mission. The air facility or hex containing the transport unit must be in supply. The player places one or more Supply Depot markers under the transporting helicopters or under the Air Mission marker when it is placed on the map and moves them across the map. If the air unit or helicopter survives movement, the Supply Depot marker is placed on the map. During the next Supply Phase, friendly units can use the marker as a Supply Source. Notes on Supply Depots
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If a paradrop or helicopter assault occurs in or adjacent to a hex containing enemy ground units, the owning player rolls on the Paradrop and Helicopter Assault Table (see 6.4). A Supply Depot marker can be used to absorb one step loss.
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In the Scenario Generation System, the Allied player may receive additional Supply Depot markers (see 22.9).
9.4 Supply Lines
To be supplied for movement and combat, a unit must be able to trace a supply line to a source of supply. Supply lines are traced during each player's Supply Phase. The player whose Supply Phase is in progress traces supply lines for his units first, and then the opposing player traces supply. A supply line consists of any combination of roads and trails that leads from a Supply Source/Depot to the unit drawing supplies. Ground units and helicopters can trace a supply line through a maximum of four hexes without roads or trails to a hex containing a road or trail and along a combination of roads and trails to a Supply Source or depot. Do not count the hex occupied by the unit when counting the four non-road and/or trail hexes. Bridge Out and Road Out markers do not affect supply lines. An air facility that can trace a supply line to a Supply Source or Supply Depot can activate all air units and helicopters based at the facility. Air units at a contested air facility can still perform air missions if a supply line can be traced into the hex, although the number of air units that can be activated is restricted (see 4.3). An air facility can also be supplied by air-transported Supply Depot markers. Helicopters in hexes containing friendly ground units are in supply if the ground units are in supply. If they are based at an air facility, they are in supply if the facility is also in supply. Helicopters are always in supply if they occupy hexes containing a friendly Supply Source, Supply Depot marker, an Entrenchment, or a Fortification.
RESTRICTIONS TO SUPPLY LINES
Regular ground units face the following restrictions when tracing supply lines:
• A supply line cannot be traced through a hex in an enemy Zone of Control unless a friendly ground unit occupies the ZOC hex.
• A supply line can never be traced through a hex containing an enemy ground unit.
• A supply line cannot be traced through Water hexes or across all-water hexsides. Supply lines can be traced across river hexsides even if they are unbridged.
EXCEPTIONS TO SUPPLY LINES
All units begin the first turn of a game in supply. Supply lines do not have to be traced for units in either player's Supply Phase of this turn, although a player may create Supply Depot markers if he wishes. Ground units that perform paradrops or helicopter assaults are in supply throughout the turn they perform the Transport Strike mission and throughout the next turn (see 10.4). In Supply markers should be placed on them while they are in supply. They must trace supply lines normally in subsequent turns. Insurgency units are in supply through the turn that they are placed on the map (see 9.5). Notes on Supply Lines
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Special forces units are also insurgency units and trace supply lines as they do (see 9.5).
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In the Intervention Game, Allied units have additional sources of supply to draw from (see 15.5).
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A more detailed method for tracing supply lines is included in the Optional Rules (see 18.5).
9.5 Insurgency Units and Supply
Insurgency units (including special forces units) are considered in supply during the turn in which they are placed on the map. Starting with the turn after they are placed, they must draw supply normally like other ground units. If an insurgency unit draws supplies from a Supply Depot marker, the marker is flipped to its "Supply Exhausted' side. Insurgency units are not as limited in tracing supply lines as regular ground units:
• Insurgency units can trace supply lines through enemy Zones of Control. They cannot trace through a hex containing an enemy unit, however.
• Insurgency units can trace supply lines through Water hexes and across all-water hexsides. Thus, an insurgency unit could trace a supply line through three Water hexes to a land hex containing a road or trail which in turn leads to a source of supply.
9.6 Southern Airways Supply
Both FDN and ARDE units can create a source of supply inside Nicaragua via supply transport by an air unit. At the beginning of a scenario, the Allied player places an Allied Supply Source marker at an air facility hex inside Honduras anywhere east of hex row 1900 (1902 to 1911). He also places a CMA transport air unit with a Load Capacity of 1 or greater in this hex. The air unit remains in this hex throughout the game and cannot be used for any other purpose but creating this method of supply. EXAMPLES OF SUPPLY LINES: A Nicaraguan 2-3-4 infantry brigade in 2608 is in supply during a Supply Phase because it can trace a supply line through hexes 2709, 2809, and 2910 (none of which contain a road or trail) into hex 3010 which contains a road that leads to the Nicaraguan Supply Source. in hex 3211. If an FDN 1-1-4 insurgency battalion occupies hex 3110, the Nicaraguan brigade is still in supply, because the insurgency unit does not exert a Zone of Control. If the insurgency battalion occupied hex 3111, the Nicarguan unit could not trace a supply line to hex 3211. Alternately, it could trace a supply line of four non-road and/or trail hexes to Ausbila (3007) and from there to Puerto Cabezas (3710) as long as there are no Allied units exerting ZOC's or occupying the trails and roads that connect Ausbila with Puerto Cabezas. A Honduran 2-3-4 infantry regiment and 1-2-4 infantry battalion in Choluteca 117141 are surrounded by Nicaraguan ground units exerting ZOC's. The Honduran units are still in supply because Choluteca is a Supply Source. Assume these same units are in Danli (2010) and are surrounded by FSLN ZOC's. During the Allied Supply Phase, the Allied player cannot trace a supply line for the Honduran units because supply cannot be traced through enemy ZOC's. An Out of Supply marker is placed on the Honduran units. The Allied player decides to move two Supply Depot markers from Comayagua (1508) by an Honduran C-47 air unit (load capacity of 2) and paradrop them into Danli; the C-47 is not intercepted by FSLN air units. During the Communist player's Supply Phase, the Allied player flips one of the Supply Depot markers to its "Supply Exhausted" side, and he removes the Out of Supply marker. The Honduran units can now defend at full strength if they are attacked by communist units. At the end of the turn, the Supply Depot marker is removed from the map. Note that in this instance, if the Honduran units were eliminated in ground combat and a communist ground unit pursued into the hex, the second Supply Depot marker would be eliminated. During any Allied Reinforcement Phase in which an FDN or ARDE regular or insurgency ground unit controls a hex in Nicaragua containing an air facility, the Allied player can place another Allied Supply Source marker in this hex. The captured air facility becomes a Supply Source for all Allied air, ground and helicopter units that can trace a supply line to the hex. The Allied player must keep one ground unit stationed in the captured air facility hex at all times. the air unit in the hex are eliminated. The second Allied Supply Source marker is also removed immediately and permanently from play (whether on the map or on the Game Turn Track). Once this event occurs, the aerial supply line between Honduras and Nicaragua can never be re-established. Notes on Southern Airway Supply
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The Allied player can replace the CMA transport air unit with any other Honduran or FDN transport air unit before beginning play. Once the substitution is made, the transport air unit can be used only for this form of supply.
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The air unit that is used for supply is never placed on the Air Group Display even if other Allied air units are based in the hex nor does it not count towards the facility's capacity.
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Only US air units can be based at a captured air facility (see 4.3). 1D CMA C- 3 Removing the Supply Source: The Allied Supply Source marker is removed from the map if the hex is ever occupied solely by communist ground units. The Allied Supply Source marker is placed on the Game Turn Track six spaces ahead of the current turn. During the End of Turn Stage of that future turn, the marker is removed from the track and again becomes available to the Allied player. When an FDN or ARDE unit captures another air facility in a subsequent turn, the Allied Supply Source marker can again be placed on the map to be used for drawing supply. If the first Allied Supply Source marker in Honduras is occupied solely by a communist ground unit, the marker and EXAMPLE: During Game Turn 3, an FDN regular infantry battalion enters La Constancia (3010). In his Reinforcement Phase, the Allied player can place an Allied Supply Source marker in the hex, and all Allied units can begin drawing supply from it. The Allied player must keep one ground unit in this hex at all times. In Game Turn 6, two Nicaraguan infantry brigades attack the FDN battalion stationed in the hex and force it to retreat. One of the Nicaraguan brigades pursues into the hex. The marker is removed from the map and put in the 12 space on the Game Turn Track. During the End of Turn Stage of turn 12, the marker is removed from the map and is available to be placed in another captured air facility hex starting with Game Turn 13. A unit that can trace a supply line to a source of supply during a Supply Phase can perform all game functions normally in that Ground and Air Stage. A unit or stack that is unable to trace a supply line has an Out of Supply marker placed on it at this time. Air facilities that cannot trace supply lines also have Out of Supply markers placed in their hexes. A unit, stack or air facility with an Out of Supply marker remains without supply for the remainder of the current player's Ground and Air Stage. Supply is checked twice in a turn, during each player's Supply Status Phase, so it is possible that a unit may be out of supply in one player's Air and Ground Stage and then be able to trace a supply line in the other player's Air and Ground Stage (and vice versa). Out of Supply markers remain on the map from one turn to another and may have an effect on tracing supply. at the facility are considered to be "sitting" at the facility (although they do not need to be placed in the "Sitting" space on the Air Group Display). If the facility is subjected to a Bombardment Strike while unsupplied, all air units are destroyed on an "A" result on the Terrain Feature Bombardment Table (see 10.1). Helicopters: An unsupplied helicopter has its Movement Radius halved (round fractions down). Its Ground Combat Value and Bombardment Value are reduced to 0. Its Air Combat Value (if greater than 1) is reduced to 1. An unsupplied attack helicopter cannot perform an offensive or defensive air combat mission; an unsupplied transport helicopter cannot perform a Transport Strike mission. A helicopter can perform a Transfer mission and can move up to double its reduced Movement Radius to reach another friendly, supplied hex. If no such hex is available, the helicopter cannot move.
EFFECTS OF BEING OUT OF SUPPLY
SUPPLY DEPOT MARKERS
9.7 Out of Supply Markers
Depending on the type of unit, the effects of being out of supply will differ: Ground Units: A regular ground unit that is out of supply has its printed Defense Value (if cannot attack) and its Movement Allowance halved. Round fractions down to a minimum of 1. An unsupplied ground unit can always move one hex (unless prohibited by the terrain in the hex), even if it does not have sufficient Movement Points to expend for entering the hex. Out of supply ground units still exert ZOC's if they have a combined Defense Value of 2 or more. Unsupplied ground units cannot perform air defense attacks. An insurgency ground unit faces the same limitations as regular ground units except that it can use insurgency movement while out of supply. Air Units: Air units at an unsupplied air facility can perform no air missions while the facility is out of supply. The air units During either Supply Phase, a player can use Supply Depot markers to resupply units possessing Out of Supply markers. A Supply Depot marker supplies all air, helicopter, and ground units that can trace a supply line to it. As soon as one unit uses the Supply Depot, the marker is flipped to its "Supply Exhausted' side. Out of Supply markers are removed from all units that trace supply from the Supply Depot. During the End of Turn Stage, exhausted Supply Depot markers are removed from the map. Notes on Supply Status
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It is possible for a hex to contain both supplied and unsupplied units. The owning player should separate the units into two groups and place an In Supply marker in the hex atop those units that are supplied and an Out of Supply marker atop those that are unsupplied.
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If both supplied and unsupplied units occupy the same hex, the units can be moved as a stack, but they use the restricted movement of the out of supply units.
10.0 COMBAT
There are four kinds of combat in the game: Air-Ground (Bombardment), Air-Air (Interception), Ground-Air (Air Defense), and Ground Combat.
10.1 Air•Ground Combat (Bombardment)
Air-ground combat takes place when air units or attack helicopters perform Bombardment Strike missions. Friendly units that survive enemy air defense attacks and Interceptions can bombard a terrain feature or a single ground unit in the target hex, or a combination of terrain feature and ground unit. When the air units or helicopters arrive at the target hex, the owning player must state what terrain feature and/or ground unit he is attacking. Attacks against terrain features (roads, bridges, port, airstrips, airports, and Masaya) are resolved on the Terrain Feature Bombardment Table. Attacks against ground units, including non-mobile SAM and AA sites, use the Ground Unit Bombardment Table. A given air unit, helicopter, or stack of such units can attack a target hex only once, but different targets in a hex can be attacked once each in a turn by different stacks of air units and helicopters. Each Bombardment Strike mission must be resolved before another one is undertaken. See "Bombardment Strike Mission? (6.2) for the procedure for performing Bombardment Strikes. Note: Aerial Counterinsurgency missions do not use the procedures described below (see 6.2). In the Intervention Game, US Night Naval Bombardments (15.1), Guerrilla Attacks (16.1), and Demolitions (16.2) are also resolved on the Bombardment Tables.
BOMBARDING A TERRAIN FEATURE
The Terrain Feature Bombardment Table has rows along the top corresponding to the terrain feature being attacked and the number of Bombardment Points applied to the attack. The attacking player determines what die roll modifiers, if any, are involved in the attack. The following modifiers apply to Bombardment Strikes on the Terrain Feature Bombardment Table in the Conventional Game.
ALL TARGETS
- 1: Allied air units were attacked by Nicarguan non-mobile SAM air defense attack in target hex (even if the Allied air units suffered no step losses).
AIR FACILITY
-
1: Target hex contains an undamaged SAM or AA unit, or stack of ground units capable of air defense attack.
-
1: Target hex contains a Fortification. The above modifiers are cumulative. A maximum of -2 is applied to any Bombardment Strike against a terrain feature in the Conventional Game. The attacking player rolls the die and cross-references the modified die roll with the Bombardment Points applied to the target. Results of the attack are applied immediately. Terrain Feature Bombardment Results: The results of a Bombardment Strike will depend upon the terrain feature that is attacked: -: No effect. The strike did not damage the target. D: Damage. Roads and ports are damaged; bridges are destroyed. Place a "Damage" marker in the hex containing a port, a "Road Our marker in the hex containing a road, and a "Bridge Our marker in a hex adjacent to the bridge with the arrow pointing to the damaged bridge. All roads in a hex are affected by a damage result; each bridge must be attacked separately. A: Air facility is damaged. All units in the "Sitting" space on the Air Group Display are destroyed (an AWACS air unit is not destroyed and can immediately perform a Transfer mission to another air facility). An air facility possessing an Out of Supply marker is considered to have its all air units "sitting"; all air units at the facility (except a US E-3 AWACS) are eliminated. Helicopters in the hex are not damaged. M: Masaya is damaged. Its electronic warfare capability is eliminated. In the Conventional Game, place the Masaya EW Destroyed marker in the hex when it is damaged. 1, 2, 3, 4: Air step losses. The superscript number is the number of step losses suffered by air units or helicopters based at the air facility. If there is an "A" result in addition to the superscript number, all "sitting" air units at the facility are destroyed first, and then the remaining losses must be taken by air units in the 'Used" or "Available" space or by helicopters 2s
USAF
2s; 04:m
•
• 10 30 Bombardment Value tepeque in the hex. If there is no "A!' result, the step loss called for can be taken by any air unit based at the facility or by a helicopter in the hex. The owning player splits up the step losses among his units as he wishes. Note: In the Intervention Game, a "D" result also suppresses the electronic warfare capability of Masaya if that hex has been the target of the attack (see 14.5). A Damage marker is placed in Masaya's hex if it is damaged by bomardment, and the EW capability of Masaya can be repaired (see 16.3). The Masaya EW Destroyed marker is placed in the hex only when an Allied ground unit occupies the hex.
BOMBARDING A GROUND UNIT
In addition to attacking a terrain feature, a player can can also attack one ground unit or non-mobile SAM/AA site in the target hex during a Bombardment Strike mission. The attacking player applies the following die roll modifiers when resolving the Bombardment Strike.
• Air Combat Value 1, Air Group 1 Air Group 2 Air Group 3 Ign Air Group 1808 1809 TER2241 T Air Group 1810 EXAMPLES OF AIR-GROUND COMBAT: During his Air Mission Phase, the Allied player activates a stack of four US air units (two A-10's, one EF-111, and one F-15) in Comayagua. He places the Air Mission marker on the map and moves it to Tegucigalpa to form a joint mission with two F-16's stationed there (the F-16's will act as escorts). Since the two air facilities are within 3 hexes of each other and the EF-111 is also an EW unit, the Allied player can create the joint mission. The Allied player moves his Air Mission marker to Esteli (2115), defeating an Interception mission by communist air units based at the air facility. The Allied player declares one Bombardment Strike against a Nicaraguan 3-3-8 tank regiment in the hex and another against the air facility in the hex. The combined Bombardment Value of the US air units is 15 (4+4+4+3=15); the F-16's cannot perform bombardment because they used their Air Combat Values during the Interception mission. The Allied player declares that he will use 4 Bombardment Points against the airstrip. There are no die modifiers applied be-2311
• 1611 Sabana Grande ii 2312 Murra rta de na Langue cause the hex does not contain a Fortification, a SAM or AA, or ground units capable of air defense. He rolls a 6 and consults the Terrain Feature Bombardment Table, cross-referencing the 6 with the "4-6" column on the "Air Facility" row. The result on the table is "D/Al." The air facility in the hex is damaged, and the Communist player must take one step loss (if he had any air units in the "Sitting" space for this facility because it was damaged or contested, they would have been eliminated as well). A Damaged marker is placed in the hex. The Communist player applies the step loss to a transport helicopter in the hex (he could have applied it to one of the air units in the "Available" or "Used" spaces on the Air Group Display instead). The Allied player now declares a Bombardment Strike against the tank regiment with the remaining 11 Bombardment Points. Again, no die modifiers apply to the combat. This time the Allied player rolls a 3 and he checks the Ground Unit Bombardment Table, cross-referencing the 3 result with the "10-14" column of the "Ground Unit" row. The result is a 1. The tank regiment takes one step loss. The Bombardment Strike is now over, and the US units are returned to friendly air facilities within their Movement Radius and are placed in the "Used" space on the Air Group Display. .214 San Rafa del Nort Air Group
AIR FACILITY
DAMAGED
1916 Mina El Damage '144 e 2116 lsidio
ALL TARGETS
- 1: Allied air units were attacked by Nicaraguan non-mobile SAM air defense attack in target hex (even if the Allied air units suffered no step losses).
GROUND UNIT
-1: Ground unit occupies a Fortification or Entrenchment.
NON•MOBILE SAM/AA SITE
1: Allied air units attack an FSLN site that is within 10 hexes of a US AWACS air unit, or communist air units attack an Allied AA site that is within 10 hexes of Masaya while its detection capability is operational.
- 1: Communist air units attack an Allied site that is within 10 hexes of a US AWACS unit, or Allied air units attack a Nicaraguan site that is within 10 hexes of Masaya while its detection capability is operational. + The above die modifiers are cumulative. Note that the die modifiers for Masaya and the US AWACS unit may cancel each other out. The attacking player rolls the die, applies any appropriate die roll modifiers, and cross-references the modified die roll with the Bombardment Point total on the Ground Unit Bombardment Table. The effects of the strike are applied immediately. Ground Unit Bombardment Results: The result of the Bombardment Strike depends on the target of the attack: -: No effect. The unit or site is not damaged. 1 or 2: If a ground unit was attacked, it takes one or two step losses (it is destroyed if it takes two step losses). This result does not affect a non-mobile SAM or AA site. D: If a non-mobile SAM or AA site was attacked, it is damaged. In the Conventional Game, a SAM/AA site is considered destroyed when it is damaged. Its counter is removed from the game. Note: In the Intervention Game, a damaged SAM or AA site is flipped over to its "SAM/AA Site Damaged" side. The site can be repaired (see 16.3).
10.2 Air•Air Combat (Interception)
Interception missions occur when friendly air units detect and attack enemy air units and helicopters, either while the enemy units move or when they enter an air facility hex containing friendly air units. Enemy air units are detected for interception by friendly EW and AWACS units or Masaya, or if they enter a hex containing an Air Group marker. Enemy helicopters are detected for interception when they enter a hex containing friendly units that are within the detection range of an EW/AWACS unit or Masaya, or when they enter a hex containing an Air Group marker. See "Interception Missions" (6.3) for more details. Air units from different air facilities can combine in a joint mission, but a maximum of four combat air units and one EW ait unit can undertake a single Interception mission. The hex where the Interception mission will occur must be within the Movement Radius of all intercepting air units. A maximum of four "S" or "r air units or one attack helicopter can be assigned to escort friendly units. Note: As soon as "S" and/or air units are used in resolving air combat, they become escorts and must remain in this role for the rest of the air mission.
AIR COMBAT VALUES
Air units are rated "D," "S," or "r; all helicopters are rated "D." "r air units with an Air Combat Value of 1 or more can intercept and attack all other air and helicopter units. "S" air units can intercept and attack all other "S" and "D" air and helicopter units; they can also intercept a stack containing both "S" and/or "D" units and "r units. "D" and 0"J" air units and helicopters can never perform Interception missions. The following restrictions apply to "D" rated air units and helicopters:
• A stack composed entirely of "D" units is always considered the defender when resolving air combat. Intercepting air units never take step losses when attacking a stack composed entirely of enemy "D" units (including helicopters).
• Helicopters use the highest Air Combat Value in the stack when resolving air combat.
• A stack composed entirely of "D" air units uses the lowest Air Combat Value in the stack when resolving air combat.
• A stack containing "D" air units and "S" and/or "r air units uses only the "S" and/or "r units when resolving air combat. The "D" units cannot take part in the combat, although they do contribute to the Intensity Level of the combat and can be assigned step losses by the owning player.
• If a stack composed entirely of 0"J" air units is intercepted by enemy "y rated air units, no air combat is resolved. Instead, the 0"J" units are automatically eliminated. EXAMPLE: Two FDN transport helicopters (each with an Air Combat Value of 1"D") are detected when they enter hex 2512 which contains an FSLN infantry brigade. The helicopters are detected because this hex is within the detection range of Masaya, and the Communist player launches an Interception mission with two Y-28's (each with an Air Combat Value of 17") based at Esteli. When determining the combat ratio, the two helicopters' Air Combat Values are not added together; instead, they defend with an Air Combat Value of 1, the highest value in the stack. The helicopters are the defenders in the air combat, and the Y-28's do not take any step losses when resolving the air combat. Note that an F-51D (Air Combat Value of 2"S") based at Tipitapa (2219) could not perform the Interception mission because it is 9 hexes away from 2512, and the F-51D has a Movement Radius of 8. A stack containing three Honduran A-37's (each with an Air Combat Value of 1"S") and a B-26 (with an Air Combat Value of 1"D") is detected and intercepted by a Nicaraguan L-39z (with an Air Combat Value of 2"S"). The Allied player uses two A-37's to resolve the air combat, so these units must assume the role of escorts for the rest of the air mission. The B-26 cannot take part in the air combat because of its "D" rating, but it does count when determining the Intensity Level of the conflict. A stack composed of a US F-15 (an Air Combat Value of 87") and an F-16 (an Air Combat Value of 67") is detected by the Communist player. However, his T rated air units have previously been eliminated, and all he has left are "S" air units. His "S" units cannot intercept the US units because they are all T units. If the US stack contained an A-10 (an Air Combat Value of 2"S"), it could be intercepted by communist "S" rated air units.
AIR COMBAT PROCEDURE
When an Interception mission occurs, players use the following Air Combat Procedure:
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Once an Interception mission is declared, the player whose units will be intercepted indicates which ones will act as escorts (up to a maximum of four "S" and/or "y air units or one attack helicopter). The intercepting player places his Air Mission marker' in the hex where the Interception mission will occur. Intercepting units are not subject to enemy air defense attack or Interception missions.
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The players determine Who has Tactical Air Initiative. Initiative is determined by order of preference as listed below:
• If a US AWACS air unit is within 10 hexes of the hex where air combat will be resolved, the Allied player always has the initiative.
• If a US EW air unit accompanies the Allied air units or if there is a US EW air or ground unit within 3 hexes of the combat hex, the Allied player always has the initiative.
• If no US AWACS or EW unit is within range of the combat hex or accompanies the Allied air units, the Communist player has the initiative if the combat hex is within 10 hexes of Masaya.
• If no US AWACS or EW unit is within range of the combat hex or accompanies the Allied air units, the Communist player has the initiative if the combat hex is within 3 hexes of an air facility where a communist EW air unit is based or if he has an EW unit accompany the intercepting units.
• If neither player has an EW unit within range or accompanying his air units, the player initiating the attack has the initiative.
• If helicopters or "D" rated air units are being intercepted, the player initiating the attack always has the initiative, and the helicopters or 'D" air units are always the defenders (step 3, below, is skipped in this case).
• If a stack of 0"J" units is intercepted, they are immediately eliminated, and the rest of the air combat procedure is ignored. In all cases, the Allied player has the initiative if a US AWACS or EW unit is within range or accompanie the Allied air units. CIA EW/engineers ground units and the PA EC-135 air unit are all considered US EW units for determining initiative. Helicopters can never be used to intercept enemy air units or helicopters.
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The player with Tactical Air Initiative chooses to be the attacker or the defender in the air combat (intercepted helicopters are always the defenders).
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The players add up the total number of friendly and enemy air units and/or helicopters involved (including intercepting air units, escort units, EW air units, transport units, and units on other combat missions) to find the Intensity Level. The total number of units involved determines the intensity. There are three levels of intensity:
• Low: 6 or fewer air units and/or helicopters are involved.
• Medium: Between 7 and 12 air units and/or helicopters (inclusive) are involved.
• High: 13 or more air units and/or helicopters are involved.
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Each player adds up the Air Combat Values of the intercepting and escort units involved in the combat. The combined Air Combat Values are compared to find a simplified ratio on one of the three Air Combat Tables. The ratio is always rounded down, if necessary, in favor of the defender.
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The players determine if any of the die roll modifiers for Air Combat are applicable.
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The attacking player (as determined by step 3 above) rolls the die and applies any modifiers to the die roll to find the modified die roll. He consults the Air Combat Table for the current Intensity Level, and cross-references the modified die roll with the combat ratio.
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The players apply the combat results to their units. Intercepting air units never take step losses when attacking "D" air units or helicopters.
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Intercepting air units are returned to an air facility within their Movement Radius and are placed in the "Used" space on the Air Ground Displays. Intercepted air units and helicopters that suffered no adverse affects can continue their mission to the target hex (and may be subject to other Interception missions). If the air combat calls for a "return' result against the intercepted air units, they must end their mission and return to a friendly air facility unless the owning player is willing to take enhanced losses (see below); the units are placed in the "Used" space on on the Air Groups Display. Intercepted helicopters must return to friendly, supplied hexes within their Movement Radius on a "return" result and are rotated 180 degrees; helicopters can never take enhanced losses to continue a mission. A stack of friendly air units can be attacked each time the Air Mission marker enters a hex which is within the detection range of an enemy EW/AWACS unit or Masaya or when they enter a hex containing an enemy Air Group marker. Helicopters can be intercepted each time they enter a hex containing enemy units that are within range of an EW/AWACS unit or Masaya, or when they enter a hex containing an enemy Air Group marker. An air unit can perform only one Interception mission per turn. Notes on the Air Combat Procedure
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Once units are selected to be escorts, they can no longer use their Bombardment Values even if the stack is not forced to abort the mission and return to an air facility.
AIR COMBAT DIE ROLL MODIFIERS
The following die roll modifiers apply to air combat in all versions of the game: + 2 or — 2: The hex where the air combat takes place is within 10 hexes of an AWACS air unit (for the Allied player) or Masaya while its detection capability is still operational (for the Communist player). + 1 or —1: The hex where the air combat takes place is within 3 hexes of a friendly EW air or ground unit. + 1 or —1: An EW air unit accompanies friendly air units. + 1 or — 1: A friendly, undamaged air facility occupies the hex where air combat takes place. Each player checks for which modifiers apply to the combat. Positive modifiers aid the attacking player and negative modifiers aid the defending player. Note: A player receives the better modifier for the detection range of the AWACS/Masaya or the EW, not for both. Otherwise, the die roll modifiers are cumulative. EXAMPLE OF APPLYING MODIFIERS: Two US F- 15 air units and an 0-2 (EW) unit intercept two Nicaraguan S-24's (on a Bombardment Strike mission) and three M-19's (escorts). The interception takes place in hex 2210. The US player has an AWACS air unit based in Tegucigalpa (1710) and a CIA EW/engineers in Juticalpa (2207). Masaya's electronic warfare capability is still functioning. The combat hex is within range of the AWACS and EW units and Masaya. Because the Allied player's electronic warfare capabilities always have precedence, he has Tactical Air Initiative. His combined Air Combat Value is 16 (8 +8 = 16), and the combined Nicaraguan Air Combat Value is 6 (2+2+2=6). The values of the S-24's are not added in. If the Allied player is the attacker, he attacks at 2-to-1 odds (16 to 6 is rounded down in favor of the defender), but if the Communist player is the attacker, he must attack at 1-to-3 odds (6 to 16 rounded down to equal 6 to 18). The Allied player declares the Nicarguan units to be the attackers since they must attack at such bad odds. There are 8 air units involved, so the attack is made on the medium intensity Air Combat Table. The Allied player uses the AWACS units for a —2 modifier and the 0-2 accompanying the US units for another —1; he has a total of a —3 die roll modifier. He cannot use the CIA EW unit to get another —1, because he can benefit from being in range of the an AWACS or an EW unit, not both. The combat hex does not contain an air facility, so neither player benefits from this modifier. The Communist player gets a +2 die roll modifier for being within range of Masaya. The Allied —2 modifier and the Communist +2 modifier cancel each other out, so the final die roll modifier is —1. The Communist player rolls a 3, which is modified by the —1 for a final die roll of 2. The players check the Air Combat Table and discover that the Nicaraguan air units take two step losses and must return to an air facility (unless the Communist player is willing to take enhanced losses). The US air units take no step losses and return to air facilities within their Movement Radius.
AIR COMBAT RESULTS
Each of the three Air Combat Tables has two results per column. The result to the left of the slash applies to the attacker's units (as defined by step 3 of the Air Combat Procedure); the number to the right of the slash applies to the defender's units. The results on the Air Combat Tables are as follows: 1, 2, 3, 4, or 5: The number of step losses suffered by the affected player's units. Intercepted units may take step losses and continue their original mission if no "e (return) follows the number of step losses. Note that this number may be increased if a player is willing to take enhanced losses to continue the mission when an "e result is received. r: Return. This result aborts the air mission that was intercepted and forces the units to return to an air facility unless the owning player is willing to take enhanced losses to continue the mission. An Y result never affects intercepting units because they return to an air facility as soon as the combat is resolved. Helicopters must return to friendly, supplied hexes on this result. Aborted and intercepting air units are returned to air facilities within their Movement Radius and are placed on "Used" space on the Air Group Display. Each player distributes step losses to his units as he sees fit. A single step loss is satisfied by:
• Flipping a full-strength unit to its half-strength side;
• Eliminating a half-strength unit or a unit with only one side. Two step losses can be satisfied by:
• Eliminating one full-strength air unit;
• Flipping two full-strength units to their half-strength side;
• Eliminating one half-strength air unit per step loss;
• Eliminating one half-strength air unit and flipping another full-strength unit to its half-strength side. bined Air Combat Value of the M-21's is 9 (3+3+3=9). The US air units can attack at 1-to-1 odds, or the Nicaraguan units attack at 1-to-2 odds. The Allied player decides to let the M-21's be the attackers. The Allied player still has a cumulative —3 die roll modifier —2 for the AWACS and —1 for the 0-2); the Communist player has a total +4 modifier ( +2 for Masaya, +1 for the AN-12, and +1 for the air facility in Esteli). The final modifier is a +1. The combat is again resolved on the medium intensity Air Combat Table since 10 air units are involved. The Communist player rolls a 5, which is modified to 6. Crossreferencing the modified 6 with the "1 to 2" column gives a result of "Oar." The M-21's are not affected, but the US units must take one step loss and return. However, the Allied player decides to take enhanced losses and continue the mission. Thus, he must take two step losses, which he satisfies by eliminating an F-16. He can now continue his mission in Esteli. Note that there is a non-mobile AA site in Esteli which performs an air defense attack before the US units can perform an air mission in the hex. Enhanced Losses: A player's whose intercepted air units suffered an Y result on the Air Combat Table can either abort the mission and return his units to friendly air facilities, or he can continue the mission by taking extra step losses. He must declare whether the air units will continue their mission as soon as the combat is resolved. The player doubles the number of step losses from the air combat and continues the mission, which may be intercepted again. On a result of "Or," the owning player takes one step loss to continue the missions. Intercepted helicopters can never take enhanced losses to continue an air mission.
10.3 Ground-Air Combat (Air Defense)
4s 16 x3
• Air Combat Value OJ
USAF
U
ESCORTS
INTERCEPTING
AIR UNITS
EXAMPLE OF AIR COMBAT: During his Air Mission Phase, the Allied player launches an air mission from Comayagua (1508) consisting of three US A-10's and an 0-2 EW unit. The units move to Tegucigalpa 07091 to form a joint missions with two F-16's based there which may act as escorts; the US E-3 AWACS unit is also based here. The joint mission heads towards Esteli (2115). When the Allied Air Mission marker enters 1912, it is detected by Masaya and the Communist player announces that he will perform an Interception mission. The Allied player announces that the F-16's will perform escort. The Communist player has four Cuban M-23's at Punta Huete (2218) intercept. The air combat is resolved in hex 1912. Because the combat hex is within 10 hexes of the E-3, the Allied player has Tactical Air Initiative. The combined Air Combat Value of the US F-16's is 12 (6+6= 12), and the combined Air Combat Value of the M-23's is 16 (4+4+4.+4=16). The US units would have to attack at 1-to-2 odds whereas the M-23's would attack at 1-to-1 odds. The Allied player decides to let the M-23's be the attackers. The attack takes place on the medium intensity Air Combat Table because ten air units are involved. The Allied player gets a —2 modifier for an AWACS unit at Tegucigalpa and a —1 for the 0-2 accompanying the mission. The Communist player gets a +2 modifier for Masaya, so the final die roll modifier is —1. The Communist player rolls a 4, which is modified to 3. Cross-referencing the modified roll of 3 with the "1 to 1" column on the medium intensity Air Combat Table, the result is "1/0." The Cuban air units take one step loss, and the US units are not affected. One M-23 takes a step loss, and the units return to Punta Huete and are placed in the "Used" space on the Air Group Display. The US air units continue their mission, and the Air Mission marker moves through hexes 1913, 2013, 2014. When it enters Esteli, the Communist player declares another Interception mission (note that he could have declared missions in each hex the US air units entered). Three Nicaraguan M-21's and an AN-12 EW unit at Esteli perform the interception. The Allied player still has Tactical Air Initiative because of the AWACS unit and the two F-16's continue to be escorts. The com-Air defense is performed by eligible ground units against enemy air units that enter a hex containing the units. Enemy air units can be attacked a number of times by eligible air defense units while they move. Helicopters can never be attacked by air defense units. The following units can perform air defense:
• All non-mobile SAM (surface-to-air missile) and AA (antiaircraft) sites.
• All mobile SAM and AA units.
• Stacks containing 2 or more US ground units (not including mobile SAM/AA battalions).
• Stacks containing 2 or more Nicaraguan ground units (3-3-4 and 3-4-4 infantry brigades, 2-3-8 mechanized infantry battalions, and 3-3-8 tank regiments).
• Stacks of 2 or more Cuban ground units. A player asks his opponent to stop movment of the Air Mission marker whenever it enters a hex containing air defense units. Enemy air units can be attacked twice in a hex by air defense capable units. A non-mobile SAM or AA site in the hex can make the first attack; a second attack can be made either by a mobile AA or SAM or by a stack of eligible ground units. (If the hex does not contain a non-mobile SAM or AA site, only one air defense attack can be made.) During a given mission, a stack of air units can be attacked several times by air defense units in each eligible hex it enters. An air defense unit can attack each stack of enemy air units that enters its hex. Air defense units must be in supply to attack enemy air units. In the Conventional Game, non-mobile SAM and AA sites are considered destroyed if they receive a damage result from a Bombardment Strike. They are also destroyed if their hexes are ever occupied solely by enemy ground units. Mobile AA and SAM units take step losses normally as other ground units do, but one step loss destroys a mobile AA or SAM unit. Mobile AA and SAM units can never be rebuilt. Notes on Air Defense
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Since a US mobile SAM or AA unit can perform an air defense attack, the other US ground units in the same hex do not perform a second attack.
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Nicaraguan ground units capable of air defense attacks are noted ) on the front and backs of their counters. A hex by this symbol ( must contain at least two of these units before an air defense attack can be made. Note that, as with US units, a Nicaraguan mobile AA unit stacked with other units performs the air defense attack.
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An Interception mission in a hex containing air defense capable units is resolved first, and then any air defense attacks are resolved.
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In the Intervention Game, non-mobile SAM/AA sites can be repaired (see 16.3). They are flipped over to their 'SAM/AA Site Damaged side until repaired. If an enemy ground unit occupies a SAM/AA site hex, the site is destroyed and the counter is removed from the map.
AIR DEFENSE PROCEDURE
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The player who will perform the air defense attack requests his opponent to stop moving his Air Mission marker.
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The player conducting air defense determines which of his ground units will conduct attacks. An attack by a nonmobile SAM or AA site is resolved first, followed by a second attack made either by a mobile SAM/AA or by eligible ground units. If there is no non-mobile SAM/AA in the hex, only one attack can be made by a mobile SAM/AA or by a stack of eligible ground units.
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The player consults the Air Defense Table and rolls the die, applying any die roll modifiers. He cross-references the modified die roll with the unit type performing the attack.
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Results against the enemy air units are immediately applied.
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If the player can perform a second air defense attack, he follows steps 1 through 4 again.
AIR DEFENSE DIE ROLL MODIFIERS
The following modifiers apply to the Air Defense Table: +2 or -2: A US AWACS air unit is within 10 hexes of the hex where the air defense attack occurs, or the attack occurs within 10 hexes of Masaya while its detection capability is operational. A friendly EW unit is within 3 hexes of the one where the air defense attack occurs. A friendly, undamaged air facility is in the hex with the air defense units. An EW air unit accompanies the air units. A player receives the benefit for being within range of either an AWACS/Masaya or an EW air or ground unit, not both. Otherwise, the modifiers are cumulative.
RESULTS OF AIR DEFENSE ATTACKS
The result of air defense will either be no effect or step losses. A result of "-" means no effect, and the enemy air units are not damaged. A numbered result means that the enemy air units must take 1, 2, or 3 step losses. Step losses to the air units are applied by the owning player as described in Air Combat, above. An attack on Allied air units by a Nicaraguan non-mobile SAM results in a negative die roll modifier to any Bombardment Strikes made by those units, even if they suffered no step losses in the SAM attack. Note: In the Intervention Game, US B-52 air units because of their altitude can be attacked only by non-mobile SAM sites. EXAMPLE OF AIR DEFENSE ATTACK: During his Air Mission Phase, the Communist player launches an air mission composed of two Soviet T-22's and three Cuban M-23's (escorts), and an AN-12 (EW) from Punta Huete (2218) to attack Tegucigalpa. There is a non-mobile AA site in Tegucigalpa and a US mobile AA unit. The US E-3 AWACS unit is based at Comayagua (1508). The Allied player launches two separate Interception missions when the communist Air Mission marker enters hexes 1810 and 1710 (Tegucigalpa), but both fail to stop the communist air units. The Allied player can perform two air defense attacks, one with the non-mobile AA site and one with the mobile AA unit. The non-mobile AA attack is resolved first. The Allied player has a cumulative die roll modifier of +3 (+2 for being within 10 hexes of the AWACS unit and +1 for the air facility in Tegucigalpa). The Communist player has a —1 modifier for the accompanying AN-12 unit (the mission is outside the detection range of Masaya and all other communist EW units). The final die roll modifier is +2. The Allied player rolls a 1 which is modified to 3. He checks the Air Defense Table under the "Non-Mobile AA" column and finds "1." The communist air units must take one step loss, and it is assigned to one of the M-23 units. The attack by the mobile AA unit is resolved next. The same die roll modifiers apply to this attack. This time the Allied player rolls a 1, which is modified to a 3. Checking under the "Mobile SAM/AA" column, the result is 2. One step loss must be assigned to the communist air units which is satisfied by eliminating the damaged M-23's. The air defense attacks are now resolved, and the Communist player performs his air mission. The Communist player decides to perform a Bombardment Strike against the mobile AA unit. The T-22's have a Bombardment Value of 6. The only die roll modifier is a —1 since Tegucigalpa is within 10 hexes of the AWACS unit. The Communist player rolls a 6, which is modified to 5. Checking the Ground Unit Bombardment Table under the "6-9" column for ground units, the result is "I." The AA unit is damaged and is removed from the map.
10.4 Ground Combat
Ground combat occurs during the Ground Combat Phase. Units are never forced to have combat. If a player decides to have combat, he must attack all defending units that are adjacent to his attacking units. Units in different hexes can combine to attack into an enemy-occupied hex. An attacker can elect to have some of his units attack at low odds so that he can concentrate his strength to attack other units at higher odds. Out of supply units cannot attack in ground combat, but they do defend. The attacking player declares which units will attack the defending units and resolves these attacks one at a time. The attacking player can have units in one hex attack enemy units in several adjacent hexes, or he can have units in several hexes attack enemy units in one hex. As long as all defending units that are adjacent to attacking units are attacked in this phase, the owning player can make his attacks as he wishes. Note: Insurgency units that must attack a city, town, or port do not need to attack adjacent enemy ground units (see 8.5). Ground units performing paradrops and helicopter assaults in hexes containing enemy units do not need to attack adjacent enemy ground units (see 6.4). In the Intervention Game, US Marine units making amphibious assaults can attack communist ground units in one hex (see 15.2).
AIR MISSIONS AND GROUND COMBAT
Close Air Support Missions: One combat air unit or attack helicopter can perform a Close Air Support mission in a hex containing enemy ground units that will be attacked during the Ground Combat Phase. For each Bombardment Point delivered into the hex (to a maximum of 3), the attacking player receives a +1 die roll modifier when resolving ground combat. This die roll benefit is lost if the hex is not attacked by friendly ground units during the Ground Combat Phase. One Close Air Support mission can enhance one ground combat. If a stack of units in a hex attacks several enemyoccupied hexes, only one air unit or attack helicopter can contribute its Bombardment Points to the whole attack, not one unit per hex being attacked. Offensive Ground Combat Support Missions: Up to two attack helicopters can enter a hex containing enemy units to perform an offensive Ground Combat Support mission in support of friendly ground units. When determining the combat ratio, a helicopter's Ground Combat Value is added together with the Attack Values of the friendly ground units making the attack. In addition, the owning player receives a one-column shift in his favor when resolving the combat see below). EXAMPLE: The Communist player has two Nicaraguan 3-3-4 infantry brigades in hex 3308, two 3-3-4 brigades in hex 3407, and two 3-4-4 brigades in hex 3406. The Allied player has one Honduran 1-2-4 infantry battlion in hex 3207, two 1-2-4 battalions in hex 3307, and one reduced 0-1-4 battalion in hex 3405. The Communist player could have his two 3-3-4 units in 3308 attack the 1-2-4 battalion in 3207 (6 vs. 2, which is simplied to a ratio of 3 to 1), his two 3-3-4 units in 3407 attack the two 1-2-4 battalions in 3307 (6 vs. 4, simplified in favor of the defender to a ratio of 1 to 1), and the two 3-4-4 units in 3406 attack the 0-1-4 battalion in 3405 (6 vs. 1, or 6 to 1). However, he wants to concentrate his strength against the two 1-2-4 units in 3307. He decides to attack the 1-2-4 unit in 3207 with one 3-3-4 unit in 3208 (3 vs. 2, simplified to the ratio of 1 to 1) and to attack the 0-1-4 unit in 3405 with one 3-4-4 unit (3 vs. 1, or 3 to 1). He will have one 3-3-4 unit in 3308, the two 3-3-4 units in 3407, and one 3-4-4 unit in 3406 attack the two 1-2-4 battalions in 3307 (12 vs. 4, or 3 to 1). This attack is legal because all adjacent enemy units are being attacked by some communist unit. The main reason the Communist player chose to attack in this manner was to negate the die roll modifier for river defense against the the 1-2-4 units (the FSLN 3-4-4 unit in 3406 is already across the river). An attack helicopter with a Ground Combat Value of 0 adds nothing to the ground units' Attack Value, but it still give the owning player a one-column shift in his favor. If units in one hex are attacking several defending hexes, the owning player can use a maximum of two attack helicopters for the whole attack, not two per hex being attacked. Defensive Ground Combat Support Missions: One attack helicopter in a hex with friendly units can contribute to the defense when they are attacked. When determining the combat ratio, the helicopter's Ground Combat Value is added together with the Defense Values of the friendly ground units. In addition, the owning player receives a one-column shift in his favor when resolving the combat (see below). An attack helicopter with a Ground Combat Value of 0 adds nothing to the ground units' Defense Value, but it does give the owning player a one-column shift in his favor. Unlike offensive Ground Combat Support missions where only one or two attack helicopters can take part in a given ground combat, it is possible for several attack helicopters on defensive Ground Combat Support missions to assist in a single combat. If several hexes are being attacked in the same combat and there are attack helicopters in each defending hex, one helicopter per hex can contribute its Ground Combat Value to the defending ground units. However, the owning player receives only one column shift in his favor for all the defending helicopters. EXAMPLES OF AIR MISSIONS AND GROUND COMBAT: The Allied player plans to use a stack of three US Marine 3-2-4 infantry battalions and a 3-2-8 tank battalion in hex 1612 to attach a Nicaraguan 2-3-4 infantry brigade in hex 1613 and a 3-3-4 infantry brigade in 1713. There is also a half-strength FSLN attack helicopter battalion in each hex; both helicopters performed offensive Ground Combat Support missions during the Communist Air Mission Phase, so they can perform defensive Ground Combat Support missions during the Allied Ground and Air Stage. The US units have a combined Attack Value of 12 (3+3+3+3=12) and the FSLN units have a combined Defense Value of 8 (3+3+ 1+ 1=8). During his Air Mission Phase, the Allied player successfully performs a Close Air Combat mission against the infantry brigade in hex 1613 with a US A-10 air unit. The Allied player places a +3 Close Air Support marker in this hex. Note that he cannot perform another similar mission against the brigade in hex 1713 unless he attacks each enemy-occupied hex separately during the Ground Combat Phase. In addition, he moves two CIA helicopters battalions from Tiger Island (1414) into hex 1613 to perform a Ground Combat Support mission; each helicopter has a Ground Combat Value of 2. Again, he cannot move more attack helicopters to support the attack unless he attacks each enemy hex separately. The combined Attack Value of the US units is now 16 (12+4=16) versus the combined Defense Value of 8 for the FSLN units. The initial combat ratio of 16 to 8 is simplified to 2 to 1. Note that both FSLN attack helicopters can add in their Ground Combat Values because they are in separate hexes that are both being attacked in one combat. Each player also receives a one-column shift for his attack helicopters, which will cancel each other out when the final column shifts are determined. Note that a player receives only one column shift no matter how many attack helicopters participate in the combat. The Allied player will receive a +3 die roll modifier when resolving the combat for the Close Air Support marker in the hex. 2S
USAF
Bombardment Value Note: The US A-10 can use 3 of its 4 Bombardment Points in the Close Air Support mission.
TRANSPORT STRIKE UNITS AND GROUND COMBAT
Ground units can be moved into or adjacent to hexes containing enemy ground units by paradrops and helicopter assaults (see "Transport Strike Missions' in 6.4). Transport air units and helicopters can paradrop parachute-capable ground units; transport helicopters can move parachutecapable units, special forces units, US Marine infantry units, and the 6th Air Cavalry cavalry unit for helicopter assaults. The owning player must roll on the Paradrop and Helicopter Assault Table to determine if his units take any step losses from the air mission. Ground units transported into Clear or Rough terrain hexes containing enemy units must attack those units during the Ground Combat Phase. Unlike other ground attacks, the paradropped and/or helicopter assault units must attack only the enemy units in the hex they jointly occupy. The owning player can, if he wishes, have these units attack other enemy units in adjacent hexes, but then all units in adjacent hexes must be attacked. Friendly units adjacent to a jointlyoccupied hex can combine with the paradropped or helicopter assault units to attack the enemy units in the hex. Ground units transported to unoccupied hexes adjacent to enemy units in the Air Mission Phase have the option to attack the enemy units during the ensuing Ground Combat Phase. If they do attack, they must attack all adjacent enemy units. These units can also be transported into hexes containing friendly units and can take part when those units attack adjacent enemy units. Notes on Transport Strikes and Combat
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Paradrop and helicopter assault units are in supply in the turn they perform their Transport Strike mission and throughout the next turn (see 7.8).
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Paradrops by ground units cannot take place in city hexes although helicopter assaults can.
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After combat is resolved, paradrop and helicopter units may be allowed to remain in the hex they entered via Transport Strike or they may be forced to retreat (see 10.5).
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Ground units transported during the Helicopter Transport Phase cannot be placed in a hex in an enemy ZOC.
INSURGENCY UNITS AND GROUND COMBAT
If an insurgency unit is involved in an attack, the owning player receives a + 1 die roll modifier when resolving the ground combat. If an insurgency unit is included among the defending units, the owning player receives a —1 modifier. No matter how many insurgency units are involved in a given attack, the owning player receives a maximum modifier of + 1 or —1. The Attack or Defense Values of the insurgency units are added in when determining the combat ratio. If an insurgency unit is also a special forces unit, the owning player also receives a one-column shift in his favor. He receives only one column shift no matter how many friendly special forces units are involved in the attack. An insurgency unit using insurgency movement can move adjacent to enemy ground units, have an Insurgency Reserve marker placed on it, and participate in ground combat. As long as the insurgency unit is not adversely affected by step losses or retreat, the Insurgency Reserve marker stays on the unit, and it can move in the Reserve Movement Phase. If the insurgency unit takes a step loss or is forced to retreat, the marker is removed. Insurgency Attacks Against Population Centers: When an insurgency unit or stack ends movement (either regular ground or insurgency movement) in a city, town, or port controlled by the opposing player, it must have combat during the owning player's Ground Combat Phase. The combat is resolved using the ground combat procedure described below. The insurgency unit or stack does not have to attack other enemy ground units adjacent to the hex unless the owning player wishes to, but then all adjacent enemy units must be attacked. The population center has an intrinsic Defense Value of 1 when determining the combat ratio. The insurgency unit or stack is always the attacker, and it receives a + 1 die roll modifier when resolving the attack and, if there is a special forces unit involved, a one-column shift in its favor. A step loss or retreat result against the population center allows the insurgency unit or stack to remain in the hex, which is now controlled by the attacking player. If the insurgency units takes step losses, they must retreat out of the population center hex (a retreat result also forces them to leave the hex). Note: If a population center hex is later recaptured by the original owning player, the intrinsic Defense Value of the hex is restored.
POPULATION CENTERS AND GROUND COMBAT
The Defense Value of one ground unit is doubled when defending in a city. (If a stack of units defend in a city, only one unit's value is doubled.) In addition, a —1 die roll modifier is applied to a ground combat as long as one defending ground unit occupies a city. These benefits do not apply to attack helicopters and do not affect ground units attacking out of a city. Units defending in cities can ignore retreat results from combat. If units attack out of a city and are forced to retreat, the owning player can take a step loss in addition to any called for by the combat result to remain in the city. Ground units defending in a town or port also receive a —1 die roll modifier when resolving combat. They cannot ignore retreat results, however.
SUPPLY AND GROUND COMBAT
A unit or stack possessing an Out of Supply marker defends at half its printed Defense Value. This value is rounded down to a minimum of 1. The halving of the value is taken into account before any other modifications are applied. Thus, a unit possessing an Out of Supply marker that is defending in a city would have its Defense Value halved and rounded down before the value is doubled. An unsupplied ground unit cannot attack. EXAMPLE: A Nicaraguan 3-3-8 tank regiment in Esteli possessing an Out of Supply marker would have its Defense Value reduced to 1 (3 divided by 2 equals 11/2, which is rounded down to 1). When defending in a city, the tank regiment could have its Defense Value doubled to 2.
MOUNTAIN JUNGLE HEXES AND COMBAT
Armor units have their attack ability severely limited by mountainous terrain. An armor unit can attack into Mountain Jungle hexes only if a road or trail connects the armor unit's hex with the Mountain Jungle hex. If no road or trail leads into the Mountain Jungle hex, armor units cannot attack units defending in such hexes. Armor units can ignore enemy ground units in Mountain Jungle hexes which they cannot attack; in this case, they attack only those enemy units that are adjacent and with which they can have combat. Armor units cannot retreat or pursue into Mountain Jungle hexes unless they move along a road or trail. EXAMPLE: An FDN infantry battalion occupies hex 2714 (a Mountain Jungle hex). An FSLN tank regiment occupies hex 2614 and a mechanized infantry brigade occupies hex 2613. A trail connects 2614 and 2714, so the tank regiment can attach the FDN battalion. The mechanized infantry brigade cannot attack the FDN unit because no trail or road connects 2613 with 2714. Note: Armor units may offer the owning player a column shift, depending on the hex they and the enemy units occupy when ground combat is resolved (see °Notes on Column Shifts"). The weather option (18.1) may make trails impassable for armor units.
ATTACKING ISLANDS
There are three ways for ground units to reach islands occupied by enemy ground units. During the Air Mission Phase, ground units can use paradrop and helicopter assaults to reach an island. During the Regular Unit Ground Movement Phase, a ground unit can move onto an island via Boat Transport (see 7.4). During the Insurgency Movement Phase, insurgency units can move onto an island (see 8.4). Units moving in the Gulf of Fonseca by Boat Transport and insurgency movement can be attacked. The attacking units must conform to stacking limitations when they enter an island hex. An island hex can contain friendly and enemy units until the combat is resolved. Only defending units benefit from an Entrenchment marker. Attacks against units on islands cannot be made across all-water hexsides. Thus, communist ground units in Potosi (1415) cannot directly attack Allied ground units on Tiger Island (1414); they would have to move onto the island before they could make an attack. For combat results when attacking an island, see "Combat Results," below. Note: In the Intervention Game, US Marine units can perform amphibious assaults against islands in the Pacific and Caribbean. The Marine units remain in Water hexes and can attack across all-water hexsides.
GROUND COMBAT PROCEDURE
Each ground combat is resolved using the procedure outlined below. The attacker is the player whose Ground and Air Stage is in effect, and the opposing player is the defender. Ground combat is resolved as follows:
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The attacking player adds up the Attack Values of all his ground units that will make a given attack. Insurgency units, paradrop and helicopter assault units, and attack helicopters on offensive Ground Combat Support missions also contribute their Attack Values. Armor units possessing Armor Reserve markers cannot take part in ground combat, although insurgency units with Insurgency Reserve markers can. The combined total is the Attack Value.
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The defending player adds up the Defense Values of all ground units being attacked. If the units are defending in a city, one unit's Defense Value is doubled. Insurgency units and attack helicopters on defensive Ground Combat Support missions also contribute their Defense Values. The combined total is the Defense Value.
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The Attack Value is compared with the Defense Value to find a simple ratio listed on the Ground Combat Table. Round down all fractions in favor of the defender.
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The players determine the type of terrain in which the defending units are located. If two or more terrain types are involved, use the terrain most favorable to the defending units. The precedence for terrain (from worst for the defender to best) is as follows: Clear, Rough, Forest or Swamp, Jungle, Mountain Jungle.
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The players consult the Ground Combat Table and use the row for the defending units' terrain. The Initial Combat Ratio marker is placed on this row in the box that corresponds to the combat ratio.
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Each player now determines what column shifts will affect the combat. The defender's column shifts are subtracted from the attacker's shift. The resulting number is how many columns to the left or to the right the combat ratio will slide. The Current Combat Ratio marker is placed to the left or right of the Initial Combat Ratio marker as many boxes as there are column shifts. If the column shifts cancel out, the Current Combat Ratio marker is placed atop the Initial Combat Ratio marker.
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Each player now determines what die roll modifiers will affect the combat. The defender's modifiers are subtracted from the attacker's to determine the final die roll modification.
COLUMN SHIFTS AND DIE ROLL MODIFIERS
Column Shifts: The column shifts listed below are used in the Conventional Game. All column shits are cumulative. There is a one-column shift for the owning player applied for each of the following:
• The units include an artillery unit.
• The units include an engineers unit.
• The units include a special forces unit.
• The units include a tank unit. The attacking player receives this shift if at least one of the defending units is in a Clear, Rough, or Forest terrain hex; the defending player receives this shift if at least one of the attacking units is in a Clear, Rough, or Forest terrain hex. This column shift is negated by the presence of an anti-tank unit with the enemy units.
• An attack helicopter performs a Ground Combat Support mission (even if its Ground Combat Value is 0).
• A CIA EW ground unit is within 3 hexes of at least one attacking Allied ground unit or one defending communist ground unit that participates in the combat. Die Roll Modifiers: The following die roll modifiers are used in the Conventional Game when resolving ground combat: —2: All attacking units attack across a river hexside (bridged or unbridged). This modifier is negated by the presence of an engineers unit with the attacking units. —2: At least one defending unit occupies a Fortification or an Entrenchment. —1: At least one defending unit occupies a city, town, or port. —1: An insurgency unit is one of the defending units. + 1: For each Bombardment Point in the hex delivered by a friendly air unit or attacking helicopter on a Close Air Support mission (up to a maximum of 3). + 1: An insurgency unit is one of the attacking units. All die roll modifiers are cumulative. In any version of the game, there is a maximum of +4 or —4 applied to a combat die roll. Note: Additional die roll modifiers and column shifts appear in the Intervention Game and Optional Rules.
NOTES ON COLUMN SHIFTS AND MODIFIERS
Artillery Units: An artillery unit in the attacking or defending stack gives the owning player a one-column shift in his favor. A half-strength artillery unit with an Attack Value of 0 does not contribute anything when determining the initial combat ratio, but it still gives the attacking player a onecolumn shift in his favor. If both players have artillery units involved, the column shifts cancel out. A player receives only one column shift for all artillery units involved in a combat. Attack Helicopters: Attack helicopters on an offensive Ground Combat Support mission gives the attacking player a onecolumn shift in his favor, and helicopters on defensive Ground Combat Support missions give the defending player a one-column shift in his favor. A half-strength attack helicopter with an Ground Combat Value of 0 does not contribute anything when determining the initial combat ratio, but it still gives the attacking player a one-column shift in his favor. If both players have attack helicopters involved, the column shifts cancel out. A player receives only one column shift for all attack helicopters involved in a combat. CIA EW Units: A CIA EW/engineers unit that is within 3 hexes of a hex containing Allied ground unit defending in combat gives a one-column shift to the Allied player. When Allied units are attacking, the CIA unit must be within 3 hexes of one of the defender's hexes, not a hex from which his units are attacking. A CIA unit can contribute to any number of combats in different hexes as long as it is within range of the Allied units or the defending units' hexes. A maximum of one column shift can be applied per combat. EW and AWACS air units and Masaya contribute nothing when resolving ground combat. A CIA unit may negate the —2 die roll modifier for river defense for all Allied ground units (see below). Cities, Towns, and Ports: If one defending unit occupies one of these hexes, the owning player receives a —1 die roll modifier when resolving the combat. Note that a city doubles the Defense Value of one unit in the hex. Units defending in a city can ignore all retreat results from combat. Engineers Units: An engineers unit in the attacking or defending stack gives the owning player a one-column shift in his favor. If both stacks contain engineers, the column shifts cancel out. A player receives only one column shift for all engineers units involved in a combat. An engineers unit stacked with attacking units also negates the die roll modifier for river defense (see below). A CIA EW/engineers unit provides this benefit to all Allied ground units. Entrenchments and Fortifications: If at least one defending unit occupies a hex containing an Entrenchment or Fortification marker, then all defending units receive a —2 die roll modifier. Units defending in an Entrenchment or Fortification can ignore retreat results from combat. Insurgency Units: If one or more insurgency units participate in an attack or defense, the owning player receives a + 1 or —1 die roll modifier, respectively. This modifier cancels out if both players have insurgency units participating in a given attack. If the insurgency unit is also a special forces unit, the owning player receives a one-column shift in his favor. River Defense: If all units attack across a bridged or unbridged river hexside, the defending units receive a —2 die roll modifier. If some units attack across a river hexside while other units attack from a hex on the same side of the river as the defending units, this modifier is ignored. The presence of an engineers unit with the attacking units negates this modifier. Special Forces Units: A special forces unit in the attacking or defending stack gives the owning player a one-column shift in his favor. Special forces units in opposing stacks cancel each other out. A player receives only one column shift for special forces unit per combat. Also, because special forces units are insurgency units, the owning player receives a + 1 or —1 die roll modifier when resolving combat. Tank Units: If the attacking stack contains a tank unit and attacks defending units in a Clear, Rough, or Forest hex, the attacking player receives a one-column shift. If the defending stack contains a tank unit and at least one of the attacking units is in a Clear, Rough, or Forest hex, the defending player receives a one-column shift. If both players have tank units, the column shifts cancel out. This column shift is also negated by the presence of an anti-tank unit with either the attack or defending units, as applicable.
THE GROUND COMBAT TABLE
When resolving ground combat, the players note the terrain in the hex or hexes occupied by the defending unit(s). If the defending units occupy two or more hexes of different terrain types, the terrain most favorable to the defending units is considered predominant for determining the terrain row where the combat ratio markers will be placed. The players add up all Attack and Defense Values that apply to the com-bat. The Attack Value is compared to the Defense Value to find the initial combat ratio (attackers total strength to defenders total strength). Fractions are always rounded down in favor of the defender. EXAMPLE: The attacking player has a total Attack Value of 15 for all units involved in a combat. The defending player has a Defense Value of 5. Comparing the two values, the attacker has three times the value as the defender, so he has an initial combat ratio of 3 to
- If the attacker has an Attack Value of 9 and the defender has a Defense Value of 5, 6, 7, 8, or 9, the initial combat ratio would be 1 to 1. An Attack Value of 4 versus a Defense Value of 5, 6, Z or 8 would be an initial combat value of a 1 to 2. After determining the ratio, the Initial Combat Ratio marker is placed in the correct ratio box on the row that corresponds to the defending units' terrain. If the initial combat ratio is greater or less than any ratio on the Ground Combat Table, the Initial Combat Ratio marker is placed on the highest or lowest labeled ratio box on the row. After the Initial Combat Ratio marker is placed on the table, the Current Combat Ratio marker is placed atop it. Both players determine the column shifts that apply to the ground combat that is being resolved, and the defenders total column shifts are subtracted from the attacker's column shifts. If the column shifts cancel each other out, the ''Current" marker remains atop the "Initial" marker. If the result is a negative number, the "Current" marker is moved that many boxes to the left on the same terrain row (in favor of the defender); if the result is a positive number, the marker is moved to the right (in favor of the attacker). The "Current" marker can never be moved farther than the last box on either side of the table. The ratio boxes on the terrain rows are colored red, white, and blue, and determine which side, if either, must retreat after the combat is resolved. When the 'Current Combat Ratio" marker is in a red box, the attacking units must retreat after combat. When the marker is in a blue box, the defending units must retreat. If the marker is in a white space, then the red or blue areas corresponding to the modified die roll determine which side retreats (red indicates the attacking units retreat and blue indicates the defending units retreat). The color in the ratio box of a terrain row has precedence over colored results from the die roll. As a rule of thumb, if the attack is made at a ratio of 1 to 3 or less (after column shifts), the attacker must retreat, and at a ratio of 3 to 1 or more, the defender must retreat. EXAMPLES OF COMBAT RESOLUTION: A stack of Nicaraguan units (one 3-3-4 infantry brigade, one 3-3-8 tank regiment, and one 1-2-3 engineers battalion) in hex 1912 will attack a Honduran 1-2-4 infantry battalion in hex 1811 and a 1-1-4 artillery battalion in 1911. The combined Attack Value of the Nicaraguan units is 7 (3 +3+ 1=7), and the combined Defense Value of the Honduran units is 3 (2 + 1=3). The initial combat ratio is 7 to 3, or 2 to 1 (rounded down in favor of the defender). The most favorable terrain for the Honduran units is Forest in hex 1911, so the Initial Combat Ratio marker is placed in 2 to 1" box of the Forest or Swamp" row on the Ground Combat Table (box 10, which is white). The Current Combat Ratio marker is also placed in box 10. The Communist player receives two column shifts for the tank and engineers units, and the Allied player receives one column shift for the artillery unit. The net result is a one-column shift to the right and the Current Combat Ratio is moved into box 11 (white). The -2 die roll modifier for river defense is negated by the presence of the Nicaraguan engineers unit, so there is no modifier to the die roll. The Communist player rolls a 4. Cross-referencing 4 with the column containing the Current Combat Ratio yields a result of "- 1 the Nicaraguan unit are unaffected, but one of the Honduran units must take a step loss. Because the result is colored blue, the Honduran units must also retreat. Now assume that a stack of Nicaraguan units with an Attack Value of 15 is attacking an Honduran unit with a Defense Value of 3 in a Clear terrain hex. The initial combat ration is 15 to 3, which is simplified to 5 to 1. This is higher than the highest ratio on the Clear terrain row, so the Initial Combat Ratio marker is placed in the "4 to I" box (box 151. The Nicaraguan units receive a twocolumn shift to the right, but the Current Combat Ratio cannot move past the last box on the table, so it remains in box 16. Since this box is blue, the Honduran unit, if it takes only one step loss, must retreat after the combat. Another Nicaraguan unit with an Attack Value of 2 attacks two Honduran units with a combine Defense Value of 5 in a Clear terrain hex (this attack is made to allow other Nicaraguan units to attack some Honduran units at a better ratio in a later combat). The initial combat ratio is 1 to 3, and the Initial Combat Ratio marker is placed in the 6 box. No column shifts apply to the combat. The Current Combat Ratio is now in a red box, and so the Nicaraguan unit, if it survives, must retreat after the combat. Even if the Communist player were to roll a modified 7 or better, his unit would have to retreat because the red color in Clear terrain row has precedence over the blue color of the modified die roll result.
COMBAT RESULTS
Each player's pieces may be affected by ground combat. On the Ground Combat Table there are two listings from each combat resolution. Results under "N apply to the attacking player's units and results under 'D" apply to the defending player's units. Combat results are: -: No Effect: The player's units took no significant losses from the combat. 1, 2, or 3: The player's units take one, two, or three step losses. One step loss can be satisfied by:
• Flipping a full-strength unit over to its half-strength side;
• Eliminating a half-strength unit. Two step losses can be satisfied by:
• Eliminating one full-strength unit with two sides;
• Flipping over two full-strength units;
• Eliminating two half-strength units;
• Flipping over a full-strength unit to its half-strength side and eliminating another half-strength unit. Three step losses can be satisfied by:
• Eliminating one full-strength unit with two sides, and flipping over another full-strength unit or eliminating a halfstrength unit;
• Flipping over three full-strength units;
• Eliminating three half-strength units. The owning player decides which units involved in the combat will take step losses. If the combat calls for more step losses then the attacking or defending units can satisfy, the excess losses are ignored. Most ground units have two sides: full-strength and halfstrength. Some ground units (mobile SAM and AA units, logistic supply units, and several replacement tank units) have only one side. Units with only one side are eliminated when they take one step loss from combat. Tank units consist of two counters and have three or four steps. If a tank unit takes two step losses, it is removed from the map and its replacement unit is placed in the original hex. Once a tank unit has been replaced, its original counter can never reappear (see 11.1). An insurgency unit that is eliminated through combat is placed on the Game Turn Track two boxes ahead of the current turn. During the End of Turn Stage of the future turn, the unit is removed from the track and placed back in the owning player's pool of available insurgency units. Insurgency units that have taken one step loss can be reorganized. Combat Results When Attacking an Island: During the Ground Combat Phase, combat against enemy units on an island is resolved normally. Defending units on the island, since they cannot retreat, must take an extra step loss (in addition to any called for by the combat result) to remain on the island; if the island contains an Entrenchment, defending units can ignore retreat results. If a defending ground unit remains on the island, attacking paradrop and helicopter assault units on the island are destroyed; a stack of attacking regular ground and/or insurgency units takes an extra step loss (above those called for by the combat result) and must leave the island hex. The stack of units returns to the nearest coast hex of its side; stacking limits in the hex must be obeyed. Insurgency Reserve markers are removed once insurgency units retreat. EXAMPLE: The Communist player moved his 2-2-4 parachute infantry battalion to Tiger Island (14141 via paradrop; it took a step loss doing so. In addition, he successfully used Boat Transport to move a 2-3-4 infantry brigade to the island via the port of Puerto Morazan; a second attempt from Corinto failed. Finally, he moved two 1-1-4 insurgency units onto the island from Potosi via insurgency movement. The maximum number of ground units he can move onto the island is four. In the ensuing Ground Combat Phase, the Nicaraguan units inflicted one step loss on the CIA EW/engineers unit. The CIA unit occupies an Entrenchment, so it can ignore the required retreat and does not take another step loss. Since the FSLN units did not eliminate the CIA unit, the parachute unit is eliminated and the infantry brigade and insurgency must return to Potosi, the nearest land hex.
10.5 Retreats and Pursuit
Most combat results call for either the attacking or defending units to retreat. The units owned by the affected player must either retreat or must take an extra step loss (in addition to any other step losses called for by the combat result) to remain in the hexes they occupy; taking this additional step loss is voluntary. Units which are unable to retreat must take an extra step loss if called upon to retreat; this step loss is in addition to other losses called for by the combat. Ground units that occupy a city, an Entrenchment or a Fortification can ignore all retreat results, and they do not have to take a step loss to remain in the hex. Ground units adjacent to cities and/or Fortifications/Entrenchments do have to retreat if called for by the combat result (the owning player can take an additonal step loss rather than retreat). If the owning player does retreat his units, he must move them two hexes. The units must try to move towards the nearest Supply Source of its nationality or side, towards a Supply Depot marker, or towards a friendly Fortification/ Entrenchment. If the units cannot be moved towards one of these goals, the owning player can use any route for retreat, within the guidelines of the restrictions listed below.
RETREAT RESTRICTIONS
Regular Ground Units: The following restrictions apply to regular ground units when they retreat:
• A unit cannot retreat through an unoccupied hex in an enemy Zone of Control. It can retreat through hex containing a friendly unit in an enemy ZOC and end its retreat in a friendly-occupied hex in an enemy ZOC.
• Units can never retreat into Water hexes or across all-water hexsides. They cannot use Boat or River Transport.
• Units cannot be retreated into a hex containing friendly units in excess of stacking limitations.
• Units can be retreated off a mapedge, in which case they can never re-enter the map for the rest of the game.
• Units in a stack must be retreated as a stack. They cannot be split up and be retreated into different hexes. Units in more than one hex are retreated individually and can be moved as the owning player wishes. If a unit or stack is unable to retreat because of the above restrictions, it remains in the hex it occupies and takes an additional step loss. Insurgency Units: A stack of insurgency units that retreats faces fewer restrictions:
• Insurgency units can freely retreat through unoccupied enemy ZOC's, but they cannot end their retreat in one. They cannot retreat through hexes with enemy units.
• They can retreat through Water hexes and across all-water hexsides as long as they end their retreat in a hex containing land.
• If insurgency units retreat off a mapedge, they are considered eliminated and are placed on the Game Turn Track two turns ahead of the current turn.
• A stack of insurgency units must retreat as a stack.
• Insurgency units possessing Insurgency Reserve markers that are forced to retreat have these markers removed. They cannot use insurgency movement during the Reserve Movement Phase. If insurgency units cannot retreat, they take an extra step loss and remain in the hex they occupy. Paradrop and Helicopter Assault Units: If enemy ground units vacate a hex after ground combat, paradrop and/or helicopter assault units remain in the hex. If the hex still contains enemy ground units or if the combat result calls for a step loss or retreat result for the attacking units, the transported units must retreat. If they cannot retreat, they are eliminated. If no friendly ground units are adjacent to the combat hex, the paradrop or helicopter assault units can retreat through one unoccupied hex in an enemy ZOC, but they cannot end their two-hex retreat in another hex in an enemy ZOC (unless friendly ground units occupy the hex). If there is no unoccupied hex to retreat through or no hex to end the retreat in, the units are eliminated. If friendly ground units are adjacent to the combat hex, the retreating paradrop or helicopter assault units must move through one of these hexes first and end their retreat either in a hex outside all enemy ZOC's or in a hex occupied by friendly units. Note that if a combat result calls for all the attacking units to retreat, the paradrop and/or helicopter assault units may retreat first, followed by other friendly units retreating next. In all cases, if paradrop and/or helicopter assault units are forced to retreat, they must take an extra step loss. Notes on Retreating Ground Units
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Insurgency units stacked with regular ground units must retreat with those units. The insurgency units face the same restrictions during the retreat as do the regular ground units. However, if the stack retreats off the map, the insurgency units become available two turns later.
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Ground units that retreat from an island cannot use Boat Transport while retreating. They move to the nearest land hex of their nationality or side and take a step loss in addition to any received in the combat.
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Because units defending in a city, Entrenchment, or Fortification can ignore retreat results, it is possible that friendly paradrop and/or helicopter assault units may win a combat against enemy units in these hexes but not eliminate them. As long as enemy units remain in the hex, the attacking paradrop or helicopter assault units must retreat after combat and take the extra step loss.
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The restrictions on Zones of Control into Jungle and Mountain Jungle hexes apply during retreats (see 7.3).
HELICOPTERS AND RETREATS
Transport Helicopters: Transport helicopters that performed paradrops or helicopter assaults in enemy-occupied hexes remain in the hex rotated 90 degrees until the Return to Base Phase. If the enemy units in the hex were eliminated or forced to retreat, one transport helicopter can remain in the hex for each friendly ground unit. Paradrop and helicopter assault ground units are in supply throughout the turn of the Transport Strike mission and throughout the next turn. If the paradrop and/or helicopter assault units are forced to retreat from the hex, the transport helicopters are moved to a friendly, supplied hex within their Movement Radius during the Return to Base Phase. They are rotated 180 degrees. The transport helicopters do not take any step losses for moving to another hex. Attack Helicopters: Attack helicopters that did not participate in ground combat are moved to a friendly, supplied hex within their Movement Radius during the Return to Base Phase if their hexes are occupied by enemy ground units. They are rotated 180 degrees. The attack helicopters take no step losses for moving to another hex. Attack helicopters that perform offensive Ground Combat Support missions in a combat hex can remain in the hex if the hex is vacated by enemy ground units and if friendly ground units pursue into it. One helicopter can remain in the hex for each supplied ground unit. If the hex still contains enemy ground units during the Return to Base Phase, attack helicopters are moved to friendly, supplied hexes within the Movement Radius. An attack helicopter that moves to another hex does not take a step loss, although its counter is rotated 180 degrees to indicate it can do nothing else for the remainder of the turn. Attack helicopters on defensive Ground Combat Support missions can remain in the hexes they occupy if friendly ground units are also in the hex after combat. They stay rotated 90 degrees and may be able to perform an offensive mission later in the turn. If its hex has been vacated by friendly ground units, the attack helicopter is immediately returned to a friendly, supplied hex within its Movement Radius. It is rotated 180 degrees. If an enemy ground unit pursues into one of the attack helicopters' hexes after combat, one of the defending helicopters must take a step loss. Note that only one attack helicopter takes the step loss and that a pursuing ground unit must move into the hex the helicopter occupied. Helicopters that must retreat are eliminated if no other friendly, supplied hex is within their Movement Radius.
PURSUIT
If a defending unit's hex is vacated through retreat or elimination, one attacking infantry or armor unit and one support unit can enter the hex. This pursuit must occur immediately before any other ground combat is resolved. Pursuit into a vacant hex is entirely at the attacking player's discretion. If more than one hex is vacated due to a combat, the attacking player can move his attacking ground units into only one of the vacated hexes. Defending units can never pursue after combat. Units That Can Pursue: One of the following regular ground units involved in the combat can pursue into the vacated hex:
• Infantry (including Marine and Naval Infantry)
• Tank
• Mechanized infantry
• Armored cavalry
• Cavalry
• Military police The above list includes all parachute-capable units. In addition to one of the units listed above, a support unit can also pursue in the hex (it cannot pursue by itself). Support units that can pursue include:
• Artillery (including self-propelled and multiple launch rocket system)
• Anti-tank
• Mobile SAM or AA
• Engineers (including CIA EW/engineers)
• Special forces
• Insurgency unit
• FSLN logistics supply unit
• FSLN SS-20 unit The support unit does not have to be stacked with the regular ground unit that pursues into the hex, but it must have participated in the attack against the defender's hex. An insurgency unit possessing an Insurgency Reserve marker cannot pursue.
RESTRICTIONS ON PURSUIT
• Paradrop and helicopter assault units cannot use pursuit in the turn they were transported if they were moved into a hex containing enemy ground units. Friendly ground units in adjacent hexes can pursue into the hex containing the paradrop or helicopter assault units.
• Paradrop and helicopter assault units can pursue into vacated hexes if they were transported to hexes adjacent to enemy-occupied hexes.
• Insurgency units normally cannot pursue into a hex. If a regular ground unit pursues into a hex, one insurgency unit can move into the hex as a support unit (the insurgency unit cannot possess an Insurgency Reserve marker).
• Armor units can pursue into Jungle or Mountain Jungle hexes only if a road or trail leads from the armor unit's hex into the pursuit hex.
• Salvadoran infantry brigades, Honduran infantry regiments, and Nicaraguan 3-3-4 and 3-4-4 infantry brigades can pursue into Jungle and Mountain Jungle hexes only if a road or trail leads into the pursuit hex. Mina El Limon EXAMPLE OF COMBAT: It is the Communist player's Ground and Air Stage. All the units shown in the example are in supply. During the Regular Ground Unit Movement Phase, the communist ground units were moved into the hexes shown in the illustration. Note that the tank regiment and mechanized infantry brigade in hex 2013 possess an Armor Reserve marker. In the Insurgency Placement Phase, the Communist player placed FSLN insurgency units in hexes 1612 (using the stack in hex 1614), 1712 (using the stack in hex 1813), 1810 (using the unit in hex 1912), and 2009 (using the unit in 2111). The Allied player in his Aerial Counterinsurgency Phase, moved AC-47's from Tegucigalpa into hexes 1612, 1712, and 1810; the 2'21" Bombardment Value was sufficient to eliminate those three FSLN insurgency units. The Allied player did not perform an Aerial Counterinsurgency mission against the FSLN unit in 2009 because he wanted to keep his two B-26 units available to bomb bridges during his Ground and Air Stage. In the Communist Air Mission Phase, the first air mission consisting of a P-61 was sent to hex 1613 to perform a Close Air Support mission. The CIA EW/engineers unit on Tiger Island detected the P-61 in Choluteca (which is within 3 hexes), and two Honduran A-37's based on Tiger Island intercepted the P-61.
AIR MISSIONS
"' VS. P-61 P-61 forced to abort mission. 2A 30 2s ' 2S SF-268 la 20 la 30 " T-28o Y.18 la 20 le 10 u " 0 2 5 20 11 1A 2 A-37 unsuccessful. A-33 delivers +1 Close Air Support marker in 1613. m A-33 (2g 2-2 VS. Deliver +2 Close Air Support marker in 1812. Paradrop mission in 2010. Parachute unit takes step loss. Ground Combat Support mission in 1713. 10, 2 Ground Combat Support mission in 1911. Air combat is resolved. The Allied player has Tactical Air Initiative because of the CIA EW unit. He is the attacker because the P-61 is rated "D" for its Air Combat Value. The air combat ratio is 2 to 1, and the combat is resolved on the low intensity Air Combat Table. The Allied player receives a +2 die roll modifier ( + I modifier for the CIA EW unit and +1 for the air facility in Choluteca). The Communist player receives a —2 modifier because Choluteca is within the detection range of Masaya. The die roll modifiers cancel each other out. The Allied player rolls a 3 and consults the Air Combat Table, checking under the "2 to 1" column. The result is "Mr." The Nicaraguan P-61 takes a step loss and must return to an air facility (for trying to take enhanced losses would eliminate it). The Honduran A-37's ignore the one step loss because the P-61 is rated D. All the air units are placed in the "Used" spaces on the owning player's Air Group Display. Another Close Air Support mission composed of an A-33 and SF-260 (escort) is launched against the same hex. Again the CIA EW unit detects the enemy aircraft, and the Allied player launches another Interception mission with the third A-37 unit based on Tiger Island. In this instance, the A-37 takes a step loss and the Nicaraguan units are not affected. They continue to 1613 and the A-33 performs the mission. The Bombardment Value is 1, so the Communist player places a +1 Close Air Support marker in the hex. Another Close Air Support mission consisting of a T-28 and Y-18 is launched from Esteli against hex 1812. No Allied EW air or ground unit is within three hexes of 1812, so no Interception mission can be launched. The combined Bombardment Value of the air units is 2, so a +2 Close Air Support marker is placed in 1812. The next air mission is a Transport Strike. A transport helicopter paradrops the FSLN 2-2-4 parachute infantry unit into hex
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The Communist player must roll on the Paradrop and Helicopter Assault Table. The combined Defense Value of the Honduran units in hex 2010 is 5. A +2 die roll modifier is applied to the roll because the unit is parachuting into an enemy-occupied hex. The Communist player rolls a 3, which is modified to a 5. Checking under the "5-6" column of the table, he sees that the modified die roll of 5 results in one step loss to his unit. He flips the unit to its halfstrength side. The transport helicopter does not take a step loss because this was a paradrop. The next two air missions are Ground Combat Support missions performed by the FSLN attack helicopters in hexes 1815 and 2114. The helicopter in 1815 moves into hex 1613. The helicopter is detected for interception because it enters an Allied-occupied hex within three hexes of the CIA EW unit on Tiger Island; however, there are no more Allied air units available to perform the interception, so the FSLN helicopter cannot be attacked. The helicopter in 2114 moves to hex 1911 to perform a Ground Combat Support mission. The Communist player decides to end his Air Mission Phase to keep the rest of his air units available for Aerial Counterinsurgency and Interception missions during the Allied Air and Ground Stage. In the Ground Combat Phase, the two FSLN infantry brigades and engineers in hex 1813 attack the two Honduran 1-2-4 infantry battalions in hexes 1713 and 1812. The combined Defense Value of the two Honduran units is 4; the combined Attack Value of the FSLN units is 8 (6 for the ground units and 2 for the attack helicopter). The combat ratio is 2 to 1, and the Initial Combat Ratio is placed in this ratio box (11) on the Rough terrain row of the Ground Combat Table. The players check for column shifts. The Allied player has no column shifts in this combat, but the Communist player receives two column shifts (for the engineers and for the attack helicopter on the Ground Combat Support mission). The Current Combat Ratio marker is placed in the 13 box on the Rough row, which is colored blue; the Honduran units will have to retreat no matter what the outcome of the combat. The —2 die roll modifier for the river defense is negated by the engineers unit adjacent to the river. The Communist player receives a +2 modifier for the Close Air Support marker in hex 1812. The Communist player rolls and 2, which is modified to 4. Checking this die roll against the 13 column, the result is one step loss for the defending Honduran units and a retreat. The battalion in 1713 takes the step loss and is retreated first. It moves into 1712 and then into 1711. The unit in 1812 also retreats into 1712 and
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Note that this unit cannot enter hex 1811 because it is in the ZOC of the FSLN units in 1912. After the retreat is resolved, the Communist player moves the 3-3-4 infantry brigade and the engineers brigade into hex 1713; the 2-3-4 infantry brigade cannot move into 1812 because only one vacated hex can be entered by pursuing units. The attack by the two FSLN infantry brigades in 1614 against the unit in 1613 is resolved next. The Attack Value is 5 versus the Defense Value of 2, for a an initial 2 to 1 combat ratio. The "Initial" marker is placed in box 11 on the Clear row. There are no column shifts applicable to the combat. The Honduran units receive a —2 modifier for river defense and a —1 for occupying a port; the Communist player receives a +i modifier for the Close Air Support mission in the hex (the final modifier is a —2). The Communist player rolls a 4, which is modified to 2. The Honduran unit takes no step losses, but it must retreat because the defender's column is colored blue. It must first retreat into 1513, which is outside the ZOC exerted by the FSLN units in 1713, and then it is moved into 1512. The FSLN 3-3-4 brigade pursues into 1613. The next attack is against Choluteca. The combined Defense Value of the Honduran infantry regiment and artillery battalion is 7 (the Defense Value of the 2-3-4 unit is doubled in the city). The combined Attack Value of the FSLN units is 15. The combat ratio is 2 to 1, and the "Initial" marker is placed in the 11 box on the Rough row. The Allied player receives one column shift for the artillery unit; the Communist player receives two column shifts for his special forces battalion and the artillery battalion. The "Current" marker is placed in the 12 box on the table. The Allied player gets a —1 modifier for defending in a city; the Communist player gets a +1 for the insurgency unit (the special forces battalion). The die roll modifiers cancel out. The Communist player rolls a 5, and the result is one step loss to the Honduran units and a retreat result. The retreat result is ignored because the units are in a city; the step loss is assigned to the artillery unit. Note that even though the artillery has no Attack Value now, it still contributes a one-column shift in combat; also even though the Honduran units are now surrounded, they are still in supply because Choluteca is a Supply Source. The next attack is against the Honduran 1-2-4 infantry battalion in 1911, using the FSLN 3-3-4 infantry brigade and the attack helicopter. The Defense Value is 2, and the Attack Value is 5, for a combat ratio of 2 to 1. The "Initial" marker is placed in the 10 box on the Forest/Swamp row, and there is a one-column shift for the attack helicopter; the "Current" marker is placed in the 11 box. A —2 modifier applies because of the river defense. The Communist player rolls a 1, which is modified to —1. The result is one step loss to the FSLN unit and a retreat; the unit is flipped over and is moved to hex 2112. This poor result will hurt the Communist player because he hoped to isolate the two Honduran units in 2010. The final combat is against the units in 2010. The combined Defense Value of the infantry regiment and engineers unit is 5; the combined Attack Value of the FSLN units is 12. The "Initial" marker is placed in the 2 to 1 box (11) on the Rough row. There is a onecolumn shift for the Honduran engineers unit and a one-column shift for the FSLN tank unit (which is attacking a unit in a Rough hex). The column shifts cancel out, and the "Current" marker is placed atop the "Initial" marker in box 11. There is a —1 modifier for defending in the town and a +1 for the FSLN insurgency unit; the modifiers also cancel out. The Communist player rolls a 4, which results in one step loss to the Honduran units and a retreat. The infantry battalion absorbs the loss, and the stack is moved into hex 1911 and then into 1910. (If the battalion in 1911 had been forced to retreat, the Honduran units would have had to take an additional step loss to remain in their hex. They would also be out of supply in the Allied Ground and Air Stage because the FSLN units in 1911 and 2111 would exert ZOC's into 1910 and 2110, respectively, and the insurgency unit in 2009 would have shut the trap on the Honduran supply line.) The 3-3-4 brigade pursues into 2010. Because of the failure of the attack against hex 1911, the Communist player's plan to employ his armor reserve units has been frustrated. Honduran units still occupy the critical chokepoints in hexes 1714 and 1910. He sends the tank regiment to hex 1813 to assist in the next attack against Choluteca and the mechanized infantry brigade into hex 1912.
11.0 REORGANIZING AND REBUILDING UNITS
Ground units that take a step loss can be reorganized, and units that are eliminated can be rebuilt. Reorganization Points are used for these two functions for regular ground units. Insurgency units can be reorganized by Reorganization Points or Insurgency Command Points, and eliminated insurgency units are automatically made available to the owning player. Helicopters and air units can never be reorganized or rebuilt, nor can some ground units (see below). A scenario will indicate how many Reorganization Points, if any, each player receives. Each player has two sets of Reorganization Points. The Allied player receives US and Allied Reorganization Points; US points are used exclusively for US and CIA ground units, and Allied points are used exclusively for all Allied ground units except US/CIA units. The Communist player receives FSLN and Communist Reorganization Points; FSLN points are used for Nicaraguan regular ground units and most insurgency units, and Communist points are used for Cuban, Soviet, Communist International, Libyan, and PFLP ground units. Each player places his Reorganization markers in boxes on the Information Record Track that correspond to the number of points he receives in the scenario. As points are used, the marker is moved down the track. Once the marker reaches the "0" box, a player can no longer reorganize or rebuild his ground units of the appropriate type.
11.1 Reorganization
Reorganization allows a player to flip over a ground unit from its half-strength side to its full-strength side. For a unit to reorganize, it must fulfill the following conditions:
• The unit cannot be in an enemy Zone of Control.
• The unit must be able to trace a supply line to a Supply Source or a Supply Depot marker. The Supply Depot marker cannot be on its "Supply Exhausted" side. Being able to trace a supply line to a Supply Depot marker for reorganization does not cause it to be flipped to its "Supply Exhausted" side.
• The unit must be on its half-strength side (a destroyed unit cannot be reorganized). A unit that meets the above requirements is eligible for reorganization. During the Reorganization Phase of a player's Ground and Air Stage, he first removes Reorganization markers from units on the map, and he flips these units to their full-strength side. Next he states which eligible units will now undergo reorganization. He expends the required number of Reorganization Points for each unit and places Reorganization markers on these units. While a unit possesses a Reorganization marker, it cannot move or attack, but it does defend if attacked by enemy units. A player must expend one Reorganization Point to reorganize infantry units and two points for armor units. If an enemy ground unit that exerts a Zone of Control moves adjacent to a reorganizing unit, the Reorganization marker is removed and the unit does not successfully reorganize. The owning player does not get back the points he spent to reorganize the unit, and he must wait for the next turn to make another reorganization attempt. A reorganizing unit that is attacked defends with its half-strength values. Notes on Reorganization
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In the Intervention Game, reorganizing units cannot perform demolitions (see 16.2); they can, however, make repairs (see 16.3).
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The Cuban mechanized brigade in the Intervention Game does not have its Reorganization marker removed when it is attacked (see 16.5). Tank Replacement Unit
TANK UNITS
Each tank unit consists of two counters and can take three to four step losses before it is eliminated. The first counter represents the tank unit at full-strength (front) and with one step loss (back); the second counter is the replacement unit, which may have either one side (front only) or two (front and back). As step losses occur, the status of a tank unit is adjusted:
• If a full-strength tank unit takes a step loss, it is flipped over to its reduced side; the owning player can expend two Reorganizating Points to bring a reduced tank unit back to full-strength.
• If a full-strength tank unit takes two step losses or a reduced tank unit takes one step loss, the original tank counter is removed from the map and the replacement tank counter is placed on the map in the hex that contained the original unit and is set up on its front (stronger) side. Once a tank replacement counter is on the map, the original tank unit can never reappear in the game.
• If a reduced tank unit takes two step losses, its replacement tank unit is set up on the map on its back (weaker) side. If the replacement unit has no back side, the original tank unit is considered eliminated. A replacement tank unit on its back side can be reoganized and flipped over to its front side, but it can never be replaced by the original tank unit counter.
• If a replacement tank unit on its front side takes one step loss, it is flipped to its weaker side. If it has no weaker side, the unit is eliminated. A replacement tank unit on its weaker side can be reorganized and flipped to its front side, but it can never be replaced by the original tank unit.
• If a replacement tank unit on its weaker side takes a step loss, it is eliminated. The Nicaraguan, Guardia Nacional (Somoza), and US 82nd Airborne tank units have replacement tank units with only one side. All other tanks units have replacement counters with two sides. EXAMPLE OF TANK UNIT REORGANIZATION: The US 82nd tank battalion (2-1-8 on its full-strength side) attacks a Nicaraguan infantry brigade and suffers a step loss. The unit is flipped over to its reduced side (1-1-8) and retreats. During the Allied Reorganization Phase, the tank unit is out of enemy ZOC's and able to trace a supply line to a Supply Source. The Allied player places a Reorganization marker on the unit and spends two US Reorganization Points. If the unit suffers no further step losses during the next Communist player's Ground and Air Stage, the tank unit is flipped to its full-strength side during the Allied Reorganization Phase. Assume, however, that the 82nd tank battalion is attacked by the Communist player during his Ground and Air Stage and suffers another step loss. The Reorganization marker is removed from the unit, the original tank counter is removed from the map, and the replacement 82nd tank unit is placed in the hex. This unit has only one side, and it is destroyed if it takes another step loss. Once the replacement 82nd tank unit is on the map, the Allied player can no longer reorganize it. The original 82nd tank unit can never reappear once the unit takes two step losses.
INSURGENCY UNITS
Insurgency units that have taken a step loss can be reorganized by the expenditure of one Insurgency Command Point or one Reorganization Points of the appropriate type. Insurgency units can reorganize in enemy Zones of Control, but they must be able to trace a supply line to a source of supply. Insurgency units cannot move or attack when they possess a Reorganization marker, and they defend at their reduced Defense Value. A half-strength insurgency unit can freely be disbanded by the owning player in either of his Insurgency Disbandment Phases, and he receives an Insurgency Command Point back for each unit successfully disbanded. Allied Reorganization Points are used to rebuild the following insurgency ground units: E1 Salvador, Honduras, FDN, and ARDE. US Reorganization Points are used to rebuild the following insurgency units: US Marines and US Army special forces. FSLN Reorganization Points are used to rebuild the following insurgency units: Nicaragua, FMLN, M-19, FMLN/ERP, MRH, and MRP. Communist Reorganization Points are used to rebuild the Soviet VDV special forces company. Note: In the Intervention Game, insurgency units possessing Reorganization markers cannot perform guerrilla attacks or demolitions (see 16.0).
RESTRICTIONS TO REORGANIZATION
The following units can never be reorganized:
• All air units and helicopters
• All mobile SAM and AA units
• FSLN logistics supply units
• FSLN SS-20 unit
• Non-mobile SAM and AA sites Note: In the Intervention Game, damaged non-mobile SAM and AA sites can be repaired (see 16.3).
11.2 Rebuilding
A player can rebuild regular infantry ground units that have been eliminated by expending Reorganization Points of the appropriate type. The Allied player uses US Reorganization Points to rebuild US and CIA units and Allied Reorganization Points to rebuild all other Allied units. The Communist player uses FSLN Points to rebuild Nicaraguan units and Communist Points to rebuild all other communist units. Certain units can never be rebuilt (see below). During the Reorganization Phase of a player's Ground and Air Stage, he can expend three Reorganization Points of the appropriate type to rebuild a regular infantry unit (armor units cannot be rebuilt). The unit is placed on the Game Turn Track three boxes ahead of the current turn. In the player's Reinforcement Phase of that future turn, the unit is removed from the Game Turn Track and is placed in any available Supply Source (not on a Supply Depot marker) of the unit's nationality or side. The Supply Source cannot be in an enemy Zone of Control. If no Supply Source is available, the unit is permanently eliminated and the expended Reorganization Points are lost. Eligible Supply Sources: Rebuilt infantry units must appear in available Supply Sources as outlined below:
• Nicaraguan and communist allies: Any available Supply Source in Nicaragua.
• United States: Any available Supply Source in Honduras or El Salvador unless the country is neutral.
• Honduras: Any available Supply Source in Honduras.
• El Salvador: Any available Supply Source in El Salvador.
• Costa Rica: Any available Supply Source in Costa Rica.
• Guatemala: Any available Supply Source in Guatemala.
• FDN and ARDE: Any available Supply Source in Honduras or Costa Rica. Limitations on Rebuilding Units: The following units can never be rebuilt:
• Special forces units
• Mexican and Colombian infantry units
• All armor units, air units, and helicopter units
• Mobile SAM and AA units
• FSLN logistics supply units
• FSLN SS-20 unit
• Non-mobile SAM and AA sites Note: Non-mobile SAM/AA sites can be repaired in the Intervention Game (see 16.3).
INSURGENCY UNITS
A player never expends points to rebuild insurgency units. If these units are eliminated, they are placed on the Game Turn Track in the box two turns ahead of the current turn. They are removed from the track during the owning player's Reinforcement Phase and are placed in the owning player's pool of available units. Special forces insurgency units never return to the game once they are eliminated. They can, however, be reorganized (see 11.1).
12.0 REINFORCEMENTS
A scenario will list any reinforcements that a player may receive. Reinforcements appear on the map during the Reinforcement Phase of a player's Ground and Air Stage. Communist reinforcements are placed in any friendly, controlled city of the appropriate nationality. They cannot be placed in cities occupied by enemy units or in hexes in enemy ZOC's. If all Nicargauan cities are controlled by Allied ground units or are in Allied Zones of Control, the Communist player no longer receives reinforcements for the remainder of the scenario (even if a city is later recaptured by communist ground units). Reinforcements for the Allied player are listed in the scenario. Instructions are given as to where these reinforcements are placed in a Reinforcement Phase. Some scenarios also give a player additional points (Reorganization, Insurgency Command, etc.). The player should adjust his markers on the Information Record Track when he receives these points. Note: In the Intervention Game, US reinforcements can appear during the Allied Regular Ground Unit Movement Phase (amphibious assaults or as follow-up reinforcements) or during the Allied Air Mission Phase (Transfer and Transport Strike missions). See 15.0.
INDEX
References to rules are indicated by rules book, page number, and column. "C" indicates the Conventional Game Rules Book and "r the Intervention Game Rules Book. "L" indicates a lefthand column and "W a righthand column. For instance, C-7L indicates the lefthand column of page 7 of the Conventional Games Rules Book. Activation, Air Unit: C-14L, C-15L, I-6L, I-8L Activation, Helicopter: C-19L Aerial Counterinsurgency: C-6L, C-10L, C-11L, C-23L, C-41R, I-2R, I-4R Aerial Counterinsurgency Qualifier: C-12R, C-18R, C-23R Air Combat: C-6L, C-49L Air Combat Rating Letter: C-12L, C-18L, C-29R, C-49L Air Combat Value: C-6L, C-12L, C-18L, C-49L Air Defense: C-22R, C-51R Air Facility: C-6L, C-13R, C-16R Air-Ground Combat (Bombardment): C-47L Air Group: C-6R, C-13L Air Group Display: C-13L Air Mission: C-6R, C-10L, C-11L, C-22L, C-52R, I-3L, I-4R Air Supply, 82nd Airborne: C-7L, I-16L Air Units: C-12L Air Units, US Marine: I-7L, I-9R, I-13R, I-18L All-Water Hexside: C-38R Alpha Strike: I-6L Amphibious Assault: I-12R Anti-Aircraft (AA), Mobile: C-51R Anti-Aircraft (AA), Non-Mobile: See NonMobile AA Anti-Tank Units: C-56L Arclite, US B-52: I-7R Armor Units: C-34L, C-37R Artillery Units: C-55R, I-33L, I-33R Attack Helicopters: C-21R, C-55R, C-58L, I-13L Attack Value: C-7L, C-34L, C-54L AV-8B Air Units, US: I-7R AWACS Air Units, US: C-14R, C-15L, C-15R, C-17R, C-49R, I-6R, I-30L AWACS Detection Box: I-6R B-52 Air Units, US: I-7L, I-33R Beachhead, USMC: C-7L, I-13R, I-20R Boat Transport: C-36L, I-15R Bombardment Strike: C-7L, C-24L, C-47L, I-30L, I-33R Bombardment Value: C-7L, C-12R, C-18R, C-47L, I-10L, I-11R, I-22R, I-23R Border Mines, Nicaraguan: I-28R Bridges: C-38R, I-22R, I-24L Carrier-Based Air Units, US: I-6L, I-18R Chemical Warfare: I-33L CIA EW/Engineers: C-15R, C-55R, C-56L CIA Helicopters: C-22R City: C-39L, C-56L Clear Hex: C-37R Close Air Support, Defensive (USMC): C-7L, I-3L, I-9R Close Air Support, Offensive: C-7L, C-24R, C-52R, I-30L Cluster Bombs, US: I-32R, I-33R Coast Hex: I-12R, I-15R Column Shifts: C-55R, I-28R, I-32L, I-32R Combat: C-47L Command Restrictions, US: I-33R Costa Rica: I-27L Cuban Mechanized Brigade: I-26L Defense Value: C-7L, C-34L, C-54L Demolitions: C-7L, I-3R, I-5L, I-23L Detection, Helicopters: C-20R Detection Range: C-20R, C-29L, C-49R 82nd Airborne Division: I-16L Electronic Warfare (EW) Units: C-7L, C-15R, C-17L, C-49R El Salvador: I-27L End of Turn Stage: C-11R, I-5R Engineers Unit: C-56L Enhanced Air Losses: C-51L Entrenchment: C-39L, C-56L ERP: I-27R Escort: C-7L, C-25L, I-31L Exiting Map: I-26R FDN: I-27L, I-33R FMLN: I-27R Fortification: C-39L, C-56L Friendly, Supplied Hex: C-7L, C-19R, I-8L Ground-Air Combat: See Air Defense Ground Combat: C-10L, C-11R, C-43R, C-52L, I-3L, I-5L, I-20R, I-33L Ground Combat Support, Defensive: C-7L, C-27R, C-53L Ground Combat Support, Offensive: C-7L, C-26R, C-52R Ground Combat Table: C-56L Ground Combat Value: C-7L, C-18R, C-26R, C-27L, C-53L Ground Units: C-34L, C-48R, I-18L Gulf of Fonseca: C-36L, C-43L Guerrilla Attack: C-7L, I-2R, I-4L, I-22L Helicopter Assault: C-7R, C-21R, C-33L, C-58L Helicopter Units: C-18L Hidden Supply Depot, FSLN: I-25R, I-29L Holding Boxes, US: I-6L, I-7L, I-18L Home Countries: C-41L, I-24L Honduras: I-27L Incendiary Bombs, US: C-8L, I-32R, I-33R Infantry Units: C-34L, C-54L Information Record Track: C-12L Insurgency Command Points: C-40L, I-22L Insurgency Disbandment: C-10L, C-10R, C-1IL, C-11R, C-41R, I-3L, I-3R, I-4R, I-5L Insurgency Movement: C-9R, C-11L, C-42L, I-2R, I-4R Insurgency Placement: C-10L, C-11L, C-40L, I-2R, I-4R Insurgency Units: C-7L, C-40L, C-54L, C-56L, C-57R, C-61R, C-62R, I-22L Intensity Level: C-7R, C-50L Interception: C-7R, C-17R, C-20R, C-22R, C-29L, C-49L, I-31L Islands: C-38L, C-55L, C-57L Joint Air Mission: C-7R, C-15R, C-17R, I-6L Jungle Hex: C-37R Load Capacity: C-7R, C-13L, C-19L, C-33R Logistics Supply Unit, FSLN: C-44R Marine Security Teams: I-28R Masaya: C-15R, I-10R Masaya Detection Range: C-7R, C-17R, C-49R, I-11L Merchant Shipping Raid: C-7R, I-10L Modifiers, Die Roll: C-17R, C-18L, C-41L, C-41R, C-47R, C-49L, C-50R, C-52L, C-55R, I-10L, I-12L, I-28R, I-32R Motor Torpedo Boat Attack, Nicaraguan: I-28R Mountain Jungle Hex: C-38L, C-54R Movement Allowance: C-7R, C-34L, C-34R Movement Radius, Air Unit: C-7R, C-12L, C-16L, I-8L, I-9L Movement Radius, Helicopter: C-7R, C-18L, C-20R Naval Support, US: I-11L Night Naval Bombardment, US: C-7R, I-2L, I-11L Non-Mobile AA Site: C-40R, C-48R, C-51R Non-Mobile SAM Site: C-40R, C-48R, C-51R Non-Persistent Chemical Weapons: I-33R No Zone of Control Marker: C-36L Optional Rules: I-28L Out of Supply, Effects of: C-47L, C-54R, I-9L Out of Supply Marker: C-47L Parachute Units: C-40L Paradrop: C-7R, C-21R, C-32L, C-58L Panama Canal: I-6R Persistent Chemical Weapons: I-33L Phase Track: C-12L Political Considerations: I-27L Population Centers: C-7R, C-43R,C-54L, C-54R Ports, Repair: I-25L, I-30L Ports, US Supply: I-15R, I-19R, I-20R Potosi: I-28R Punta Huete Airport: C-13R Pursuit: C-7R, C-44R, C-58R Rebuilding: C-7R, C-62L Regular Ground Unit Movement: C-9R, C-11L, C-42L, I-2R, I-4L Regular Ground Units: C-34L, C-57R Reinforcement: C-10R, C-11R, C-62L, I-3R, I-5R, I-16R Reinforcements, US Follow-Up: I-16R Reorganization: C-7R, C-9R, C-10R, C-61L, I-2L, I-4L Repair: I-3R, I-5L, I-24L Repair, Optional: I-29R Replacement Tank Units: C-61R Reserve, Armor: C-7R, C-34R, C-37R Reserve, Insurgency: C-7R, C-42L Reserve Movement: C-10L, C-11R, C-37R, C-43L, I-3R, I-5L, I-33L Retreat: C-57R Return to Base: C-10R, C-11R, C-20L, I-3R, I-5L, I-8R River Hexside: C-38R, C-56L River Transport: C-36R Roads: C-38L Rotation of Counters: C-8L, C-14R, C-19L, C-27L, C-28L, I-8R, I-22R Rough Hex: C-37R SAM, US Mobile: C-51R, I-15R Sequence of Play: C-9L, I-2L Set-Up Boundaries: C-8L, C-35R Smart Bombs, US: I-32L Southern Airways Supply: C-45R Special Forces Units: C-39R, C-56L Special Munitions, US: C-8L, I-31R Stacking: C-8L, C-37L Standoff Air Attack: C-8L, I-30L Supply: C-9L, C-10R, C-44L, C-54R, I-2L, I-4L, I-9L, r-13R, I-29L Supply Depot: C-8L, C-44R, C-47R, I-25R, I-29R Supply Line: C-8R, C-45L, I-29R Supply Source: C-8R, C-44L, C-62R, I-29L Support Units: C-37R, C-58R Swamp Hex: C-38L Swan Island: I-29L Tactical Air Initiative: C-49R Tactical Bombardment, US: C-8R, I-11R Tank Units: C-56L, C-61R Terrain: C-8R, C-37R, C-47L Trails: C-38L Transfer: C-30L Transport Helicopters: C-21R, C-31R, C-58L, I-13L Transport Air Units: C-31R Transport Strike: C-8R, C-31L, C-54L, I-20L Victory Points: I-28L Water Hex: C-38R, I-12R Weather: I-28L Withdrawal, US: I-20L Zones of Control: C-8R, C-35L, C-42R, C-57R
CONVENTIONAL GAME INFORMATION SUMMARY
AIR UNITS
Joint Air Mission Restrictions
• Honduras/E1 Salvador not together.
• US Air Force with Allied units, but not with US Navy/Marine units.
• US Marine and Navy units together, but not with other Allied units.
HELICOPTER UNITS
Restrictions on Activation
• Group 1: El Salvador, FDN, and US Army.
• Group 2: CMA and CIA.
• Group 3: US Marine. Friendly, supplied hexes: Air facility, Supply Source/Depot, Entrenchment, each supplied ground unit in Clear or Rough hex. FSLN logistics supply unit, Fortification.
AIR MISSIONS
Aerial Counterinsurgency Aerial Counterinsurgency Qualifier: A: Bombardment Value doubled. B: Printed Bombardment Value used. C: Bombardment Value halved. D: Cannot perform mission. Bombardment Strike Targets: Ground unit, terrain feature/installation, or combination. Close Air Support [offensive] Printed Bombardment Value applied as die modifier in ground combat (maximum of +3). Escort Up to 4 air units or 1 attack helicopter can escort. "D" and 0"j" rated units cannot escort. Ground Combat Support [offensive] Up to 2 helicopters combine Ground Combat Value with ground unit Attack Values to determine initial combat ratio. Give one-column shift when resolving combat. Ground Combat Support [defensive] Up to 1 helicopter per hex combines Ground Combat Value with ground unit Defense Value to determine initial combat ratio. Gives onecolumn shift when resolving combat. Interception
• Enemy air units must be detected by EW/ AWACS or Masaya, and interceptors must be within EW detection range. Enemy helicopter detected when it enters hex with friendly ground units (within friendly EW detection range). Enemy units detected when they enter hex with Air Group marker.
• Up to 4 combat air units can intercept. Transfer Air units move up to double Movement Radius from air facility to air facility; helicopters move from one friendly, supplied hex to another. Transport Strike Air units can move up to double Movement Radius between air facilities, and helicopters between friendly, supplied hexes. Helicopter Assaults Parachute, special forces, US Marine infantry, and US 6th Air Cav cavalry can assault in Clear and Rough hexes. Can be performed in city, Entrenchment or Fortification hex. Paradrop Parachute units and Supply Depots perform paradrop in Clear/Rough hexes. No ground unit paradrops into cities (Supply Depots can).
GROUND UNITS
Support Units (stacking): insurgency, special forces, engineers, artillery (including self-propelled and MLRS), anti-tank, mobile AA and SAM, CIA EW/engineers; FSLN logistics supply, SS-20, urban (CDS) infantry, and Government and Treasury. Zones of Control Do not extend across all-water hexsides; not across set-up boundaries at start; into Jungle or Mountain Jungle hexes along roads or trails. B•3768 6187 11622.7 Boat Transport Infantry unit within 5 hexes of port can move to another coast hex or island within 5 hexes of port. Port must be undamaged and not in enemy ZOC; each port can transport one unit. River Transport Infantry unit moves between Rama and El Bluff/Bluefields. Supply for Ground Units
• Supply lines can extend through 4 hexes without trail or road.
• Supply lines cannot be traced through enemyoccupied hex or hex in enemy ZOC (unless friendly ground unit in hex) nor across all-water hexside or through Water hex.
INSURGENCY UNITS
Placement: Regular ground units can place up to 2 hexes away; insurgency unit can place in same or adjacent hex. Cannot be placed in city outside home country; if placed in town or port, unit must have combat. Disband: Unit must be in supply. Must be within 3 hexes of friendly ground unit. Regular Ground Movement: Does not pay extra MP to cross unbridged river hexside. Must stop in enemy ZOC. Insurgency Movement: Moves up to 4 hexes, ignoring MP costs. Can move through enemy ZOC, across all-water hexsides, and through Water hex. If it moves 0, 1 or 2 hexes, Insurgency Reserve marker can be placed on it. Reserve Movement: Can move 1 or 2 hexes. Cannot end movement in enemy-controlled city, town, or port, or in Water hex. If enters Gulf of Fonseca, can be attacked. Ground Combat: Gives owning player + 1 (attacking) or -1 (defending) modifier. If ends movement in enemy-controlled city, town, or port, unit(s) must have combat (vs. intrinsic Defense Value of 1).
COMBAT PROCEDURES
Air-Ground (Bombardment)
• Owning player announces targets of Bombardment Strike.
• Bombardment Points applied to targets.
• Player rolls die, applies modifiers, and consults Terrain Feature or Ground Unit Bombardment Table. Air Combat
• Player announces Interception; other player indicates units to take part in air combat. Maximum of 4 intercepting and 4 defending air units (or 1 defending attack helicopter).
• Intercepting air units must be able to attack enemy units: D units: Can never intercept; always defenders. Air units defend with lowest Air Combat Value; one attack helicopter defends with highest value. S units: Can intercept "D" and "S" units. J units: Can intercept all other units (OT units cannot intercept and are eliminated if intercepted without escorts).
• Players determine Tactical Air Initiative:
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Allied player always has initiative if combat hex is within US EW/AWACS range.
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Communist player otherwise has initiative if combat hex within EW/Masaya range.
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If no EW within range, intercepting player has initiative.
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Intercepting player has initiative against helicopters and "D" units.
• Initiative player decides to be attacker or defender (helicopters and "D" units always defenders).
• Players determine intensity level: 6 or fewer units: Low Intensity 7 to 12 units: Medium Intensity 13 or more units: High Intensity
• Air Combat Values added up and compared to find combat ratio (rounded down).
• Players determine die roll modifiers.
• Attacker rolls die, applies final modifier, and consults Air Combat Table.
• Step losses applied immediately (air units can take double step losses to continue mission). Ground-Air Combat (Air Defense)
• Player interrupts enemy air unit movement to resolve air defense.
• Two attacks can be performed in a hex: nonmobile SAM/AA site first and mobile SAM/AA unit or stack of 2 eligible ground units second.
• Attacking units must be in supply.
• Attacker rolls die, applies modifiers, and consults Air Defense Table. Ground Combat
• All defending units adjacent to attacking units must be attacked.
• Armor can ignore enemy units in Mountain Jungle hexes if no road or trail connects hexes.
• Attacking player adds up Attack Values of all units (plus insurgency units with Insurgency Reserve markers and attack helicopters on Ground Combat Support).
• Defending players adds up Defense Values of all units (plus attack helicopter on defensive Ground Combat Support).
• Combat values are compared to find initial combat ratio (round down in favor of defender).
• Players determine best terrain for defenders; Initial Combat Ratio marker placed on Ground Combat Table in box corresponding to terrain and combat ratio.
• Players determine column shifts; Current Combat Ratio marker placed on Ground Combat Table.
• Players determine die roll modifiers (a maximum of +4 or -4 is allowed per combat).
• Attacker rolls die, applies final modifier, and cross-references die roll with Current Combat Ratio column.
• Results of combat applied immediately; defenders retreat and attackers pursue.
• Defending units can take extra step loss rather than retreat; units in city, Entrenchment or Fortification can ignore retreats. Retreat Restrictions
• Units retreat 2 hexes (towards Supply Source, Supply Depot, Entrenchment or Fortification).
• Cannot retreat through unoccupied hex in enemy ZOC (insurgency units can, but cannot end in unoccupied hex in enemy ZOC); can retreat through enemy ZOC if friendly ground unit occupies hex. Cannot retreat across allwater hexes or through Water hexes (insurgency units can); cannot use Boat or River Transport. Cannot end overstacked in friendly-occupied hex. Units in stack retreat together.
• Paradrop and helicopter assault units with enemy units eliminated if they cannot retreat.
• One attack helicopter on defensive Ground Combat Support takes step loss in retreat. Pursuit
• One regular ground unit (infantry, marine, tank, mechanized infantry, armored cavalry, cavalry, military police) and one support unit (artillery, anti-tank, mobile SAM/AA, engineers, special forces, insurgency [without Reserve marker], logistics supply, SS-20) can pursue into one vacated hex.
• Paradrop and helicopter assault units cannot pursue if transported into hex.
• Armor units, Salvadoran and Nicaraguan (3-3-4 and 3-4-4) infantry brigade and Honduran infantry regiment can pursue into Jungle/ Mountain Jungle hexes along road or trail.
• Insurgency units cannot pursue (except as support unit).
REORGANIZING
Regular infantry unit: 1 Reorganization Point. Armor unit: 2 points. Insurgency unit: 1 Reorganization Point or Insurgency Command Point.
REBUILDING
Infantry unit: 3 Reorganization Points (placed ahead on Game Turn Track 3 spaces).
13.0 INTERVENTION GAME SEQUENCE OF PLAY
The Sequence of Play for the Intervention Game includes new phases that do not appear in the Conventional Game Sequence of Play. The new phases are boxed and indicated by a second color. In addition, significant changes to the Conventional Game Sequence of Play are notated by a star ( * ). Phases that are used only in the Intervention game are in white on the Phase Track on the map. Note: Unless a phase is marked by a star, it uses the same wording as the Sequence of Play in 3.1. Players familiar with the Conventional Sequence of Play can skip over repeated phases. Scenario Generation System: If during either player's Ground and Air Stage an event occurs that may increase world tension, the die is rolled and the World Tension Increase Table is checked. As soon as the World Tension marker enters the 15 box of the World Tension Track, the die is rolled and the World War III Table is consulted. Communist Ground and Air Stage
*US NIGHT NAVAL BOMBARDMENT PHASE
The Allied player can declare a US Night Naval Bombardment against a communist ground unit, installation, or terrain feature in a coast hex. The bombardment is resolved on the correct Bombardment Table.
SUPPLY PHASE
The players check the supply status of their units. Actions are performed in the following sequence:
A. * The Communist player can declare that he is creating a hidden Supply Depot. He adjusts the Hidden Supply Point marker on his Information Record Track and places a Communist Supply Depot marker on the map.
B. Any Communist player Supply Depot markers that provide supply to units are flipped over to their "Supply Exhausted' sides.
C. The Communist player traces supply lines for all his units. Any units that cannot trace supply lines have Out of Supply markers placed on them.
D. The Communist player can create one or two new Supply Depots from his allotted total. The new depots are placed in cities, Supply Sources, or air facilities inside Nicaragua.
E. Any Allied player Supply Depot markers that provide supply to units are flipped over to their "Supply Exhausted" sides.
F. The Allied player traces supply lines for all his units. Any units that cannot trace supply lines have Out of Supply markers placed on them.
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Note: Only steps A and D occur during the first Game Turn of all scenarios. The rest of the steps are skipped since all units are considered in supply throughout the first turn of a scenario. Each player will have two opportunities to provide supply and trace supply lines. This is the first; the second occurs at the start of the Allied Ground and Air Stage.
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Optional Rule: During step A of this phase, the Communist player can create a Supply Source on the map by flipping over a logistics supply unit or spending a combination of five Supply Depot markers/Hidden Supply Points.
GROUND UNIT REORGANIZATION PHASE
The Communist player can reorganize and rebuild eligible ground units. He performs these actions in the following sequence:
A. Reorganization markers atop ground units on the map are removed, and these units are flipped over to their full-strength sides.
B. Half-strength regular ground units that meet the requirements for reorganization have Reorganization markers placed on them. The Communist player expends Reorganization Points for each unit ( 1 for infantry, 2 for armor). Depending on the unit's nationality, FSLN or Communist Reorganization Points will be expended.
C. Half-strength insurgency ground units that meet the requirements for reorganization have Reorganization markers placed on them. For each reorganizing unit, the Communist player expends either one Reorganization Point (FSLN or Communist) or one Insurgency Command Point.
D. Eligible ground units can be rebuilt by expending 3 Reorganization Points per unit. Rebuilt units are placed on the Game Turn Track three spaces ahead of the current turn. A unit possessing a Reorganization marker cannot move or attack for the remainder of the turn, and it defends at its reduced strength.
- In some scenarios the Cuban mechanized brigade may appear. During this phase, a Reorganization marker is placed on a Nicaraguan tank regiment that will become the Cuban brigade. In the next turn's Reorganization Phase, the tank regiment is removed and the units of the Cuban brigade are placed on the map.
*GUERRILLA ATTACK PHASE
Supplied communist insurgency ground units can perform Guerrilla Attacks against installations and terrain features in adjacent hexes. An attack against a hex not occupied by enemy ground units costs 1 Insurgency Command Point, and an attack against an enemy-occupied hex costs 2 points. Each insurgency unit that attacks a bridge is worth 1 Bombardment Point; it is worth 2 Bombardment Points when attacking other terrain features and installations; the attack is resolved on the correct Bombardment Table. Note: Only Allied non-mobile AA sites can be attacked on the Ground Unit Bombardment Table.
REGULAR GROUND UNIT MOVEMENT PHASE
The Communist player can move his supplied regular infantry and armor units. Eligible ground units can be moved by Boat and River Transport. Ground units must end movement when they enter a hex in an Allied Zone of Control. Insurgency units can be moved like regular ground units in this segment by forfeiting insurgency movement. The Communist player can place Armor Reserve markers on his armor units that moved half their Movement Allowance or less.
INSURGENCY MOVEMENT PHASE
The Communist player can now move insurgency units up to 4 hexes; the units do not use their Movement Allowance during insurgency movement. He can place Insurgency Reserve markers on units that moved 0, 1, or 2 hexes.
INSURGENCY PLACEMENT PHASE
The Communist player can attempt to create insurgency ground units from his pool of available units by expending Insurgency Command Points. Successfully created insurgency units are placed on the map.
ALLIED AERIAL COUNTERINSURGENCY PHASE
The Allied player can attempt to eliminate communist insurgency units just placed on the map in the previous phase with Aerial Counterinsurgency missions. Allied air units and helicopters that successfully complete an Aerial Counterinsurgency mission cause the communist insurgency unit to be removed from the map. Note: As with all air missions, the Allied counterinsurgency air units are subject to communist air defense attacks and Interception missions, while attack helicopters are subject to Interception missions only.
FIRST INSURGENCY DISBANDMENT PHASE
The Communist player can attempt to have insurgency units on the map disband. Successfully disbanded units are placed back in his pool of available units, and the Communist player receives one Insurgency Command Point per disbanded unit.
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Once all ground combats have been resolved, all Close Air Support and US Tactical Bombardment markers are removed from the map.
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Optional Rule: Communist ground units can use one nonpersistant chemical weapon attack against Allied units.
AIR MISSION PHASE
The Communist player can perform air missions with his air and helicopter units. The air units or helicopters are activated one at a time, singly or in a stack; air units can form joint missions. The units must not have performed any missions earlier in the turn. The Communist player can perform the following air missions in any order he wishes:
• Bombardment Strike (combat air units and attack helicopters)
• Close Air Support (combat air units and attack helicopters)
• * Merchant Shipping Raid (combat air units)
• Ground Combat Support (attack helicopters)
• Transfer (all air units and helicopters)
• Transport Strike (transport air units and helicopters)
• Each of the above missions can be accompanied by an Escort mission.
- Note: Scenarios will indicate when Merchant Shipping Raid missions can be performed. An air mission is performed in the following order:
A. A stack of helicopters or the Air Mission marker representing the communist air units is moved across the map to the target hex.
B. While moving across the map, communist units are subject to Allied air defense attacks and Interception missions.
C. Surviving communist air units and helicopters that reach a target hex perform their air missions.
D. After performing their air missions, communist air units return to a friendly air facility; helicopters may return to a friendly, supplied hex.
- Optional Rules: Specified Soviet air units can perform standoff air attacks during Bombardment Strike and Close Air Support missions. US F-14 air units can use standoff air attacks on Interception missions.
*ALLIED REACTION AIR MISSION PHASE
The Allied player can have US Marines air units (not helicopters) perform one defensive Close Air Support mission against communist ground units to support Allied ground units that are about to be attacked. Note: As with other air missions, the US Marine air units are subject to communist Interception missions and air defense attacks as they move.
- Optional Rule: Specified US Marine air units can use a standoff air attack in this phase.
GROUND COMBAT PHASE
The Communist player resolves ground combat. He declares which of his units will attack Allied units. All defending units that are adjacent to an attacking unit must be attacked. The following units can also participate in ground combat:
• * Attack helicopters and US AV-8B air units on Ground Combat Support missions.
• Insurgency units possessing Insurgency Reserve markers. The following units cannot participate in attacks in ground combat:
• Units possessing Out of Supply markers (they do defend in combat).
• Armor units possessing Armor Reserve markers.
RESERVE MOVEMENT PHASE
Communist armor units that possess Armor Reserve markers can move up to half their Movement Allowance. These units must stop when they enter a hex in an Allied Zone of Control. Insurgency units that possess Insurgency Reserve markers can move one or two hexes and do not have to stop when entering an Allied Zone of Control. At the end of this phase, all Reserve markers are removed from the map.
- Optional Rule: At the end of the phase, the Communist player can place one Persistent Chemical Weapons marker on the map.
SECOND INSURGENCY DISBANDMENT PHASE
The Communist player can attempt to have insurgency units on the map disband. Successfully disbanded units are placed back in his pool of available units, and he receives one Insurgency Command Point per unit disbanded.
HELICOPTER TRANSPORT PHASE
FSLN helicopter units that have not moved previously in the turn can transport ground units or Supply Depots to hexes not occupied by Allied units. The helicopters are subject to Allied Interception missions.
- Optional Rule: US F-14 air units can use standoff air attacks on Interception missions.
RETURN TO BASE PHASE
FSLN helicopters can be returned to air facilities or to friendly, supplied hexes within their Movement Radius. Helicopters that have completed all actions for the turn are rotated 180 degrees at this end of this phase.
* DEMOLITIONS PHASE
Communist regular ground and insurgency units can attempt to demolish Allied installations and terrain features in the hexes they occupy. A demolitions attempt against a bridge has a Bombardment Value of 2; an attempt against other terrain features or installations has a Bombardment Value of 7.
* REPAIR PHASE
Eligible communist units that have not moved, been involved in combat, or performed demolitions can repair installations and terrain features in the hexes they occupy. Repairs are done in the following order:
A. Installations and terrain features that are repaired have Repair 1 markers and Damage, Road Out, and Bridge Out markers removed from the hex. Repaired non-mobile SAM/AA sites are flipped over to their operational side.
B. Other Repair markers on the map are adjusted to indicate the number of turns remaining for repair in the hex.
C. New Repair markers are placed on the map in hexes where repairs are begun.
REINFORCEMENT PHASE
Communist reinforcements listed in the order of battle for the scenario and rebuilt communist ground units on the Game Turn Track are placed in friendly, controlled Nicaraguan city hexes. Adjustments are made to markers on the Information Record Track, if necessary.
- Some scenarios allow Soviet and Cuban air units to appear as reinforcements. Allied Ground and Air Stage
SUPPLY PHASE
The players check the supply status of their units. Actions are performed in the following sequence:
A. Any Allied player Supply Depot markers that provide supply to units are flipped over to their Supply Exhausted" sides.
B. The Allied player traces supply lines for all his units. Any units that cannot trace supply lines have Out of Supply markers placed on them.
C. The Allied player can Create one or two new Supply Depots from his allotted total. The new depots are placed in cities, Supply Sources, or air facilities inside Allied countries.
D. Any Communist player Supply Depot markers that provide supply to units are flipped over to their 'Supply Exhausted' sides.
E. The Communist player traces supply lines for all his units. Any units that cannot trace supply lines have Out of Supply markers placed on them. Note: Only step C occurs during the first Game Turn of all scenarios. The rest of the steps are skipped since all units are considered in supply throughout the first turn of a scenario.
GROUND UNIT REORGANIZATION PHASE
The Allied player can reorganize and rebuild his eligible ground units. He performs these actions in the following sequence:
A. Reorganization markers atop ground units on the map are removed, and these units are flipped over to their full-strength sides.
B. Half-strength regular ground units that meet the requirements for reorganization have Reorganization markers placed on them. The Allied player expends Reorganization Points for each unit (1 for infantry, 2 for armor). Depending on the unit's nationality, US or Allied Reorganization Points will be expended.
C. Half-strength insurgency ground units that meet the requirements for reorganization have Reorganization markers placed on them. For each unit reorganizing, the Allied player expends either one Reorganization Point (US or Allied) or one Insurgency Command Point.
D. Eligible ground units can be rebuilt by expending 3 Reorganization Points per unit. Rebuilt units are placed on the Game Turn Track three spaces ahead of the current turn. A unit possessing a Reorganization marker cannot move or attack for the remainder of the turn, and it defends at its reduced strength.
* GUERRILLA ATTACK PHASE
Supplied Allied insurgency ground units can perform Guerrilla Attacks against installations and terrain features in adjacent hexes. An attack against a hex not occupied by enemy ground units costs 1 Insurgency Command Point, and an attack against an enemy-occupied hex costs 2 points. Each insurgency unit that attacks a bridge is worth 1 Bombardment Point; it is worth 2 Bombardment Points when attacking other terrain features and installations; the attack is resolved on the correct Bombardment Table. Note: Only Nicaraguan non-mobile AA and SAM sites can be attacked on the Ground Unit Bombardment Table.
REGULAR GROUND UNIT MOVEMENT PHASE
The Allied player can move his supplied regular infantry and armor units. Eligible ground units can be moved by Boat and River Transport. Ground units must end movement when they enter a hex in a communist Zone of Control. Insurgency units can be moved like regular ground units in this segment by forfeiting insurgency movement. The Allied player can place Armor Reserve markers on his armor units that moved half their Movement Allowance or less.
- US Marine ground units can perform amphibious assaults, and follow-up US reinforcements can be placed in Allied-controlled ports or on USMC Beachhead or 82nd Air Supply markers in coast hexes.
INSURGENCY MOVEMENT PHASE
The Allied player can now move insurgency units up to 4 hexes; the units do not use their Movement Allowance during insurgency movement. He can place Insurgency Reserve markers on insurgency units that moved 0, 1, or 2 hexes.
INSURGENCY PLACEMENT PHASE
The Allied player can attempt to create insurgency ground units from his pool of available units by expending Insurgency Command Points. Successfully created insurgency units are placed on the map.
COMMUNIST AERIAL COUNTERINSURGENCY PHASE
The Communist player can attempt to eliminate Allied insurgency units just placed on the map in the previous phase with Aerial Counterinsurgency missions. Communist air units and helicopters that successfully complete an Aerial Counterinsurgency mission cause the Allied insurgency unit to be removed from the map. Note: As with all air missions, communist air units are subject to Allied air defense attacks and Interception missions, while attack helicopters are subject to Interception missions only.
- Optional Rule: US F-14 air units can use standoff air attacks on Interception missions.
FIRST INSURGENCY DISBANDMENT PHASE
The Allied player can attempt to have insurgency units on the map disband. Successfully disbanded units are placed back in his pool of available units, and the Allied player receives one Insurgency Command Point per disbanded unit.
- Scenario Generation System: US air units may be allowed to transport a Supply Depot marker into a conquered Allied country.
AIR MISSION PHASE
The Allied player can perform air missions with his air and helicopter units. The air units or helicopters are activated one at a time, singly or in a stack; air units can form joint missions. The units must not have performed any missions earlier in the turn. The Allied player can perform the following air missions in any order he wishes:
• Bombardment Strike (combat air units and attack helicopters)
• Close Air Support (combat air units and attack helicopters)
• * Ground Combat Support (attack helicopters and US AV-8B air units)
• Transfer (transport air units and helicopters)
• Transport Strike (all air units and helicopters)
• Each of the above missions can be accompanied by an Escort mission. An air mission is performed in the following order:
A. A stack of helicopters or the Air Mission marker representing the Allied air units is moved across the map to the target hex.
B. While moving across the map, Allied units are subject to communist air defense attacks and Interception missions.
C. Surviving Allied air units and helicopters that reach a target hex perform their air missions.
D. After completing their air missions, Allied air units return to a friendly air facility; helicopters may return to a friendly, supplied hex.
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US ground reinforcements can enter the map via Transport Strike missions in this phase. US air unit reinforcements enter the map via Transfer missions.
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Optional Rules: US F-14 air units can use standoff air attacks on Escort missions. Specified US air units can use standoff air attacks and special munitions on Bombardment Strike and Close Air Support missions.
GROUND COMBAT PHASE
The Allied player resolves ground combat. He declares which of his units will attack communist units. All defending units that are adjacent to an attacking unit must be attacked. The following units can also participate in ground combat:
• * Attack helicopters and US AV-8B air units on Ground Combat Support missions.
• Insurgency units possessing Insurgency Reserve markers. The following units cannot participate in attacks in ground combat:
• Units possessing Out of Supply markers (they do defend in combat).
• Armor units possessing Armor Reserve markers. Once all the ground combats have been resolved, all Close Air Support markers are removed from the map.
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The Allied player can perform up to three US Tactical Bombardments in support of Allied ground units attacking communist ground units in coast hexes.
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Optional Rule: The Communist player can place up to two Persistent Chemical Weapons markers in hexes from which eligible units retreat in order to prevent Allied ground units from pursuing.
RESERVE MOVEMENT PHASE
Allied armor units that possess Armor Reserve markers can move up to half their Movement Allowance. These units must stop when they enter a hex in a communist Zone of Control. Insurgency units that possess Insurgency Reserve markers can move one or two hexes and do not have to stop when entering a communist Zone of Control. At the end of this phase, all Reserve markers are removed from the map.
SECOND INSURGENCY DISBANDMENT PHASE
The Allied player can attempt to have insurgency units on the map disband. Successfully disbanded units are placed back in his pool of available units, and he receives one Insurgency Command Point for each unit disbanded.
HELICOPTER TRANSPORT PHASE
Allied helicopter units that have not moved previously in the turn can transport ground units or Supply Depots to hexes not occupied by communist units. The helicopters are subject to communist Interception missions.
RETURN TO BASE PHASE
- Allied helicopters can be returned to air facilities or to friendly, supplied hexes within their Movement Radius. US Marine AV-8B's may be returned to a Holding Box, an air facility, or a friendly, supplied hex within their Movement Radius. Helicopters and AV-8B's on the map that have completed all actions for the turn are rotated 180 degrees at the end of this phase.
* DEMOLITIONS PHASE
Allied regular ground and insurgency units can attempt to demolish installations and terrain features in the hexes they occupy. A demolitions attempt against a bridge has a Bombardment Value of 2; an attempt against other terrain features or installations has a Bombardment Value of 7.
* REPAIR PHASE
Eligible Allied units that have not moved, been involved in combat, or performed demolitions can repair installations and terrain features in the hexes they occupy. Repairs are done in the following order:
A. Installations and terrain features that are repaired have Repair 1 markers and Damage, Road Out, and Bridge Out markers removed from the hex. Repaired non-mobile AA sites are flipped over to their operational side.
B. Other Repair markers on the map are adjusted to indicate the number of turns remaining for repair in the hex.
C. New Repair markers are placed on the map in hexes where repairs are begun.
REINFORCEMENT PHASE
If FDN or ARDE ground units control an air facility in Nicaragua, an Allied Supply Source marker may be placed in the hex. Any Allied reinforcements listed in the order of battle for the scenario and rebuilt Allied ground units on the Game Turn Track are placed on the map.
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The Allied player can place USMC Beachhead markers on coast hexes. He can also move reinforcements from the Holding Boxes to controlled ports, USMC Beachhead markers, or 82nd Air Supply markers in coast hexes.
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If the Allied player wishes to delay the arrival of US carrier-based air units and US ground units in order to have them transit the Panama Canal, he places the units on the Game Turn Track two boxes ahead of the current turn. US units that have completed transit through the Panama Canal are placed in the new Holding Box. Adjustments are made to markers on the Information Record Track, if necessary. End of Turn Stage If the last turn of the scenario has been completed, the game ends and players check the victory conditions to determine the winner and the level of victory. If the scenario has not ended, players adjust their Victory Point markers for VP gained or lost in the turn (as called for by the scenario).
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Supply Depot markers on their "Supply Exhausted" sides are removed from the map. Persistent Chemical Weapons markers are removed from the map. All counters rotated 90 or 180 degrees should be rotated back to their normal facing. The Masaya EW Suppressed marker is removed if a complete turn has passed since its placement. Both players can move air units from the "Used" and "Sitting" spaces on the Air Group Displays to the "Available" space. They also place air units in the "Sitting" space of their displays as necessary. Players should check their Air Group Displays to make sure that air units at air facilities do not exceed stacking limits (excess units must be eliminated).
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The Allied player can reposition his US Navy E-2 (AWACS) air units in AWACS Detection boxes. The Communist player returns air units in the Merchant Shipping Raid Box to air facilities and places them in the "Available space on his Air Group Display.
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The Allied player can withdraw USMC Beachhead and 82nd Air Supply markers from the map. The Communist player can withdraw the Cuban mechanized brigade. The Game Turn marker is moved one space on the Game Turn Track. Begin the next Communist Ground and Air Stage.
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Optional Rules: If the Weather option is being used, players roll for the weather for the next turn. The appropriate weather marker (Clear, Rain, or Heavy Rain) is placed in the next box on the Game Turn Track. If US ground units entered a coast hex in Nicaragua during the turn, the Communist player can make a motor torpedo boat attack. Scenario Generation System: A player can declare a voluntary withdrawal of units from the map, and the Allied player can raise or lower the US Intervention Level. Any decreases to world tension are recorded on the World Tension Track. If US ground units appear on the map, the US War Powers Act marker is placed on the Game Turn Track 15 boxes ahead of the current turn. If the Game Turn marker is in the same box as the US War Powers Act marker, the Allied player rolls the die and consults the War Powers Act Table. If an Allied country has been conquered in the previous turn, Damage markers are placed in the country's port and Supply Source hexes not garrisoned by US units. Players record their Victory Points gained and lost, determine if victory objectives have been achieved, and decide if they will continue the scenario.
14.0 INTERVENTION AIR RULES
In the Intervention Game, special US air units are introduced and additional air missions are allowed. Also, the use of off-map holding boxes is described. the Allied air facility, depending on the lowest Movement Radius of any air unit in the joint mission (see 4.4).
- US Marine air units that enter the game based on a US carrier can move to air facilities and can be activated from them (see below).
14.1 PacificlCaribbean Holding Boxes
These two boxes are printed on the east (Caribbean) and west (Pacific) sides of the map, and they are used to hold US carrier-based air units and amphibiously transported US ground units. When US units appear, a scenario will indicate which Holding Box is used. US units in the Pacific and Caribbean Holding Boxes can never be attacked by enemy air units. The large empty space in each Holding Box is for US ground units that are being moved by sea to the area. US Marine units can perform amphibious assaults from these boxes (see 15.2), and other follow-up US ground units can be brought onto the map from these boxes (see 15.5). Each box contains two spaces for US air units: "Available Air Unite and "Used Air Units." When US air units perform a mission, they are removed from the "Available" space and set aside; the Allied Air Mission marker is placed in any hex on the appropriate map edge (Pacific or Caribbean) within 10 hexes of the E-2 AWACS air unit assigned to the parent carrier (see below). Their Movement Radius is counted from the hex in which they are placed. After completing their air missions, the units are placed in the "Used" space of the Holding Box from which they began their missions. Units that begin in a Holding Box must end their movement in the same box (unless the parent carrier is being moved from one Holding Box to another). US air units are subject to enemy Interception missions in the first coast hex they enter as long as they are detected. They may be intercepted by communist air units in each land hex they enter on the way to the target hex. In addition, they are subject to communist air defense attacks. Carrier-based air units can perform Interception missions within range of their E-2 AWACS air units (see below). Restrictions on Joint Air Missions: US Navy air units can form joint missions with US Marine air units based at air facilities on the map if the facilities are within 10 hexes of an E-2. US Navy and Marine units can always perform joint missions, but neither branch can perform joint missions with US Air Force units. Activation Limitations: All US air units on a given carrier can undertake an air mission together (it is called an Alpha Strike). The Allied player can perform one Alpha Strike per carrier in a Holding Box. The carrier-based air units can also perform air missions individually or in smaller stacks. Units from different carriers in the same Holding Box can form a joint air mission; a maximum of six carrier-based air units can be activated at one time to perform a mission. Restrictions: US Navy air units are subject to the following restrictions:
• They cannot land at or be activated from any air facility on the map.
• Only US Marine and Navy air units can be based in Holding Boxes.
• They must begin and end their activation in the Holding Box on the side of the map indicated in the scenario (unless the carrier moves; see below).
• Each air unit can perform one mission per turn.
• US air units that suffer step losses can never be repaired. Notes on Holding Boxes
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If US air units from a Holding Box form a joint mission with Allied air units on the map, the Air Mission marker begins moving either from the mapedge hex where the US units enter the map or from E-2 AWACS AIR UNITS Each carrier is assigned one E-2 AWACS air unit, which has a 10-hex detection range. If a scenario calls for US air units to begin the game in a Holding Box, the Allied player places his E-2 units in AWACS Detection Boxes on the west, east, and north edges of the map as part of the scenario setup; one E-2 can be placed in an AWACS Detection Box and it must be placed in a box that is on the same coast as its parent carrier's Holding Box. US E-2 units in AWACS Detection Boxes have the same abilities as the US E-3 AWACS unit for detecting enemy units, performing joint air missions, and giving die roll modifiers. The 10-hex detection range commences in the first hex outside the AWACS Detection Box. Note that E-2 units can have overlapping detection ranges, but there is no additional benefit for the overlap. Communist ground units using Boat Transport in the Pacific and Caribbean (not in the Lake of Managua) are detected if they are within 10 hexes or move within 10 hexes of an E-2's detection range. The Communist player must roll the die for each unit that is detected to see if it successfully completed its movement (see 7.4). The detection range of an E-2 has no effect upon communist insurgency units using insurgency movement across the Gulf of Fonseca (see 8.4). During the End of Tum Stage, the Allied player can move his E-2 air units from one AWACS Detection Box to another box on the same coast. The E-2 remains in the box throughout the next turn and provides a 10-hex range for detection purposes (for Interception missions, forming joint air missions, and providing die roll modifiers). Notes on US E-2 Air Units
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The US E-3 AWACS air unit can never be placed in one of the AWACS Detection Boxes. Instead, the E-3 is based at an Allied airport.
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Unless the optional AWACS rules is being used (see 18.7), all US and Allied air units enjoy the benefits of the US Air Force E-3 or a US Navy E-2 for detection, forming joint missions, and receiving favorable die roll modifiers.
MOVING CARRIER-BASED AIR UNITS
During an End of Turn Stage, the Allied player can declare that he is moving a carrier group from one coast through the Panama Canal to the other coast. He takes the carrier-based air units (including the E-2 AWACS air unit) and places them on the Game Turn Track two boxes ahead of the current turn. During the Allied Reinforcement Phase of that future turn, the air units are removed from the Game Turn Track, placed in the "Used" space of the other Holding Box, and can be activated on the next turn. Carrier-based air units in the "Used" spaces of Holding Boxes are placed in the "Available" spaces during the End of Turn Stage. The E-2 AWACS unit is placed in an AWACS Detection Box on the new coast. The Allied player can also choose to delay the arrival of carrier-based air unit reinforcements if he wishes them to appear in the Holding Box on the coast other than the one in which they were scheduled to arrive. During the Reinforcement Phase of the turn these reinforcements are scheduled to appear, he places them on the Game Turn Track two boxes ahead of the current turn. During the Allied Reinforcement Phase of the future turn, the air units are placed in the 'Used" space of the other Holding Box. The Allied player can move carrier-based air units between Holding Boxes as many times as he wishes in a game, as long as the two-turn delay is followed. Note: In the Scenario Generation System, one of the random events has the Panama Canal being closed for the duration of the game. In this case, carrier-based air units cannot be moved from one coast to the other (see 22.8) EXAMPLE OF MOVEMENT: A scenario calls for US carrier-based air units to be set up in the Caribbean Holding Box. These units can perform air missions during the first turn. During the End of Turn Stage of Game Turn 1, the Allied player announces that the carrier will move to the Pacific coast; he places the air units in box 3 on the Game Turn Track. During the Allied Reinforcement Phase of turn 3, he removes the air units from the Game Turn Track and places them in the "Used" space of the Pacific Holding Box. In the End of Turn Stage, the units are placed in the "Available" space. They can be activated in Game Turn 4 from the Pacific Holding Box. In another case, US carrier-based air units are to appear as reinforcements in the Pacific Holding Box during Game Turn 5. The Allied player decides to delay their appearance for two turns, placing them in box 7 on the Game Turn Track. During the Allied Reinforcement Phase of turn 7, the air units are placed in "Used" space of the Caribbean Holding Box. They can be activated on Game Turn 8 from this box.
US MARINE AIR UNITS
If a scenario calls for US Marine air units to arrive in the same turn as a US Navy carrier air group, the Allied player can base the Marine air units on the carrier in place of the Navy air units. For each US Marine F-4 (not the F-4 EW unit), F-18, and A-6 combat air unit that is to be brought on, the Allied player must withdraw one US Navy air unit from the carrier group. Once this replacement is made, the US Navy air units that were replaced never appear in the game. The Allied player can otherwise use Transfer missions during his Air Mission Phase to bring in the reinforcing Marine air units from the north mapedge (see 15.5). US Marine AV-8B, F-4 (EW), and helicopter units can be stacked freely with US carrier-based air units in a Holding Box, and do not replace US Navy air units in a carrier air group. Unlike US Navy air units (see below), US Marine air units can operate either from a Holding Box or they can be based at air facilities on the map. If US Navy carrier-based air units are eliminated during play, the Allied player can base US Marine combat air units in the Holding Box on a one-for-one basis, replacing the destroyed US Navy air units. Only US Marine air units can be based either at air facilities or in the Holding Boxes. Note: US Marine air units using a Transfer mission to enter the map must land at an available air facility in Honduras within 4 hexes of the north mapedge. If no air facility is available, the US Marine units cannot be brought on (see 15.4). 4 PI 1/4 9c
14.2 US B-52 Air Units
If a scenario indicates that the Allied player receives US B-52 air units, these units are placed in the B-52 Holding Box on the north edge of the map at the beginning of the game, and they are activated for air missions from this box. There are only two spaces in this box: "Available Air Units" and "Used Air Units! When a B-52 performs an air mission, it is removed from the "Available" space and set aside; the Allied Air Mission marker is placed on any north mapedge hex and moves from that hex. The B-52 has an unlimited Movement Radius and can move to any hex on the map. Once the unit's mission is completed, it is placed back in the B-52 Holding Box in the "Used" space. B-52's also become available as reinforcements during the Allied Reinforcement Phase. They are placed in the "Used" space in the B-52 Holding Box until the End of Turn Stage, when they are placed in the "Available" space. B-52's can form joint missions with other US Air Force air units based at air facilities on the map; they cannot join with US Marine or Navy or with Allied air units on a mission. When the Air Mission marker moves within 3 hexes of an air facility containing a US EW unit or within 10 hexes of the US E-3 AWACS unit, US Air Force air units within range of the EW/AWACS unit can form a joint mission with the B-52's. The joint mission is limited in movement by the lowest Movement Radius of any air unit in the combined stack as counted from the air facilities on the map. All B-52's have an Air Combat Value of 01." The can never perform Interception missions, and they can be intercepted only by communist "r rated air units. If B-52's are intercepted with no escorts, they are automatically eliminated. If they do have escorts, they contribute nothing when determining the air combat ratio, but they are counted when determining the Intensity Level (see 10.4). Nicaraguan non-mobile SAM sites are the only communist units that can perform air defense attacks against B-52 units. Note that other US Air Force air units escorting B-52's are subject to all normal forms of enemy air defense attack. Restrictions: B-52's are subject to the following restrictions:
• They can never be based at nor be activated from any air facility on the map.
• They cannot perform defensive Close Air Support missions (see 14.4).
• To perform an offensive Close Air Support mission, a US ground unit must be adjacent to the target hex (this is known as Arclite).
• They cannot perform Interception missions.
• They cannot perform Bombardment Strike missions in Allied countries in unoccupied hexes containing roads or in cities, towns, villages, or ports. They can perform Bombardment Strikes in road and village hexes in Allied countries if enemy regular ground units (not insurgency units only) occupy the hex.
• They cannot eliminate the last step among communist ground units in a hex by Bombardment Strike. A result that would call for the elimination of the last step of the last ground unit in the hex is ignored. Thus, if a hex contained only one communist ground unit on its half-strength side, it could not be eliminated by a B-52 performing a Bombardment Strike in the hex; the B-52 could attack a terrain feature or installation in the hex, however.
• They must begin and end their activation in the B-52 Holding Box.
• Each B-52 can perform one mission per turn. Notes on B-52 Units
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Unless using the optional AWACS rule in 18.7, B-52's can use US Navy E-2 air units for forming joint missions with US Air Force units and for receiving favorable die roll benefits.
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If the optional US Special Munitions rule is used, B-52's canperform incendiary bomb attacks, but they cannot perform smart and cluster bomb attacks (see 18.7). Also, other restrictions may apply towards B-52's if the optional US Command Restrictions in 18.9 is being used.
14.3 US AV-313 Air Units
US Marine AV-8B units have the abilities of both helicopters and air units. An AV-8B has the following combat values: Bombardment, Air Combat, and Ground Combat. AV-8B's can perform all combat air missions (see 6.0), including Ground Combat Support missions, although the Allied player does not receive a column shift in his favor for AV-8B's as he does for attack helicopters. AV-8B's can also perform defensive Close Air Support missions for a stack of Allied units containing at least one US Marine unit (see 14.4). ACTIVATION AND MOVEMENT OF AV-8B UNITS AV-8B units have two values for their Movement Radius, depending on where they are based. They can be based in Pacific/Caribbean Holding Boxes, at air facilities, or in friendly, supplied hexes. AV-8B's that enter the game with US Marine units are placed in the "Available Air Unite space of the Pacific or Caribbean Holding Box. They have a Movement Radius of 12 while in the box, and they can be activated and perform missions with US Marine or Navy air units from the same box. Unlike other US air units, the AV-8B's move with the Air Mission marker during a mission, since they may be allowed to remain on the map. Any number of AV-8B's can occupy a Holding Box. The Allied player does not replace US Navy air units for Marine AV-8B's (see 14.1). An AV-8B that is activated from a Holding Box does not have to return to it; it can return to a friendly air facility or a friendly, supplied hex (see below). If an AV-8B is based at an air facility, it has a Movement Radius of 12. Unlike other air units, however, the AV-8B is not placed on the Air Group Display and it does not count toward stacking or activation limits of the air facility. AV-8B's can be activated with other Marine air units at an air facility and can form joint missions with US Marine air units (including AV-8B's) at other facilities. They can also form joint missions with US Navy air units. The AV-8B's move with the Air Mission marker during a mission. Like helicopters, AV-8B units can land at and be activated from friendly, supplied hexes other than air facilities. The following are friendly, supplied hexes for AV-8B's:
• US and Allied Supply Sources
• Allied Supply Depots
• Allied Entrenchments
• USMC Beachheads and 82nd Airborne markers
• Clear and Rough terrain hexes containing supplied US Marine ground units
• Any coast hex containing US Marine ground units An AV-8B based in a friendly, supplied hex other than an air facility has a Movement Radius of 3. One AV-8B can be in a hex per US Marine ground unit. AV-8B's in supplied hexes can be activated with other AV-8B's, but they cannot form joint missions with air units from air facilities. AV-8B's cannot be activated with helicopters. Returning to Base: AV-8B's performing missions with other air units move with the Air Mission marker to the target hex. Depending on the type of air mission completed, an AV-8B can either remain in the target hex rotated 90 degrees or return to a Holding Box, air facility, or friendly, supplied hex (during the Return to Base Phase). The Holding Box, air facility, or hex must be within the AV-8B's current Movement Radius (12 if it was activated from a Holding Box or air facility, 3 if activated from a friendly, supplied hex). If an AV-8B is activated to perform one of the following missions, it must return to a Holding Box, air facility, or friendly, supplied hex as soon the mission is completed: Aerial Counterinsurgency, Bombardment Strike, offensive or defensive Close Air Support, Escort for one of these missions, or Interception. If it performs a Transfer mission or Escort to such a mission, it remains in the hex to which it moved. The counter is rotated 180 degrees after performing one of the above missions if it remains on the map. If an AV-8B performs an offensive or defensive Ground Combat Support mission or Escort to such a mission, it remains in the target hex and is rotated 90 degrees. It may be EXAMPLE OF AV-8B: The Allied player is about to launch an amphibious invasion against Nicaragua. The Allied player decided in the previous turn to have US Marine air units come on by Transfer mission (landing at the airport at Tela) to maintain a carrier-based air group at its full complement. Two AV-8B air units, an F-4 (EW) unit, one Marine attack helicopter, and two Marine transport helicopters are in the Pacific Holding Box. (These units do not replace US Navy units on the carrier.) The targets of the amphibious assault are Montelimar (2020) and hex 2121, which contain Nicaraguan ground units. The Marine ground units perform amphibious assaults against 2020 and 2021 during .the Allied Regular Ground Unit Movement Phase. During the Allied Air Mission Phase, Bombardment Strikes by US air units cause step losses to the defending Nicaraguan units in these two hexes. In addition, since the US units were not intercepted, an F-14 and an F-15 perform a Close Air Support mission in each of these hexes. The Allied player commits both AV-8B's to an offensive Ground Combat Support mission in hex 2020 and an attack helicopter to a similar mission to hex 2021. During the Ground Combat Phase, the amphibious assault is resolved, and both hexes are vacated by Nicaraguan units, allowing the US Marine units to move ashore. Note that the AV-8B's do not give the Allied player a column shift as the attack helicopter does. During the Return to Base Phase, he keeps the AV-8B's in 2020 and the attack helicopter in 2021. Note that the airstrip in Montelimar is now captured, but it is not fully operational until the next turn. The AV-8B's have a Movement Radius of 12 as soon as the airstrip becomes operational for US air units. NIT 192
NATED BV
BARDMENT
KE AND
IBIOUS
LT
BOMBARD
STRIKE IN
HEX 2020 (31
CLOSE AIR
SUPPORT IN
HEX 2020 x2 7,0 4e 16 x2
BOMBARD
STRIKE IN
HEX 2021 8J kif
•
CLOSE AIR
SUPPORT IN
HEX 2021 In the Communist player's Ground and Air Stage, he counterattacks the Marines in an effort to drive them off the coast. The AV-8B's can perform a defensive Ground Combat Support mission (during the Ground Combat Phase) in their hex or a defensive Close Air Support mission against communist ground units (during the Allied Reaction Air Mission Phase). If they are used for a Ground Combat Support mission, their counters are rotated 90 degrees and they can perform only an offensive Ground Combat Support mission during the Allied Ground and Air Stage; if they perform a defensive Close Air Support mission, their counters are rotated 180 degrees and they can do nothing else during the Allied Ground and Air Stage. able to remain in the target hex to perform a defensive or offensive Ground Combat Support mission (as long as it was not forced to retreat from the hex). It may otherwise be moved to a Holding Box, air facility, or friendly, supplied hex during the Return to Base Phase. If an AV-8B returns to a Holding Box, it is placed in the "Used" space. If it returns to an air facility, it remains on the map. An AV-8B is rotated in the same way helicopters are during and after missions (see 5.2). Supply and AV-8B's: AV-8B's are always in supply in Holding Boxes. If based at an air facility or in a friendly, supplied hex, they are in supply if the facility or hex is in supply. An AV-8B occupying a Clear or Rough terrain hex with a US Marine ground unit can perform air missions as long as the Marine unit is in supply. In the event that an Out of Supply marker is placed on the US Marine unit in either player's Supply Phase, the AV-8B unit remains fully operational throughout the turn in which the marker was placed; it maintains its normal Movement Radius and combat values. An In Supply marker is placed atop the AV-8B. In succeeding turns, however, if the Marine ground unit is still out of supply, so is the AV-8B. The following effects apply to an out of supply AV-8B:
• Its Movement Radius is 6 if it occupies an air facility. Its radius is 2 if it occupies another hex.
• Its Ground Combat and Bombardment Values are reduced to O. It has an Air Combat Value of 1"J."
• If activated, it can perform a Transfer mission only. It can move either to a Holding Box, another friendly air facility, or another friendly, supplied hex. To reach a Holding Box, the AV-8B must be within 11 hexes of the the last hex on the edge of of the map where the Holding Box is located (if it transfers from an air facility) or within 3 hexes of the last hex (if it transfers from a friendly hex). The friendly air facility of supplied hex to which it transfers must be within double its reduced Movement Radius. If it cannot reach a Holding box, air facility, or friendly hex, it must remain in the hex in occupies. Notes on AV-8B Units
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Carrier-based US Navy units can form joint missions with US Marine air units and AV-8B's based at air facilities, if the facilities are within 10 hexes of the AWACS Detection Box containing a US Navy E-2 unit.
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US Marine ground units are always in supply when they occupy coast hexes (see 15.2).
14.4 Intervention Air Missions
The Allied player can perform a Close Air Support mission in support of defending US Marine units during the Communist player's Ground and Air Stage. The Communist player, if a scenario permits it, can have certain air units perform Merchant Shipping Raid missions during the Communist Air Mission Phase to gain Victory Points. US MARINE CLOSE AIR SUPPORT MISSIONS (Defensive) (US Marine air units and AV-8B's) During the Allied Reaction Air Mission Phase of the Communist Ground and Air Stage, the Allied player can have a US Marine air unit perform one Close Air Support mission against communist ground units that are about to attack Allied ground units. The procedure for this mission is similar to offensive Close Air Support missions in the Conventional Game (see 6.2). This mission can be used in conjunction with other Marine AV-8B units and attack helicopters performing defensive Ground Combat Support missions. Other US Marine air units can perform Escort during this mission. Helicopters can never perform this mission.
REQUIREMENTS:
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Only a US Marine F-4, F-18 and AV-8B air unit can undertake a Close Air Support mission during the Allied Reaction Air Mission Phase. The unit cannot have performed another mission in the turn. Other Marine air units in the same hex can be activated to provide escort, and Marine units at different air facilities can combine in a joint mission. Marine air units in a Holding Box can be used for this mission.
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In a turn, the Allied player can conduct one defensive Close Air Support mission with one air unit.
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The target of the mission must be all communist ground units in a hex that are adjacent to Allied ground units. The Allied ground units must include at least one defending US Marine ground unit.
-
The hex containing the communist ground units must be within the Movement Radius of the Marine air units.
PROCEDURE:
-
The Allied Air Mission marker (and AV-8B's if they are activated) is moved to the hex containing the communist ground units and is subject communist air defense attacks and Interception missions. If the Marine unit or stack is intercepted, the Allied player can declare that one or more (to a maximum of 4) units in the stack are acting as escorts. EXAMPLE OF DEFENSIVE CLOSE AIR SUPPORT MISSION: Marine ground units successfully performed an amphibious assault to enter Montelimar (2020) and hex 2021. During the Communist Ground and Air Stage, FSLN units are moved adjacent to the Marine units to try to drive them back. Several communist air missions are successfully intercepted.by US F-14 air units, and so the Communist player is unable to get any die roll modifiers for Close Air Support missions in his Air Mission Phase. During the Allied Reaction Air Mission Phase, a Marine AV-8B in the Pacific Holding Box moves to Jinotepe (2121) which contains an FSLN tank regiment, anti-tank regiment, and mechanized infantry brigade. The AV-8B is not intercepted. (Other US Marine air units could have escorted this unit). The Allied player places a USMC Defense Support (-2) marker in the hex. After the mission, the Allied player decides to return the AV-8B to the Pacific Holding Box and places it in the "Used" space. Note that it could also move to a hex containing a US Marine ground unit. Once it has ended the mission and moved, it is rotated 180 degrees until the End of Turn Stage. The AV-8B can perform no other combat mission during the Allied Ground and Air Stage. The Communist player uses the tank and anti-tank regiments to attack the US Marines in Montelimar. A —2 die roll modifier applies to this attack because of the USMC Close Defense Support marker. The mechanized infantry brigade participates in the attack against the Marines in 2121; again the —2 die roll modifier is applied to this combat because the marker applies to all units in the target hex.
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The Allied player declares how many Bombardment Points (up to a maximum of 2) the a Marine air unit contributes to the mission.
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The Allied player places the "USMC Defense Support" .marker (with the " — 1" or " —2" side up, depending on whether one or two Bombardment Points were delivered) on the stack of communist ground units.
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As soon as the mission is complete, the Marine air units return to a friendly air facility or a Holding Box within their Movement Radius. Air units are placed in the "Used" space in the Holding Box or on the Air Group Display. If AV-8B's were included in the mission, they either return to the Holding Box and are placed in the "Used" space or they return to a air facility or other friendly, supplied hex and are rotated 180 degrees.
MERCHANT SHIPPING RAID MISSIONS
(Offensive) (Communist air units) If a scenario allows it, certain communist air units can move off the map to perform this mission during the Communist Air Mission Phase. This mission is intended to gain Victory Points for the Communist player. Units performing this mission can be escorted.
*Bombardment Value
REQUIREMENTS:
-
Only M-27, S-24, and T-22 air units can perform this mission. The scenario must allow communist air units to perform the mission.
-
The air unit must have a Bombardment Value of 2 or more to perform this mission.
-
A maximum of four communist air units can perform this mission per turn. Units at different Nicaraguan air facilities can form a joint mission. Other air units can act as escorts during this mission.
-
This mission can be performed in three consecutive Game Turns. As soon as the first Merchant Shipping Raid mission is performed, the Communist player can perform the same mission during the next two turns. The mission can no longer be performed starting with the third turn. Design Note: The limit to the number of turns in which this mission can be performed simulates the element of surprise which is lost over time as US air defense in the area increases and as shipping is rerouted.
PROCEDURE:
-
The Communist player sets aside the air units that will perform the mission and he places his Air Mission marker on the map in the hex containing the air facility.
-
The Air Mission marker is moved across the map to the east mapedge; the last hex on the mapedge must be within half its Movement Radius (round fractions up). During movement, the unit or stack is subject to Allied air defense attacks and a maximum of one Allied Interception mission.
-
When the Air Mission marker reaches the mapedge, it is removed from the map and the air units involved are placed in the Merchant Shipping Raid Box. They can perform no other function for the turn.
-
During the End of Turn Stage, the Communist player gains 1 Victory Point per air unit in the Merchant Shipping Raid Box. Remember that the air unit must have 2 or more Bombardment Points to perform this mission; air units that acted as escorts cannot contribute their Bombardment Values.
-
During the End of Turn Stage, the Communist player returns the air units in this box to friendly air facilities that are within half their Movement Radius. The units are is placed back on the Air Group Display in "Available spaces. Notes on Merchant Shipping Raids
-
M-27 and S-24 units can perform this mission only when they are at full strength; T-22's can perform it at full strength or half strength. Note that the T-22 has an unlimited (U) Movement Radius and can perform the mission from any airport on the map (the M-27 must also be based at an airport).
-
US air units in the Caribbean Holding Box can perform one Interception mission per turn against the communist air units. As soon as the communist Air Mission marker enters a hex that is within 10 hex of an E-2 AWACS unit, the Allied player can perform the Interception mission.
-
Communist air units in the Merchant Shipping Raid Box cannot be attacked by the Allied player nor can units returning from the mission be attacked. They can be attacked by an Allied Interception mission in each turn that they undertake a Merchant Shipping Raid mission. EXAMPLE OF MERCHANT SHIPPING RAID MISSION: A US carrier-based air ground occupies the Caribbean Holding Box, and the E-2 assigned to the carrier is in the southernmost AWACS Detection Box (in hex 3717). The Communist player has a Cuban M-23 and three Soviet M-27's based at Bluefields (3420) and two Soviet T-22's based at Punta Hueta (2218). During the Communist Air Mission Phase of Game Turn 3, he decides to perform a Merchant Shipping Raid mission with all six air units. The communist Air Mission marker is placed in Bluefields since that facility has air units with the lowest Movement Radius. The T-22's join up with the other air units in this hex, and the Air Mission marker move into hex 3421. This hex is within range of the E-2's detection range, and so the Allied player launches an Interception mission with two F-14's and an EA-6. The Cuban M-23 and one of the M-27's act as escorts. The air combat results in the communist air units taking a step loss and being forced to return; the Communist player decides to take enhanced losses to continue the mission. He eliminates one escorting M-27 and moves his units off the map. (They can be intercepted only once.) The air units are placed in the Merchant Shipping Raid box. During the End of Turn Stage, he adds up the number of M-27's (21 and T-22's (2) that performed the mission. He receives 4 Victory Points (VP) for this mission. After he records the VP, he returns the air units to Bluefields and places them in the 'Available" space of the Air Group Display. He can perform this mission again during turns 4 and 5, but starting with turn 6 he can no longer perform the mission. Note that M-27's with their Movement Radius of 23 can move up to 12 hexes to reach a hex on the east mapedge (half its radius rounded up). An S-24 can move up to 15 hexes, and a T-22 can move any number of hexes on the mission.
14.5 Masaya
vat In the Conventional Game, the electronic capability of Masaya is permanently eliminated on an "M" result on the Terrain Feature Bombardment Table or when the hex is occupied solely by Allied ground units. Masaya cannot be repaired once it is damaged, and the Masaya EW Destroyed marker is placed in the hex. In the Intervention Game, when an "M" result occurs on the Terrain Features Bombardment Table, a Damage marker is placed in the hex. Damage to Masaya can be repaired (see 16.3). If an Allied ground unit solely occupies Masaya, the Masaya EW Destroyed marker is placed in the hex. Even if Masaya is recaptured later by the Communist player, the marker remains in the hex for the rest of the game. Destruction from Allied ground units occupying the hex can never be repaired and Masaya's EW capabilities are permanently eliminated. Masay EW Supprs Massy EW Destry Suppressing Masaya's EW Capability: The electronic capability of Masaya can be suppressed in the Intervention Game. When an Allied Bombardment Strike against Masaya obtains a "D" result on the Terrain Feature Bombardment Table, the electronic capability of Masaya is suppressed for the rest of the current turn and throughout the next turn. The Allied player places the Masaya EW Suppressed marker in the hex where it remains until the End of Turn Stage of the turn after it was suppressed, the marker is removed from the map. While the Masaya EW Suppressed marker is on the map, the electronic capability of Masaya is not functional. It cannot be used to detect Allied air units for Interception missions, to perform joint air missions, or to give die roll modifiers. Other communist EW air units are not affected by the suppression of Masaya's electronic capability.
15.0 UNITED STATES INVOLVEMENT
Reinforcing US ground units can enter the game through amphibious assaults, by Transport Strike air missions, and by follow-up debarkation from sea transport. Reinforcing US air units enter the game through Transfer air missions. The Allied player can also use US naval support (Night Naval Bombardments and Tactical Bombardments) to attack enemy ground units, terrain features, and installations in coast hexes. In addition to the Supply Sources listed in the Conventional Game (see 9.1), US units can draw supply from USMC Beachhead and 82nd Airborne Air Supply markers and from captured ports.
15.1 US Naval Support
There are two kinds of US naval support in the Intervention Game: Night Naval Bombardment and Tactical Bombardment. Each scenario lists how many of each type of naval support is available to the Allied player during the game. The Allied player places the Night Naval Bombardment and the Tactical Bombardment Point markers in boxes on the Information Record Track corresponding to the number of each type given in the scenario. As a form of naval support is used, the appropiate marker is moved down one box on the track. When the marker reaches the ''0" box, no more naval support of that type is available. US naval support occurs when US air and ground units appear in a scenario. If US units begin the game set up on the map, US naval support is available from the first turn onward. If US units appear during the Allied Reinforcement Phase, US naval support is available starting the next turn. There must be US units in the Pacific and/or Caribbean Holding Box, and US Naval Support can be performed only in a hex on the coast where the occupied Holding Box is.
- US Night Naval Bombardment can never be performed in a hex totally within an Allied country.
PROCEDURE:
-
During the US Night Naval Bombardment Phase, the Allied player declares he is performing one Night Naval Bombardment. He moves the Night Naval Bombardment marker down one box on the Information Record Track.
-
He indicates the terrain feature, installation, or ground unit that is the target of the attack.
-
Each Night Naval Bombardment has a Bombardment Value of 10.
-
The Allied player rolls the die and consults the Terrain Feature or Ground Unit Bombardment Table as appropriate to find the correct row. He cross-references the die roll with the column corresponding to the Bombardment Value on the row. No modifiers are applied to this bombardment. The result against the terrain feature or ground unit is applied immediately. Notes on US Night Naval Bombardment
-
A ground unit cannot be eliminated by US Night Naval Bombardment. The ground unit must be able to absorb one step loss, or Night Naval Bombardment cannot be performed against the unit.
-
In the Scenario Generation System (22.0), US Night Naval Bombardment can be used in US Intervention Levels 2, 3, and 4. It cannot be performed while US Intervention is at level 1. EXAMPLE OF US NIGHT NAVAL BOMBARDMENT: The Allied player decides to use US Night Naval Bombardment to attack an FSLN tank regiment in Leon 11818). He moves the marker down one box on the Information record Track and resolves the attack. He consults the Ground Unit Bombardment Table and rolls the die, obtain. ing a 4. Cross-referencing the 4 with the "10-14" column, the result is a 1. The tank regiment must take one step loss.
PLACED
ON MAP
PLACED ON
INFORMATION
RECORD TRACK
US NIGHT NAVAL BOMBARDMENT
During the US Night Naval Bombardment Phase of the Communist Ground and Air Stage, the Allied player can select a target in a Nicaraguan coast hex for naval bombardment. The bombardment is performed by the ships escorting carriers and troop transports. The Allied player can make as many Night Naval Bombardments, one per turn, as he is allowed in the scenario.
REQUIREMENTS:
-
The Allied player must have Night Naval Bombardments available.
-
The target of the bombardment must be either a road, bridge, port, airport or airstrip, non-mobile SAM or AA unit, or one ground unit.
-
The target of the bombardment must occupy a Nicaraguan coast hex.
-
If one or more USMC Beachhead markers are on the map, the bombardment must take place within 5 hexes of one of these counters. Otherwise, if the Beachhead marker is not yet in play, the Allied player is free to select any Nicaraguan coast hex as a target (US units must occupy the Holding Box on this coast).
US TACTICAL BOMBARDMENT
In a given Ground Combat Phase, the Allied player can declare up to three US Tactical Bombardments against coast hexes (Pacific or Caribbean) containing enemy ground units that are adjacent to Allied ground units. The tactical bombardment is performed by air units assigned to ships escorting carriers and transport vessels that are not represented by counters. Each US Tactical Bombardment provides the Allied player with a +3 die roll modifier when attacking the enemy units during the ensuing Ground Combat Phase. A US Tactical Bombardment can be made in a hex where an Allied Close Air Support mission occurs. A maximum +4 die roll modifier is allowed when resolving a ground combat (see 10.4). US Tactical Bombardment can also be performed in a hex where an offensive Ground Combat Support mission occurs. Restrictions: US Tactical Bombardment is subject to the following restrictions:
• A maximum of 3 US Tactical Bombardments can be made in a turn, but each must be employed in a different hex. The Allied player must have Tactical Bombardment Points available.
• US Tactical Bombardments can never be made in any coast hex in Costa Rica. They can never be used in a coast hex in El Salvador or Honduras that contains a port, town, or village.
• US Tactical Bombardments can never be made in the following hexes in Nicaragua: 3420 (Bluefields), 3517, 3518, 3611 (Carata), or 3707 (Bismuna Tara). They cannot be performed against coast hexes on Lake Managua or the Lake of Nicaragua.
• US Tactical Bombardments can be used in support of Allied units only when they attack, never when they defend. They can be used in support of amphibious assaults by US Marine ground units (see 15.2).
PROCEDURE:
-
The Allied player declares which hexes will be attacked by US Tactical Bombardment. For each bombardment (up to a maximum of 3 per turn), he moves the US Tactical Bombardment Point marker down one box on the Information Record Track.
-
He places a + 3 Tactical Bombardment marker in each hex he selected.
-
During the Allied Ground Combat Phase, the Allied player receives a +3 die roll when resolving combat against the hex. After each combat is resolved, the marker is removed from the hex. If he does not attack a hex containing this marker, it is removed at the end of the Ground Combat Phase and the die roll benefit is lost. Note: A maximum +4 die roll modifier can be applied to any given ground combat.
CLOSE AIR
SUPPORT IN
HEX 2221
CLOSE AIR
SUPPORT IN
HEX 2122 2521 2522 Alta Graci 2324 San jua N. pia EXAMPLE OF US TACTICAL BOMBARDMENT: US Marine ground units occupy hexes 2222 and 2322. FSLN ground units occupy hexes 2122 and 2221. During the Allied Air Mission Phase, an AV-8B performs a Close Air Support mission against the FSLN units in 2221; a +2 Close Air Support marker is placed in the hex. Another AV-8B performs a similar mission in hex 2322, and a Marine attack helicopter performs a Ground Combat Support mission in this hex. During the Ground Combat Phase, the Allied player places a +3 Tactical Bombardment marker in hex 2122 (note that he cannot place one in 2221, since this is not a coast hex). He moves the US Tactical Bombardment marker down one space on his Information Record Track. When resolving the combat against hex 2122, the Allied player receives a maximum +4 die roll modifier (the additional +1 modifier is ignored). The attack against hex 2221 receives a +2 die roll modifier (the US units also receive a column shift for the attack helicopter).
15.2 Amphibious Assaults
US Marine ground units can perform amphibious assaults in coast hexes during the Allied Regular Ground Unit Movement Phase. If the coast hex is unoccupied, the Marine units are simply moved into the hex; if the hex contains enemy ground units, combat must be resolved between the Marines and enemy units. Units in the Pacific Holding Box can use amphibious assault against coast hexes on the west edge of the map (El Salvador, Honduras, Nicaragua, and Costa Rica). Units in the Caribbean Holding Box can use amphibious assault against coast hexes on the north (Honduras) and east edges (Honduras, Nicaragua, and Costa Rica) of the map.
RESTRICTIONS ON AMPHIBIOUS ASSAULTS
• The US Marine units must begin the Regular Ground Unit Movement Phase in the Pacific or Caribbean Holding Box.
• Two amphibious assaults can occur in a turn if Marine ground units occupy both Holding Boxes. If only one Holding Box contains units, then only one amphibious assault can take place in a turn.
• A maximum of 4 Marine ground units can be involved in an amphibious assault.
• Marine units can attack up to two adjacent hexes in an amphibious assault, but a maximum of four Marine ground units can be involved.
• Amphibious assaults can take place in hexes containing Clear, Rough, Swamp, or Forest terrain. The hex can contain enemy units.
PROCEDURE:
- The Allied player selects up to four Marine ground units and indicates the hexes (one or two) that they will assault.
• If the hex does not contain enemy ground units, the Marine units are placed in it. They can move up to one hex after placement; they can move from one hex in an enemy ZOC into another hex in an enemy ZOC.
• If the assault hex does contain enemy ground units, the Marine units are placed in a Water hex adjacent to it until ground combat is resolved.
-
During the Allied Air Mission Phase, US air units and helicopters can perform combat air missions in support of the assaulting Marines. Additional Marine units can be brought onto the map by Transport Strike missions (including paradrops and helicopter assaults).
-
During the Ground Combat Phase, ground combat is resolved between assaulting Marines and enemy units in the coast hex. The Allied player can use US Tactical Bombardments to support the Marine units.
• If the enemy ground units are eliminated or forced to retreat, the US units are placed in the vacated coast hex.
• If the enemy ground units do not leave the hex, the US Marine units take one extra step loss (in addition to any called for by the combat result) and they are placed back in the Holding Box. They can attempt another amphibious assault in the next turn.
-
If the US Marine units enter a coast hex, a USMC Beachhead marker can be placed in the hex during any subsequent Reinforcement Phase. Attacking Enemy Units: Communist ground units in a hex being amphibiously assaulted have their Defense Values doubled if they are attacked solely by Marine units in Water hexes. Attack helicopters on defensive Ground Combat Support missions do not have their Ground Combat Values doubled. Communist units are not doubled if they are also attacked either by Allied ground units in adjacent land hexes or by Allied paradrop and/or helicopter assault units in the hex they occupy. Unlike most other ground combats, the amphibiously assaulting US Marine units can attack enemy units in one coast hex, even if there are enemy units in other adjacent hexes. The Allied player can, if he wishes, have the assaulting Marine units attack enemy units in one other adjacent hex, but the Defense Values of the units are doubled if they are attacked solely by the Marine units in Water hexes. The Communist player must retreat his ground units if called upon to do so as a result of combat unless his units occupy a city. Unlike other combats where retreat is voluntary if he takes an extra step loss, a retreat result from an amphibious assault must be obeyed. If an amphibious assault is successful, all Marine ground units that participated in the attack are eligible to enter the vacated hex. The Allied player cannot have Marine units enter a hex in violation of the 4 unit stacking restriction for US units. Any units that cannot enter a hex are returned to the Holding Box (they take no step loss doing so). EXAMPLE: Four US Marine ground units perform an amphibious assault against a hex containing enemy ground units; two other Marine units entered the hex through a paradrop and an helicopter assault. The combat results in the enemy ground units retreating (they must retreat unless they occupy a city). Because there are already two US units in the hex, only two more of the assaulting units can enter the hex. The other two Marine units are returned to the Holding Box and they can either perform another amphibious assault or enter as reinforcements in a subsequent turn. Once the Marine units have entered a coast hex, they must attack all adjacent enemy ground units normally in later turns. They can also support other Marine units making amphibious assaults. Notes on Amphibious Assaults
-
The Allied player must obey the restrictions for activating his air and helicopter units (see 4.4 and 5.2).
-
Paradrop and helicopter assault units in hexes occupied by enemy units are eliminated if the assaulting Marine units are forced to retreat to the Holding Box. If there is a retreat route available through adjacent hexes containing Allied units, the paradrop and helicopter assault units are not eliminated, but they do take a step loss when retreating (see 10.5).
US MARINE HELICOPTERS
US Marine attack and transport helicopters are made available according to scenario instructions. They can be placed in a Holding Box along with AV-8B's and the Allied player does not have to remove US Navy air units as substitutes for these units. The Marine helicopters can perform air missions from the Holding Box; they move up to their Movement Radius, counting from the first hex they enter on the mapedge, to perform missions on the map. After completing their air missions, Marine helicopters can remain on the map either in hexes occupied by US Marine ground units or in captured air facilities, or they can return to the Holding Box. Transport Helicopters: US Marine transport helicopters can perform paradrops and helicopter assaults during the Allied Air Mission Phase in support of US Marine ground units making amphibious assaults. The presence of these units in hexes adjacent to enemy units or occupied by enemy units negates the doubling for the ground units when defending against amphibious assaults (see above). US Marine transport helicopters can also bring US Marine ground units from the Holding Box onto the map during the Allied Helicopter Transport Phase. The hex to which they are transported cannot be in an enemy ZOC. Attack Helicopter: The Marine attack helicopter battalion can be used to escort transport helicopters or to perform a Bombardment Strike, Close Air Support, or Ground Combat Support mission in support of Marine ground units making amphibious assaults. If it performs a Bombardment Strike or Close Air Support mission, it must immediately return to the Holding Box or a friendly, supplied hex; it is rotated 180 degrees. If it performs a Ground Combat Support mission, it is rotated 90 degrees in the target hex. If a US Marine unit pursues into the hex after combat, the helicopter can remain in the hex; if the hex still contains communist ground units, it must move back to the Holding Box or to a friendly, supplied hex during the Return to Base Phase. It does not take a step loss after performing an offensive Ground Combat Support mission. The unit is rotated 180 degrees after moving.
US MARINE AIR UNITS
US Marine combat air units (F-4, F-18, and A-6) that enter as reinforcements can come on either as replacements for US Navy air units (see 14.4) or via Transfer missions (see 15.4). US Marine AV-8B and the F-4 EW units never replace US Navy units when they enter. Unlike US Navy air units, US Marine air units can be based at and be activated from captured air facilities.
SUPPLY FOR US MARINE UNITS
US Marine units are in supply when occupying a coast hex. They can also draw supply from the USMC Beachhead or from captured ports. USMC Beachhead Marker: During any Allied Reinforcement Phase following a successful amphibious assault, the Allied player can place a USMC Beachhead marker in a coast hex captured by US Marine units (it does not have to be placed in the turn that the Marine units enter the coast hex). It is not necessary for an Allied ground unit to occupy the hex where the marker is placed, but at least one Allied ground unit must have occupied the hex before the marker can appear. Beachhead markers do not count towards stacking restrictions. USMC Beachhead markers act as Supply Sources for all Allied air, helicopter, and ground units, and they can be used to bring on reinforcing US ground units. A maximum of ten Allied ground, helicopter, and AV-8B units (not US Marine units exclusively) can trace supply from a Beachhead marker, which acts as a Supply Source for these units. The units must be able to trace a supply line to the marker (see 9.4). Air facilities that can trace a supply line to a Beachhead marker have all air units at the facility in supply; the air units do not count towards the 10-unit maximum. A marker can be placed in an Allied-controlled port or a coast hex containing an 82nd Air Supply marker. The supply capacity of the port and markers are added together to determine how many US units can be supplied from the hex. A Beachhead marker has no Movement Allowance, but the Allied player can voluntarily remove it during an Allied Reinforcement Phase. It is then available to be placed in the next Allied Reinforcement Phase in another Allied-controlled coast hex. A Beachhead marker has no Attack or Defense Value and contributes nothing to ground combat in a hex. If a Beachhead marker is ever alone in a hex occupied exclusively by enemy ground units, the marker is destroyed. A destroyed Beachhead can never be used again by the Allied player. US Marine Beachhead markers can never be placed on the following eastern Honduran coast hexes because of the swampy terrain: 3604, 3705, and 3806. During a Reinforcement Phase, up to four US ground units can enter the map via the USMC Beachhead marker. A Beachhead marker counts as one unit moved during a turn (see below). Stacking restrictions are in effect during this phase. Reinforcements can use the Beachhead marker to enter the game as long as it is on the map. In a turn, a maximum of four US Marine units can be moved from each Holding Box to coast hexes for amphibious assaults and/or as reinforcements (this reflects the limitations of transport craft). Additional units can be moved by Transport Strike missions (paradrops, helicopters assaults, or transports) and do not count towards the four unit limit per Holding Box. Thus, if three Marine units perform amphibious assaults from the Pacific Holding Box during a Regular Ground Unit Movement Phase, one other Marine unit could Saivaaont 1 Viejo 1717 chigal 1518 Santa Lucia Paz entro 011)
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CAUSE STEP LO
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ELIMINATE
2.13 UNIT IN
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CAUSE STEP LOSS
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HELICOPTER
ASSAULT INTO
HEX 2020 . 3 6
HELICOPTER
ASSAULT INTO
HEX 2021 EXAMPLE OF AMPHIBIOUS ASSAULT: During Game Turn 3, the 1st Marine Division and one US carrier-based air group are in the Pacific Holding Box. The Allied player plans to use the Marines for an amphibious assault. In the previous turn, Masaya was attacked and it suffered damage, eliminating its electronic warfare capability. There is an FSLN AN-12 EW unit in Tipitapa (2219). The Allied player has decided to bring on the Marines air units by Transfer mission from the north mapedge rather than substitute them for air units of the carrier group. However, he does have two Marine transport helicopters, an attack helicopter, The F-4 EW unit, and two AV-8B's in the Pacific Holding Box, since he does not have to substitute US Navy air units for these Marine units. During the US Night Naval Bombardment Phase, the Allied player attacks a Nicaraguan 3-3-8 tank regiment in Corinto 11718), and it takes a step loss from the bombardment. The Communist player, thinking that the Allied player will invade Nicaragua in this hex, moves his 3-3-4 and 3-4-4 units in and adjacent to hex 1718. He leaves 2-3-3 militia units to protect the rest of the Nicaraguan coast. The Allied player actually plans to attack Montelimar (2020) and hex 2021, and his attack on 1718 was made to draw the stronger Nicaraguan units to the north. Hex 2020 contains two 2-3-3 infantry brigades and a 1-2-3 engineers battalion; hex 2021 contains a 2-3-3 infantry brigade and a 2-2-7 anti-tank regiment. The Defense Value in hex 2020 is 16 if the amphibious assault occurs there (the Defense Value of 8 is doubled during the amphibious assault, assuming no other Allied units are adjacent to or in this hex); the Defense Value in hex 2021 is 10. During the Allied Regular Ground Unit Movement Phase, the
GROUND COMBAT
SUPPORT IN
HEX 2021 2, 3 24 2 12
GROUND COMBAT
SUPPORT IN
HEX 2020 x2 Allied player places four US Marine units in hex 1921. The stack includes one 3-2-8 tank battalion, one 3-2-4 infantry battalion, one 2-2-4 engineers battalion, and one 2-1-7 self-propelled artillery battalion. The combined Attack Value of the Marine units is 10. Before committing his Marine units, the Allied player decides to use his considerable US air power to weaken the defending units. The first mission during the Allied Air Mission Phase is a Bombardment Strike and includes a B-52, two F-15's, and an F-16; the stack flies from Honduras to hex 1918. When the Allied Air Mission marker enters the hex, the stack is detected by the AN-12 EW unit and the Communist player declares an Interception mission. Three M-19 air units from Punta Huete are unsuccessful in their Interception against one F-15 and one F-16 escort, and the US air units reach 2020 without further interference. The Allied player attacks one of the 2-3-3 brigades, which takes a step loss. The Defense Value of the Nicarguan units against amphibious assault is 14 (3+2+2=7, multiplied by 2). The Allied player launches a second Bombardment Strike, composed of two B-52's, an F-15, and an F-16. Again, the Communist player intercepts the units unsuccessfully. The B-52's bombard the other 2-3-3 brigade, inflicting two step losses on the unit which eliminate it. The Defense Value in the hex is now 8 (2+2=4, multiplied by 2). The Allied player is satsfied that the Marine units will be able to take hex 2020 when they attack. He now turns his attention to hex 2021 and launches an Alpha Strike with all carrier-based US Navy air units in the Pacific Holding Box. Again, the Communist player launches an Interception mission with his last remaining M-23's. This time the mission succeeds, and the US air units take a step loss and a "return" result. The Allied player decides to take enhanced losses to continue the mission, and he eliminates an escorting F-14. The remaining air units bombard the anti-tank regiment in the hex and inflict a step loss. The Defense Value in the hex is now 8 (3+1=4, multiplied by 21. The Allied player launches another Bombardment Strike from Honduras comprised of the EF-111, two A-10's, and one F-15 as escort. These units are detected by the AN-12 EW unit, but the Communist player has no more available air units at air facilities within 3 hexes to intercept. The US units bomb the 2-3-3 brigade in 2021, causing it to lose one step. The Defense Value in the hex is now 6 (2+1=3, multiplied by 2). The Allied player now decides to launch helicopter assault missions into 2020 and 2021; a 3-2-4 Marine infantry battalion will be transported by each of his helicopter battalions. The communist units in 2020 have a Defense Value of 4; the Allied player rolls a 3, which is increased by 2 for performing a helicopter assault in an enemy-occupied hex, for a final modified die roll of 5. He checks the Paradrop and Helicopter Assault Table under the 3-e column and finds that the Marine infantry unit and transport helicopter each take one step loss. He rolls a 1 for the helicopter assault against 2021, which is modified to 3; the US units are not affected. Note that the presence of the Marine units in the hexes negates the doubling of the FSLN units on defense. The Allied player moves the attack helicopter into 2020 on an offensive Ground Combat Support mission, and the two AV-8B's into 2021 on a similar mission. The units are rotated 90 degrees. After all air missions have been completed by the Allied player, he resolves ground combat. He decides to have his units perform attacks against both hexes. The tank and engineers battalion will attack 2020; combined with the reduced helicopter assault unit and attack helicopter in the hex, the total Attack Value is 10 (3+2+2 +3= 101. The infantry and artillery battalions will attack 2021; combined with the helicopter assault unit and the two AV-8B's, the total Attack Value is 12 13+2 +3+4= 121. The Allied player declares he will use US Tactical Bombardments against the hexes, and he places the +3 markers in the hexes. The FSLN units in hex 2020 has a Defense Value of 4 now and the units in 2021 have a value of 3. The attack against hex 2020 is resolved first. The combat ratio is 10 to 4 (reduced in favor of the defender to 2 to 1). The Initial Combat Ratio is placed in the 11 box of the Clear row on the Ground Combat Table. The Allied player receives two column shifts in his favor (one for the tank, the other for the attack helicopters) and the Communist player receives a one column shift for the engineers battalion; the final result is a onecolumn shift to the right, so the "Current" marker is placed in the 12 box. The only die roll modifier that applies to the combat is the +3 for the US Tactical Bombardment. The Allied player rolls a 4 which is modified to 7. Cross-referencing the modified 7 with the 12 column, the result is two step losses and a retreat for the FSLN units. Both reduced units are eliminated. The two US Marine units advance into hex 2020. The Tactical Bombardment marker is removed from the map. Now the Allied player resolves the attack against 2021. The attack is made at 4 to 1 odds (12 vs. 3), and the "Initial" marker is placed in box 15 on the Clear terrain row. The Allied player receives a one-column shift in his favor for the artillery unit, so the "Current" marker is placed in the 16 box. This box is colored blue, and the FSLN units will have to retreat after combat. The AV-8B's do not give a column shift as the attack helicopter did. Note that if the US tank battalion has been used against this hex, the FSLN anti-tank regiment in the hex would have negated the column shift for the tank. Again, the only die roll modifier is the +3 for the Tactical Bombardment marker. This time the Allied player rolls a 1, which is modified to a 4. The result is two step losses to the FSLN units, which eliminate them. The Marine units move into hex 2021, and the Tactical Bombardment marker is removed. The Allied player decides to leave the attack helicopter in 2020 and the AV-8B's in 2021 where they can perform defensive Ground Combat Support missions during the Communist Ground and Air Stage. The transport helicopters are moved back to the Pacific Holding Box during the Return to Base Phase. Note that if a transport helicopter was available during the Transport Helicopter Phase, the Allied player could have moved another Marine unit to either hex as long as no other Nicaraguan ground units exert ZOC's into these hexes. No other Marine units can enter during the Reinforcement Phase, since four Marine ground units took part in the amphibious assault, nor can the USMC Beachhead marker be placed on the map. In the next turn, if the Marine units in 2020 and 2021 attack, they must now attack all adjacent enemy ground units. be placed in a coast map during the Reinforcement Phase; if four Marine units performed amphibious assaults, no other units can enter during the Reinforcement Phase. Note that a USMC Beachhead marker counts as one Marine unit for movement limitations, and it be placed on the map only during the Reinforcement Phase. US ground units (not other Allied units) can also withdraw from a hex by way of the USMC Beachhead. During the Regular Ground Unit Movement Phase, the US ground units can move into the hex containing the counter, and if they have 1 Movement Point left, they can be removed from the coast hex and be placed in the appropriate Holding Box. These units can re-enter the map on the following turn, either by amphibious assault for US Marine units during the Regular Ground Unit Movement Phase or as reinforcements during the Allied Reinforcement Phase. Coast Hexes: A11 US Marine ground, helicopter, and AV-8B units are in supply when they occupy Caribbean and Pacific coast hexes. Coast hexes are not Supply Sources, however. When US Marine units move out of coast hexes, they must trace supply lines normally to Allied Supply Sources/Depots, USMC Beachhhead or 82nd Air Supply markers, or captured ports. Other Allied ground units (including US Army units) in coast hexes must always trace supply lines to Allied sources of supply; US Marine air units based at air facilities in coast hexes must draw supplies from other Allied sources of supply. Captured Ports: US Marine units can draw supply from captured ports (see 15.5). A USMC Beachhead marker can be placed in a captured port, and it can supply 10 Allied units in addition to the supply capacity of the captured port. Notes on USMC Beachhead Markers
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The USMC Beachhead marker is an important method for bringing follow-up US reinforcements onto the map (see 15.4). US Marine ground units can enter the map via amphibious assaults during the Regular Ground Unit Movement Phase, Transport Strike missions during the Air Mission Phase and Helicopter Transport Phase, or the USMC Beachhead marker or Allied-controlled ports during the Reinforcement Phase.
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Some scenarios may forbid US units that withdraw from the USMC Beachhead (and captured ports) from re-entering the game.
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Only US units can draw supply from controlled ports (see 15.5). Allied units can draw supply from USMC Beachhead markers.
RESTRICTIONS ON MARINE UNIT MOVEMENT
Because of their limited supply transport capability, US Marine ground units can move a maximum of four hexes away from a coast hex. The coast hex is not included when counting the four hexes. The US Marine 1st Recon special forces battalion can move anywhere on the map and is not subject to the above restriction. Boat Transport: One US Marine ground unit can use Boat Transport in a turn to move from one hex on a coast to another (see 7.4). The Marine unit must begin the Regular Ground Unit Movement Phase in a friendly, undamaged port, in a hex containing a USMC Beachhead marker, or in a coast hex within 5 hexes of the port or marker. The unit can be moved to any other coast hex within 5 hexes of the port or marker. The hex to which the US Marine unit is moved cannot be in an enemy ZOC unless an Allied ground unit occupies the hex.
MOBILE SAM UNITS
The Marine mobile SAM battalions can be used to perform air defense attacks against communist air units. One air defense attack can be made per hex (unless there is an Allied non-mobile AA site in the hex as well). SAM units have an Attack Value of 1 and a Defense Value of 0. They can assist in a ground attack against enemy units, but they contribute nothing on the defense. If a SAM unit is ever alone in a hex containing enemy ground units, it is immediately eliminated; it does not have to be attacked by ground combat. A mobile SAM can take one step loss, but it is permanently eliminated if it does so; it can never be rebuilt or reorganized.
15.3 The US 82nd Airborne Division
All units in the 82nd Airborne Division are parachutecapable. A scenario will indicate when these units are available. Unless they begin the game set up on the map, they enter from the north mapedge by Transport Strike missions during the Allied player's Air Mission Phase. They are brought on by US C-130 and C-141 air units. If a transport air unit takes a step loss, the unit it carries may have to take a step loss as well to meet the new Load Capacity (see 6.4). Transport air units can be escorted by US Air Force air units based on the map or by air units scheduled to arrive as reinforcements that turn. Air units can transport 82nd Airborne units to friendly air facilities on the map. C-141 units must land at airports; C-130 units can land at any air facility. Once they are on the map, units of the 82nd Airborne can be moved by all other Allied transport air units and helicopters. Transport air units can also bring units of the 82nd Airborne onto the map and paradrop them into Clear and Rough terrain hexes in their turn of arrival. The Allied player rolls on the Paradrop and Helicopter Table if communist ground units are in or adjacent to the hex where the 82nd Airborne units are paradropped. If 82nd Airborne units are placed in a hex containing enemy units, they must attack them during Ground Combat Phase. If the enemy units retreat or are eliminated, the 82nd units remain in the hex (they cannot pursue). If the 82nd units are forced to retreat, they take a step loss in addition to any called for as a result of combat; if the units cannot retreat, they are eliminated (see 10.5). Units of the 82nd Airborne are in supply in the turn they enter the map and also throughout the whole next turn. In Supply markers are kept on the units throughout the turn they enter the map and the next turn. In subsequent turns they must trace supply lines normally. Notes on the 82nd Airborne Division
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If units of the 82nd Airborne are paradropped into hexes containing enemy Air Group markers, the air units based at the facility may be able to perform Interception mission against the transport air units. Also, if the hex contains ground units eligible to perform air defense attacks, these attacks are resolved after the Interception mission and before the paradrop procedure.
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C-141 transport air units have a 07 rating. They can be attacked by 7 rated communist air units. If C-141's are not escorted when intercepted, they are immediately eliminated along with whatever loads they are transporting.
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It may take several turns to transport all the units of the 82nd Airborne onto the map. Once US transport air units have brought the 82nd Airborne units onto the map, they can immediately move off the edge of the map to bring on more units in the next Allied Air Mission Phase. Units waiting to enter the map should be kept off the north edge of the map.
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Honduran, Salvadoran, FDN, CIA, and CMA transport air units and helicopters cannot be used to bring units of the 82nd Airborne onto the map.
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US transport air units can also move off the south mapedge to bring on US reinforcements from that side of the map.
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Units of the 82nd Airborne draw supply from all Allied Supply Sources; Supply Depot, USMC Beachhead and 82nd Airborne Air Supply markers; or friendly, controlled ports (see 15.5). Allied ground, helicopter, and AV-8B units can be supplied per turn by the marker. Air facilities that can trace a supply line to an Air Supply marker have all air units in supply; air units do not count towards the marker's supply capacity. An Air Supply marker can be placed on the map in the turn after the first unit of the 82nd Airborne is placed on the map. During an Air Mission Phase, one Air Supply marker can be transported to a friendly air facility or can be paradropped on the map by means of a Transport Strike mission. An Air Supply marker has a Load Point cost of 4. A marker can be paradropped into an unoccupied hex or a hex containing friendly ground units. The hex must contain Clear or Rough terrain. If the marker is paradropped in a hex adjacent to enemy ground units, the Communist player rolls on the Paradrop and Helicopter Assault Table; if the result calls for a step loss, the marker is destroyed. Like Supply Depot markers, an Air Supply marker can be paradropped into a city. A marker can be transported to or paradropped into a hex containing a friendly, controlled port and it enhances the supply capacity of the port. If the port hex contains an air facility, the "10" side of the marker is placed face up; if there is no air facility in the hex, the "5" side of the marker is used. The number on the Air Supply marker and the port capacity (damaged or undamaged) are added together; the combined sum is the number of Allied units that can be supplied by the marker and the port (see 15.5). A marker can also be transported to or paradropped into a hex containing a USMC Beachhead marker. The supply capacity of both markers are added together when determining the number of Allied units that can draw supply from the hex. An Air Supply marker is not taken into account when considering stacking limitations. Other friendly ground units can be paradropped into the hex with the marker, but not in excess of ground unit stacking limitations. Once an Air Supply marker is on the map, it cannot move nor can it be removed by the Allied player (even during withdrawals). The marker acts as a Supply Source for as long as it is on the map. The marker never has to trace a supply line to another Supply Source. In a given Supply Phase, it can supply a maximum of 10 Allied ground, helicopter, and AV-8B units (not US units exclusively) if it occupies an air facility, or 5 Allied units if it occupies a hex without an air facility. The unit to be supplied must be able to trace a supply line to the marker. Allied air units are supplied if a supply line can be traced from an 82nd Air Supply marker to the air facility where they are based; air units do not count towards the supply capacity of the marker. If transport air units carrying the marker take step losses and no longer have enough load capacity to transport it, the marker is destroyed. Once an Air Supply marker is destroyed, it is no longer available to the Allied player (it does not count for Victory Points for the Communist player). Transport air units are subject to enemy air defense attacks and Interception missions. An Air Supply marker is destroyed if it is ever alone in a hex containing enemy ground units. The marker has no Attack or Defense Value and contributes nothing towards ground combat. US 82ND AIRBORNE AIR SUPPLY MARKERS If a scenario calls for the 82nd Airborne Division to enter play, the Allied player also receives one or two US Air Supply markers. The Air Supply markers have two sides: the "10" side is placed face up if the marker is transported to a friendly or captured air facility, and the "5" side is placed face up if the marker is paradropped into a Clear or Rough terrain hex. The number on the counter, 10 or 5, indicates how many
15.4 Follow-up US Reinforcements
A scenario will indicate what follow-up US reinforcements are available and the turns in which they appear. US Army units do not have the same restrictions to mobility that US Marines do; once they arrive on the map, they can move beyond the 4-hex range from coast hexes that limits Marine movement. The US Army units do have to trace supply lines normally. S S
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• EXAMPLE OF THE 82ND AIRBORNE: The 82nd Airborne Division becomes available to the Allied player during Game Turn 6. A drive up the Nicaraguan coast by the US 1st Marines Division that landed in San Juan del Sur 12423) on turn 4 has been slowed by a strong defensive line in hexes 2222 and 2322. The Allied player decides to use the 82nd Airborne to capture Montelimar (2020) and Nagarote (2019) and outflank the defending Nicaraguan units. Thvo Nicaraguan 2-3-3 infantry brigades occupy 2020 and one 2-3-3 brigade occupies 2019. During the Allied Air Mission Phase, the Allied player launches a joint Bombardment Strike mission comprised of three B-52's, an F-16, an 0-2 EW unit, and an F-15 as escort; the powerful strike eliminates one of the brigades in 2020. Another strike by an EF-111, two A-10's, and an F-16 (escort) inflicts a step loss on the 2-3-3 unit in 2019. The Allied player has four C-130's and two C-141's available (a total Load Capacity of 14). He decides to bring on four 2-2-4 infantry battlions of the 82nd and the 2-1-8 tank battalion, 1-1-4 artillery battalion, and 2-2-4 engineers battalion. An F-16 and F-15 join the Transport Strike missions to act as escorts, defeating Interception missions by Nicaraguan air units. 7\ vo infantry units, the tank unit, and the artillery unit paradrop into 2020, and the other two infantry units and the engineers unit paradrop into 2019. Both paradrops are into enemy-occupied hexes, so there is a +2 die roll modifier applied to the rolls on the Paradrop and Helicopter Assault Table. He rolls twice, one for each hex. The first roll for hex 2020 is a 1, which is modified to 3; the US units take no step losses. The second roll for hex 2019 is a 4, which is modified to 6. The reduced brigade in this hex has a Defense Value of 2, so one step loss must be taken by the paradropped units. The Allied player flips a 2-2-4 infantry unit to its 1-2-4 side. After the paradrops are resolved, the transport air units leave the north mapedge to bring on other units of the 82nd Airborne in the next turn. Finally, the Allied player launches an F-16 and an F-15 into these hexes to perform Close Air Support missions. Neither mission is intercepted because the Communist player has only "S" air units remaining. The Allied player resolves the ground combat in hex 2020 first. His combined Attack Value is 7 versus the Defense Value of 3 for the Nicaraguan brigade; the initial combat ratio is 2 to 1. The Initial 2324 San Ju Combat Ratio marker is placed in the 11 box of the Clear terrain row. He receives a two column shifts (for the tank unit and the artillery unit), so the Current Combat Ratio marker is placed in the 13 box. The F-16 gives the Allied player a +1 die roll modifier. He rolls a 3, which is modified to 4. The 2-3-3 brigade takes a step loss and retreats. The combat in hex 2019 is now resolved. The combined Attack Value of the US units is 5 versus the Defense Value of 2 for the reduced brigade. The combat ratio is 2 to 1, and the Initial Combat Ratio is placed in box 11 on the Rough terrain row. There is a onecolumn shift for the engineers unit, so the Current Combat Ratio marker is placed in the 12 box. The F-15 gives the Allied player a +3 die roll modifier. He rolls a 1, for a modified die roll of 4. The Nicaraguan brigade takes a step loss and is eliminated. The US units were successful with their mission. In turn 7, the Allied player uses two C-130 transport to bring on an 82nd Air Supply marker. He uses the other two C-130's and the two C-141:s to transport three more 2-2-4 infantry battalions and two 1-1-4 artillery battalion. In one Transport Strike mission, the Air Supply marker is successfully transported into hex 2020; since this is an air facility hex, the marker is placed with its "10" side up. In another mission, one artillery battalions paradrops into hex 2019, but takes a step loss doing so. In a third mission, an artillery battalion and three infantry battalion paradrop into hex 2122 atop a 3-3-8 tank regiment in this hex; the paradrop results in one step loss which is applied to one of the infantry units. Each air mission is escorted by an F-15. The majority of the US air units are used to weaken the defending units blocking the advance of the Marines up the coast. During the Ground Combat Phase, the Allied player resolves these attacks first, and the defending Nicarguan units in 2222 and 2322 retreat, allowing Marine units to advance. The units paradropped into 2122 have less luck and suffer a step loss but no retreat result. However, they still occupy a hex with enemy units and must retreat, so they move through the Marine units in 2222 to 2323 and take an extra step loss. The US units in 2019 and 2020 did not participate in the attack because they have to attack all adjacent enemy units now, and the defending Nicaraguan units in Managua are powerful; the Allied player does not want to get a retreat result because there is no available hex for his units to retreat into. The situation for the 82nd units is precarious, but they allowed the Marine unit to surge forward and threaten Managua.
GROUND UNITS
As a rule of thumb, US ground units enter from the following mapedges:
• Based in Panama and enter from the south mapedge: 3/7 Special Forces Battalion, 193rd Infantry Brigade, Southern Command/Task Force Bayonet.
• West mapedge (Pacific Holding Box): 9th Light Infantry Division (based at Fort Lewis, Washington).
• North or east mapedge (Caribbean Holding Box): 1st Cavalry Division and 6th Air Cavalry Brigade (based at Fort Hood, Texas).
• Variable entry according to scenario instructions: 1/7 and 2/7 Special Forces Battalions (Fort Bragg, NC), 1/75 (Rgr) Special Forces Battalion (Fort Stewart, GA), 2/75 (Rgr) Special Forces Battalion (Fort Lewis, WA), and 3/75 (Rgr) Special Forces Battalion (Fort Benning, GA). As indicated in the scenarios, some of the above units can enter by way of Transport Strike missions during the Allied Air Mission Phase. The rest enter by sea transport during the Allied Reinforcement Phase and are placed in the Pacific or Caribbean Holding Box. Reinforcing units can be held off the north edge of the map. Entering the Map: Follow-up US reinforcements that enter on the east or west mapedge are placed in the Caribbean or Pacific Holding Box, respectively. Units in the Caribbean Holding Box can enter coast hexes on the north or east edge of the map; units in the Pacific Holding Box enter coast hexes on the west side of the map. During the Regular Ground Unit Movement Phase of the turn after they are placed in the Holding Box, up to 4 ground units from each box can be placed on the map. These reinforcements can be placed in the following hexes:
• A USMC Beachhead marker
• An 82nd Air Supply marker in a coast hex
• A damaged or undamaged Allied port that is not controlled by the Communist player
• A damaged or undamaged Nicaraguan port that is Alliedcontrolled Up to four US reinforcements can enter at an undamaged port; up to two units can enter at a damaged port. Ports can be damaged by demolitions (see 16.2) to reduce their supply capability and the number of US reinforcements that can enter in a turn. Ports can also be repaired to restore their supply and reinforcement capabilities (see 16.3). US reinforcements may also come on the map via Transport Strike air missions. Ground units that use air transport to enter the map do not affect the entry of units in the Holding Boxes. US reinforcements cannot overstack when they are placed in a hex. If no hex is available in the turn they appear, they are kept in their Holding Box until a coast hex or port is captured or a USMC Beachhead or 82nd Air Supply marker is placed in a coast hex. If US reinforcements are placed in a hex that is in an enemy ZOC, they cannot move although they can attack during the Ground Combat Phase. If the units enter a hex that is not in an enemy ZOC, they can move one hex during the Regular Ground Unit Movement Phase, and they can attack during the Ground Combat Phase. In a given turn, the Allied player can have up to 8 seatransported US reinforcements enter at controlled ports, USMC Beachhead markers, and/or 82nd Air Supply markers in coast hexes; four units can enter from each Holding Box. In addition, a variable number of reinforcements can arrive by Transport Strike missions. Reinforcement Phase: If fewer than four US units (per Holding Box) enter the map during the Regular Ground Unit Movement Phase, US reinforcements may also enter the map during the Reinforcement Phase. They are placed in Alliedcontrolled ports and/or on USMC Beachhead or 82nd Air Supply markers in coast hexes. A maximum of four units per Holding Box can enter in the Regular Ground Unit Movement Phase and/or Reinforcement Phase. Air Transported Reinforcements: US ground units that enter from the north mapedge can be brought on by Transport Strike missions during the Allied Air Mission Phase (if allowed by the scenario) or they can enter at Allied-controlled ports on the Honduran coast during the Reinforcement Phase. Units that enter by C-141's must either land at a friendly airport or be paradropped (if parachute-capable) on the map; units that enter by C-130's can land at any friendly air facility or be paradropped. US units must abide by stacking restrictions when they enter the map. Once the air units have brought their loads onto the map, they can be immediately moved off the north or south mapedge to bring on other US reinforcements during the next turn. They can otherwise be based at air facilities on the map and they are placed in the "Used" space on the Air Group Display after completing a transport mission. Notes on US Reinforcements
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US Marine units can enter an unoccupied coast hex in an enemy ZOC and move one additional hex (see 15.2).
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The restriction to four units entering the map during a turn applies to all US Marine units and US Army units in the same Holding Box.
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Only US transport units can bring US reinforcements onto the map. Allied transport air units and helicopters cannot be used to bring US reinforcements on the map, but they can be used to perform Transport Strike missions with the US units once they have entered the map.
DELAYING REINFORCEMENTS
The Allied player can voluntarily delay bringing reinforcements onto the map. If units are supposed to arrive in one Holding Box in a turn, the Allied player can delay these reinforcements two turns to transfer them via the Panama Canal to the Holding Box on the other side of the map. In the turn that the reinforcements are supposed to arrive, the Allied player places them on the Game Turn Track in the box two spaces ahead of the one occupied by the Game Turn marker. During the Reinforcement Phase of the future turn, the units are removed from the Game Turn Track during the Reinforcement Phase and are placed in the other Holding Box; they can begin to enter the map during this turn's Reinforcement Phase. Once the units have been placed on the Game Turn Track, they must stay there for two complete turns, even if the Allied player decides to bring the reinforcements back to the Holding Box where they were originally supposed to arrive. EXAMPLE: The 1st Cavalry Division is scheduled to arrive in Game Turn 12 in the Caribbean Holding Box. The Allied player decides to delay the arrival of these units to have them arrive in the Pacific Holding Box. During the Reinforcement Phase of turn 12, the 1st Cavalry units are placed on the Game Turn Track in box 14. During the Reinforcement Phase of turn 14, the units are removed from the track and placed in the Pacific Holding Box. Up to four units can enter the map from the Holding Box in this phase.
US AIR AND HELICOPTER UNIT REINFORCEMENTS
Air and helicopter units assigned to US forces enter with their parent ground forces according to scenario instructions. These units are either placed in Holding Boxes with their parent units during the Allied Reinforcement Phase, or they enter during the Allied Air Mission Phase via Transport Strike or Transfer missions. US Navy Carrier-Based Air Units: All carrier-based air units arrive as a group, and they are placed in a Holding Box according to scenario instructions. These air units are placed in the "Used' space of the Holding Box to which they are assigned during the Reinforcement Phase of their turn of entry; if the Allied player wishes to delay the arrival of these units to have them transfer via the Panama Canal to the Holding Box on the other side of the map, he places the air units on the Game Turn Track two turns ahead of the current turn. During the Reinforcement Phase of that future turn, the air units are removed from the track and are placed in the "Used" space of the new Holding Box. US Marine Air and Helicopter Units: Marine combat air units enter the map either by replacing US Navy air units in a carrier air group or by Transfer mission during the Allied Air Mission Phase. Only F-4, F-18, and A-6 combat air units replace US Navy units; Marine helicopters, AV-8B's, and the F-4 (EW) never replace US Navy air units. If the Allied player does not wish to replace US Navy air units with Marine units or if the Marine air units do not arrive in the same turn as carrier air units, they can enter the map from the north mapedge by Transfer mission. They must land at an Allied-controlled air facility in Honduras within four hexes of the north coast. Once they reach the air facility, they are removed from the map and are placed in the "Used" space of the Air Group Display. They cannot perform a combat air mission in the turn of their arrival. If no air facility is available in Honduras, these air units cannot enter the map. Marine helicopter units must be placed in the Holding Box that their parents units are assigned to. During the Allied Air Mission Phase, transport helicopter can move Marine ground units onto the map by Transport Strike missions, and attack helicopter can perform combat air missions; during the Helicopter Transport Phase, helicopters can transport Marine ground units to Clear or Rough terrain hexes not in enemy ZOC's. Helicopters can move up to their Movement Radius when they perform a paradrop, helicopter assault, or combat air mission, or up to double their Movement Radius when performing a Transfer mission or when transporting ground units from the Holding Box to a friendly, supplied hex. US Air Force Units: US Air Force units enter during the Allied Air Mission Phase by Transfer missions. See 4.3 for restrictions about air facility size for basing US air units. US A-10, F-15, and F-16 air units must land at an air facility in Honduras within four hexes of the north coast; US EF-111, AC-130, 0-2 (EW), E-3 AWACS, C-130, and C-141 air units can land at appropriate Allied air facilities anywhere on the map because of their unlimited Movement Radius. If no air facility is available, the US air units cannot enter that turn. They may be kept off the north mapedge until an air facility becomes available. Once they reach the air facility, the air units are placed in the "Used" space on the Air Group Display and cannot perform another missions in their turn of arrival. The Allied player can delay the arrival of these units if he wishes. US C-130 and C-141 transport units can bring on US reinforcements from the north mapedge by Transport Strike missions; once the ground units are on the map, the air units can immediately leave the north or south mapedge to bring in additional reinforcements in succeeding turns. They can also remain on the map at air facilities. If these transport air units are already on the map when US reinforcements are scheduled to arrive, they can move off the north mapedge of the map, pick up the ground unit, and return to an air facility in the same Air Mission Phase; in this case, the US ground units cannot perform a paradrop in their turn of arrival and must be placed in an air facility hex. Notes on US Air Units
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US Navy air units replaced by Marine combat air units never enter the game, and they do not count towards Victory Points for the Communist player because of their replacement.
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US units that enter Costa Rica may face restrictions to entering Nicaragua while Costa Rica is neutral (see 17.1). US units can be transported directly into Nicaragua to avoid these restrictions. e d.- PORT
SUPPLY
CAPACITY
In the Intervention Game, US units can draw supply from captured and Allied-controlled ports. Each coastal port has a number printed in it (6, 4, or 2), which is the number of US ground units that can draw supply from that port while it is undamaged. If a port is damaged, the supply capacity is reduced; once a port is repaired, its supply capacity returns to normal. US helicopters and AV-8B's can also draw supply from ports; US air units are restricted when drawing supply from ports. Undamaged Damaged Port Port The supply capacity of a port does not affect the number of reinforcing US ground units that can be placed in the port. Up to four US ground units can be placed in an undamaged port, and up to two ground units can be placed in a damaged or partially repaired port. US ground, helicopters, and AV-8B units can freely draw supply from controlled ports. Each ground unit counts as one towards the port's supply capacity; helicopters and AV-8B's do not count towards the ground unit supply capacity. Air facilities in port hexes can draw supply from the port and do not count towards the ground unit supply capacity; other air facilities beyond port hexes must draw supply from other Allied sources of supply. Allied units of other countries never draw supplies from ports. They must trace supply lines to other Allied sources of supply. Communist units never use ports for supply (unless the port happens to be a functioning communist Supply Source). Ports can be damaged by Bombardment Strike air missions, US Night Naval Bombardments, and by demolitions. Damaged ports can be repaired. Supply Lines: Eligible US units can draw supplies from ports according to the following rules:
• US units in a port hex are always in supply, up to the supply capacity of the port.
• US units adjacent to a port hex are always in supply, up to the supply capacity of the port. The port cannot contain an enemy unit, but it can be in an enemy ZOC.
• US units can trace a supply line of any length along a road to a port hex, up to the supply capacity of the hex. The supply line cannot be traced through an enemy-occupied hex or a hex in an enemy ZOC (unless a friendly ground unit occupies the hex).
• US units can trace a supply line along a road and from the road along four trail hexes to a port hex, up to the supply capacity of the port. Likewise, a supply line can be traced along a road from a port and then along four trail hexes. The supply line cannot be traced through an enemyoccupied hex or a hex in an enemy ZOC (unless a friendly unit occupies the hex). A supply line cannot be traced into hexes that do not contain a road or trail. US Army and Marine ground units also draw supplies normally from all Allied sources of supply. US Marine ground, helicopter and AV-8B units are in supply in Pacific and Caribbean coast hexes. Notes on Ports
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US and all Allied units can draw supply from USMC Beachhead and 82nd Airborne markers in addition to regular Allied Supply Sources. US Marine units are in supply in coast hexes.
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The inland ports of Granada (2321), San Carlos (2924), and Rama (3319) cannot supply US units.
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If the weather option is being used, the use of trails for drawing supply lines is negated by rain or heavy rain (see 18.1). EXAMPLE OF PORT SUPPLY: Puerto Castillo (2301) has a supply capacity of 2. Up to two US ground units in or adjacent to this hex are in supply. Suppose a US ground unit occupies Jocon (1804). It can trace a supply line to Puerto Castillo along the road in hexes 1904 and 2003 and then along the trail in hexes 2103, 2202, 2302, and into 2301. If a 2-3-3 Nicarguan infantry brigade moved into hex 2203, it would cut the supply line because its Zone of Control extends into hex 2103. Note that if the weather option is being used and rain or heavy rain is in effect, the US unit cannot trace a supply line to Puerto Castillo because the trails are no longer usable.
15.6 Withdrawing US Units
Some scenarios may call for US units to be withdrawn from the map when certain conditions occur. A scenario will indicate which US units can remain in the game.
WITHDRAWING GROUND UNITS
US ground units must be withdrawn first. They can leave either by Transport Strike missions or by moving off the map from USMC Beachhead markers, 82nd Air Supply markers in coast hexes, or Allied-controlled ports. The process is the reverse of bringing on US reinforcements. Transport Strike Missions: A US unit that begins a turn in a hex with transport air or helicopters units can be transported off any mapedge. Load capacities of the transport units are in effect. Units transported off the north mapedge by C-130 and C-141 air units are considered transported by plane back to the United States. After an air unit has transported a ground unit off the map, it can immediately return to an air facility and is placed in the 'Used" space on the Air Group Display. Transport helicopters can move ground units to Holding Boxes or off the south mapedge. For a helicopter to reach the Pacific Holding Box, the last hex on the west mapedge must be within the helicopter's printed Movement Radius. To reach the Caribbean Holding Box, the last hex on the north or east mapedge must be within the helicopters Movement Radius. After the helicopter has transported its load, it can return to the map during the Return to Base Phase; it must enter the same hex it used to leave the map, and it can land at any friendly, supplied hex within its Movement Radius. Transport helicopters can move up to double their Movement Radius to carry ground units off the south mapedge (to Panama). Once a helicopter leaves the south mapedge, it cannot return to the map. Only US air units and helicopters (including CIA) can be used to transport US units off the map. Transport air units and helicopters used for withdrawals cannot be intercepted nor do air units safer air defense attacks. CIA air and ground units remain on the map after all other US units have been withdrawn. These units are never included as part of a US withdrawal. Beachheads and Ports: Withdrawing US Army and Marine ground units must move as quickly as possible to the nearest USMC Beachhead marker, an 82nd Air Supply marker in a coast hex, or an Allied-controlled port. If a ground unit has one Movement Point left, it can move off the map immediately; otherwise, it must wait for the next turn. A maximum of eight US ground units can leave the map in a turn (four from the west mapedge to the Pacific Holding Box and four from the north and/or east mapedge to the Caribbean Holding Box). In addition, a variable number of ground units can exit the map by Transport Strike missions. In the turn before the last US ground units are withdrawn, the Allied player can keep up to three units on a USMC Beachhead marker or four on an 82nd Airborne Air Supply marker to prevent it from being overrun by enemy ground units. Once the last US ground units have been withdrawn from the map during the Allied player's Ground and Air Stage, any USMC Beachhead markers are removed during the End of Turn Stage. 82nd Air Supply markers remain on the map and may be overrun by communist ground units, but their elimination does not give the Communist player Victory Points. Movement and Combat: Withdrawing US units must move as quickly as possible towards a point of exit (a controlled port, an air facility containing transport units, or a USMC Beachhead or 82nd Air Supply marker). Before beginning to move his units, the Allied player should indicate where he plans to withdraw the US units. The Communist player can attack withdrawing US units, and the US units defend normally. Withdrawing US ground units can continue to attack enemy units, but they are somewhat limited in when they can attack (see below). They can pursue after combat only if they move closer to a point of exit. Withdrawing US units can attack communist ground units for the following reasons:
• They are trying to form a defensive line behind which other US ground units can exit the map.
• They are trying to eliminate enemy units blocking a path of withdrawal.
• They are trying to protect points of exit from being overrun by enemy units. US air units and attack helicopters continue to perform offensive and defensive combat air missions while US ground units withdraw. Once the last ground units have exited the map, the US air units must exit. US ground units in coast hexes that are attacked and supposed to retreat must take an extra step loss to remain in place. Combat losses for withdrawing US units may count for Victory Points. If a scenario allows some US units to remain in the game, they can support other withdrawing US units and are free to attack communist units. Notes on Withdrawing Ground Units
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During the Allied Air Mission and Helicopter Transport Phases, 82nd Airborne units can be withdrawn via Transport Strike missions. During the Allied Ground Unit Movement Phase, the can withdraw from the map via controlled ports, USMC Beachhead markers, or Air Supply markers in coast hexes.
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Players should use common sense in resolving movement and combat for withdrawing US ground units.
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In the Scenario Generation System (22.0), US ground units may be forced to withdraw from Nicaragua and yet not be forced to leave the map. These units must move as quickly as possible towards an Allied country, following the restrictions listed above.
WITHDRAWING AIR UNITS AND HELICOPTERS
Once all required US ground units have been withdrawn from the map, land-based US air units and helicopters are withdrawn next. US Air Force air units leave from the north mapedge (to the United States) or south mapedge (to Panama). They must use a Transfer mission to leave the map by the nearest mapedge, and they have up to two turns to leave after the last US ground unit has exited the map. US Marine combat air units must leave either the north or south mapedge via Transfer missions or by moving to Holding Boxes to replace eliminated US Navy air units on a one-for-one basis. Helicopter, AV-8B, and the F-4 (EW) units can perform a Transfer mission to the nearest Holding Box containing US Navy air units. Once all land-based air units have been withdrawn, carrier-based air units are removed from the map during the End of Turn Stage following the last transfer of US air units and helicopters off the map. Transport helicopters can leave the map with withdrawing US ground units, and they must leave as quickly as possible. Attack helicopters remain on the map until the last ground unit has withdrawn and then they perform Transfer missions until they move to a Holding Box or exit the south mapedge. The last hex on the south mapedge must be within double the printed Movement Radius of the withdrawing helicopters. Withdrawing US air units cannot be intercepted by the Communist player. They can be intercepted, however, while performing combat air missions in support of withdrawing US ground units. Combat Support: While US ground units are in the process of withdrawing, US air units and attack helicopters can perform all offensive and defensive combat air missions in support of these units. They can also support US ground units that are allowed to remain in the game. Once the last withdrawing US unit has left the map during the Allied player's Regular Ground Unit Movement Phase, the air units and attack helicopters that are supposed to withdraw can perform only Transfer missions during subsequent Air Mission Phases. Note: In some scenarios, US air and helicopter units are allowed to remain on the map. They can freely continue to support US ground units that withdraw from the map or into an Allied country. EXAMPLE OF WITHDRAWAL: In a generated scenario, all US units are forced to withdraw from the map because of the War Powers Act (see 22.5). Units of the 1st Marine Brigade and the 9th Light Infantry Division in Nicaragua are centered around Corinto (1718) and Puerto Sandino (1919); in addition, there is a USMC Beachhead marker in Leon (1818). These units were driving south to capture Managua. The 82nd Airborne Division is centered at Esteli (2115) and is driving southeast to capture Matagalpa (2316). The 5th Marine Brigade has captured Bluefields (3420) and is driving towards Rama (3319). During the Communist Ground and Air Stage, an FSLN insurgency unit was successfully placed behind the Allied lines in hex
- In addition, a strong force of Nicaraguan units surrounds the 1st Marine Brigade and 9th Light Infantry Division. Weaker Nicaraguan units threaten the 82nd Airborne and the 5th Marines Brigade. In his Ground and Air Stage, the Allied player indicates that the 1st Marines and 9th Light Infantry will withdraw from the ports of Corinto and Puerto Sandino, the 82nd Airborne will be withdrawn by C-130's from Esteli and from the west coast, and the 5th Marine will withdraw from El Bluff. US C-141 air units cannot be used to withdraw units from Esteli because it contains an airstrip and they must operate out of airports. Four units of the 9th Light Infantry move to Corinto and off the map in this turn. The other units of the 9th Light Infantry and the 1st Marines pull back to a defensive line in hexes 1718, 1817, 1918, and 2017 to the north and hexes 1920 and 2019 in the south. The FSLN insurgency unit blocks the path of the US units in 2017, and so it can be attacked. Assuming the unit is eliminated, US units can pursue into the hex because it is in the direction of a point of exit. Two C-130 air units are sent to the captured air facility at Esteli (there are two F-16 air units and two transport helicopters already there). Two ground units that began the turn in Esteli use the transport helicopters to move to Leon, where they will withdraw from the Beachhead marker on the next turn. Other 82nd Airborne units pull back to hexes 2115, 2116, and 2215. The two helicopters move back to Esteli during the Return to Base Phase. Four units of the 5th Marines reach El Bluff and are withdrawn in the same turn. Once they have been taken off the map, four other units move into the hex. In the next Communist Ground and Air Stage, FSLN ground units attack the US units in 2018 and force them to retreat. These units advance and now threaten the port of Puerto Sandino. The FSLN forces around the 82nd Airborne and 5th Marines are too weak to attack them. In the Allied player's stage, during the Air Mission Phase, two battalions in Esteli are moved off the map by the C-130's, which then return to the air facility to remove more units in the next turn. Two other battalions use transport helicopters to move to Puerto Sandino. During the Regular Ground Unit Movement Phase, the remaining four units of the 5th Marines are removed from the map through El Bluff. Four units of the 82nd Airborne move into Esteli; one infantry battalion remains in 2215. The two units of the 82nd transported to Leon in the previous turn exit the map, followed by two more units of the 9th Light Infantry (the maximum that can be removed in the turn). In the Ground Combat Phase, US units could attack the FSLN units in 2018 in hopes of forcing them to retreat. However, there are now so many FSLN ground units adjacent to the US units that a retreat result would prove disastrous, so the Allied player does not perform any more attacks. In the next Communist Ground and Air Stage, attacks are made against the US units on the Pacific Coast. However, all the attacks fail, resulting in hex 2018 being vacated. In the Allied Ground and Air Stage, two battalions are moved by helicopter to Leon. To protect the 82nd Air Supply marker is Esteli, the Allied player does not remove the other three battalions in the hex. In the Regular. Ground Unit Movement Phase, two units from 2019 advance into hex 2018. The battalion in 2215 moves into Esteli, and these three units can be transported in the next turn. The two units of the 82nd Airborne in Puerto Sandino leave the map in this phase with two units of the 9th Light Infantry. Once these units have exited the map, the Allied player moves his remaining 1st Marines and 9th Light Infantry into a smaller defensive line (hexes 1718, 1817, 1918, and 1919). In the next turn, the three remaining battalions in Esteli are withdrawn. Two units exit by the C-130's and the third moves to Leon with the transport helicopters. (The Allied player transfers the two F-16's to Comayagua.) The 82nd Air Supply marker remains in Esteli since it cannot be withdrawn from the map. The Allied units on the Pacific Coast continue to exit in succeeding turns. Note that the two transport helicopters from Esteli can be used to move two units off the map each turn in addition to the four units that exit via the ports and USMC Beachhead marker. The withdrawal continues until three units are left on the USMC Beachhead marker in Leon. The Communist player attacks these units and inflicts a step loss and retreat result on the units. Since they cannot retreat, they take another step loss. In the Allied Ground and Air Stage, the remaining three ground units exit the map and the USMC Beachhead marker is removed during the End of Turn Stage. Starting with the next turn, US air units on the map must withdraw by Transfer missions. Once these units are all off the map, carrierbased air units in the Holding Boxes are withdrawn.
16.0 INTERVENTION GROUND RULES
In the Intervention Game, insurgency units have the additional ability to perform guerrilla attacks. Regular ground units can attempt demolitions against installations and terrain features, and they can repair damage. In some scenarios, the Cuban mechanized brigade may be allowed to enter play. 161 Guerrilla Attacks During the Guerrilla Attack Phase, a player can have his insurgency ground units perform guerrilla attacks against installations and terrain features in adjacent hexes. Guerrilla attacks against roads, bridges, ports, and air facilities are resolved on the Terrain Feature Bombardment Table; attacks against non-mobile SAM and AA sites are resolved on the Ground Unit Bombardment Table. Masaya, Supply Sources, Entrenchments, Fortifications, USMC Beachhead and 82nd Air Supply markers, and ground units cannot be targets of guerrilla attacks. A stack of insurgency units can make two guerrilla attacks in one or two hexes to which they are adjacent. A single insurgency unit in a hex can attack either a terrain feature or an installation in one adjacent hex. A stack of insurgency units can perform one or two attacks into adjacent hexes. If several stacks of insurgency units are all adjacent to a hex, they can combine to perform a guerrilla attack into the hex. Note: Roads and ports are considered terrain features. Ports, air facilities, and non-mobile SAM/AA sites are installations. Note that a unit can use demolitions against a target in the hex it occupies (see 16.2).
REQUIREMENTS:
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The insurgency unit or stack must be in supply.
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It must be adjacent to the hex that it will attack. The hex can be outside all enemy ZOC's, in an enemy ZOC, or it can contain enemy ground units. Insurgency units in several hexes can combine to attack the same target, as long as all of them are adjacent to the target hex.
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The owning player must have Insurgency Command Points available. The costs for making attacks are as follows:
• If the target is against a hex either outside all enemy ZOC's or in an enemy ZOC, the guerrilla attack costs 1 Insurgency Command Point.
• If the target is against a hex containing enemy ground units, the attack costs 2 Insurgency Command Points. A guerrilla attack against a bridge that is adjacent to an enemy-occupied hex costs 2 points. If no enemy unit is adjacent to the bridge, the attack costs 1 point.
PROCEDURE:
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The owning player declares the target of a guerrilla attack and the insurgency unit(s) that will perform each attack. If a stack of units is performing the attack, he can choose two targets in different hexes or two targets in the same hex. Units in several hexes can combine to make attacks into the same adjacent target hex.
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The owning player immediately expends one or two Insurgency Command Points for each attack he will make, depending on whether the target is outside enemy ZOC's, in an enemy ZOC, or in an enemy-occupied hex.
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Each insurgency unit involved in attacking a bridge has a Bombardment Value of 1. When attacking any other terrain feature or installation besides a bridge, each insurgency unit involved has a Bombardment Value of 2.
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The owning player adds up the Bombardment Values of the insurgency units performing each attack. An insurgency unit's value cannot be split up between targets.
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The player consults the appropriate Bombardment Table and rolls the die. No die roll modifier is applied to guerrilla attacks.
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The result of each attack is applied to the terrain feature or installation.
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Once the guerrilla attack is resolved, the insurgency units or stacks involved are rotated 180 degrees to indicate that they cannot move or attack for the rest of the turn (they defend normally if attacked). Results of Guerrilla Attacks: A13" result to a road, bridge, port, or non-mobile SAM/AA damages it. Non-mobile SAM/AA sites that suffer a damage result are flipped to their "SAM/AA Site Damaged" sides. A road has a Road Out marker placed in it, and a bridge has a Bridge Out marker placed in a hex adjacent to the bridge hexside with the arrow pointing the the damaged bridge. Ports have Damage markers placed on them. Damaged terrain features and installations can be repaired (see 16.3). A result of "N' damages an air facility; all air units in the "Sitting" space on the Air Group Display for the facility are destroyed. A superscript number on a result is the number of step losses suffered by air units or helicopters based at an air facility (note that it is possible to damage the air units or helicopters without damaging the air facility itself). The player who performed the guerrilla attack selects which air units or helicopters at the facility take step losses; if step losses are applied to air units, they can be taken by any units on the Air Group Display or by helicopters in the hex (units in the "Sitting" space are eliminated on an W result). Design Note: The attacking player selects the units to take step losses to simulate the selective targeting by insurgency forces.
RESTRICTIONS
• A single insurgency unit in a hex can attack either a terrain feature or an installation, not both. There must be at least two insurgency units in a hex to make two guerrilla attacks.
• Insurgency units can be stacked with regular ground units and perform guerrila attacks. The regular ground units are not affected by the guerrilla attack and can move and have combat in the same turn.
• A given terrain feature or installation can be attacked only once per turn by a guerrilla attack.
• A player can declare as many guerrilla attacks in a turn as he has Insurgency Command Points and insurgency units or stacks available.
• A bridge can be subjected to a guerrilla attack as long it is within one hex of the insurgency units making the attack. Note: When an air facility is damaged by Bombardment Strike missions or US Night Naval Bombardment, the owning player selects which air or helicopter units take step losses. EXAMPLE 1 EXAMPLES OF GUERRILLA ATTACK: A stack of four 1-1-4 FDN insurgency units occupies hex 3111; they are in supply because they can trace a supply line to Rus Rus (3107) and along the road to Puerto Lempira (3505). During the Allied Guerrilla Attack Phase, these units are used to make one attack against the air facility in La Rosita (3211) containing a communist Air Group marker (but no ground unit). Four air units are based at the facility; two are in the "Used" space and two in the "Sitting" space, since the facility is contested. The Allied player expends one Insurgency Command Point for the attack since no communist ground unit occupies the hex. The combined Bombardment Value of the four FDN units is 8 against an air facility (2 per unit). The Allied player rolls the die, obtaining a 5. Checking the Terrain Feature Bombardment Table under the "7-9" column of the air facility row, he sees that the result is a "D/Al." The air facility is damaged, so a Damage marker is placed in the hex. The two air units in the "Sitting' space are eliminated. In addition, the Allied player assigns one step loss to an air unit at the facility. The FDN units are rotated 180 degrees after the attack and can perform no other action for the rest of the turn. The same stack of units could have been used to attack the air facility in La Constancia (3010), the roads in hexes 3010, 3112, or 3211, or the bridge across hexside 3112-3211. Two FDN units could have attacked a road (with a Bombardment Value of 4) while two others attacked the bridge (with a Bombardment Value of 2). In example 2, a stack of four FSLN insurgency units in 1608, using a hidden Supply Depot (see 16.41 to be in supply, can perform guerrilla attacks against the bridges at hexsides 1408-1508, 1408-1509, 1509-1609, 1609-1710, and 1708-1709. They could not attack the bridge at hexside 1606-1707 because it is more than one hex away. If Allied ground units occupy hexes 1408, 1710, and 1708, it would cost the Communist player two Insurgency Command Points each to attack any of these bridges because all the bridge hexsides are adjacent to Allied-occupied ground units. The FSLN insurgency units could attack up to two bridges if the Communist player so wishes at a cost of four Insurgency Command Points.
PROCEDURE:
During the Demolitions Phase, regular ground units and insurgency units can attempt to damage or destroy installations (air facilities and ports) and terrain features (roads and bridges) in the hexes they occupy. All demolition attempts are resolved on the Terrain Feature Bombardment Table.
REQUIREMENTS:
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The unit attempting demolitions cannot have performed any other action in the current turn. It cannot move, attack in ground combat, or reorganize in the turn it will attempt demolitions.
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The unit must be in supply when it makes the demolitions attempt.
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Demolition attempts cannot be made in hexes that are within enemy Zones of Control.
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Each unit or stack can make one demolitions attempt per turn. A target of demolitions can have one attempt made on it per turn.
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One unit in a stack can make a demolitions attempt. The other units in the stack can perform other actions in the turn.
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The owning player declares he will perform demolitions and indicates what terrain feature or installation will be attacked.
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If the unit making the demolitions attempt is an engineers unit, the attempt automatically succeeds. No die roll is made, and the result is either a "D" or "A" depending on the target.
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All other insurgency and regular ground units must roll on the Terrain Features Bombardment Table to resolve the demolitions. Depending on the terrain feature or installation being attacked, the demolition attempt has the following Bombardment Values:
• Bridge: 2 Bombardment Points
• Road, Port, or Air Facility: 7 Bombardment Points No matter how many units are in the hex, a demolitions attempt is made with one of these two Bombardment Values.
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The owning player rolls the die, applying any die roll modifiers, and cross-references the modified die result with Bombardment Value on the correct row of the Terrain Features Bombardment Table.
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If the attempt succeeds, damage against the terrain feature is immediately applied. Die Roll Modifiers: There are two possible modifiers applied to demolitions die rolls: + 3: Demolitions is attempted against a port in a home country. Nicaragua is the home country for the Communist player; Honduras, El Salvador, and Costa Rica are home countries for the Allied player. + 1: An insurgency unit is using demolitions against a road or bridge. Effects of Demolitions: A "D" result on the Terrain Feature Bombardment Table damages a road, bridge or port. A damaged road has a Road Out marker placed in the hex; a damaged bridge has a Bridge Out marker placed in a hex adjacent to the bridge hexside with the arrow pointing to the bridge that was attacked. A damaged port has a Damage marker placed in the hex. An "N' result against an air facility damages it and a Damage marker is placed in the hex. If there are any air units still based in the hex, the owning player must eliminate them. Demolitions Against Ports in Nicaragua: The Communist player cannot perform a demolitions attempt against ports in Nicaragua until the turn after a US ground unit enters the country. He cannot make demolition attempts against the internal ports of Granada, San Carlos, and Rama until the second turn after a US ground unit enters Nicaragua. Bridges: If a unit occupies a hex that has more than one adjacent bridge, the owning player can attempt to demolish some or all of the bridges. He declares which bridges are targets of the demolitions attempt and makes only one die roll for all of them. If the attempt is successful, all bridges he chose are demolished. Note on Repairs
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In the Conventional Game, captured air facilities are automatically considered Damaged. In the Intervention Game, a player must use demolitions against captured air facilities to damage them.
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Insurgency units that have been placed on the map during the Insurgency Placement Phase can perform demolitions in their turn of placement. They cannot move or attack, however. EXAMPLES OF DEMOLITIONS: A drive by Communist forces to capture Honduras has been repulsed by US ground units, and now the Nicaraguan units are being forced to retreat. Rather than let the Allied player regain use of the airport in Tegucigalpa, the Communist player decides to make a demolitions attempt against it before US units can move adjacent. If the Communist player has an engineers unit in the hex, the demolitions automatically succeeds. If he has any other units in the hex, he must roll the die on the Terrain Feature Bombardment Table. The demolitions attempt is worth 7 Bombardment Points, and the Communist player succeeds if he rolls a 5 or 6. In another situation, the Salvadoran ARCE insurgency infantry battalion occupies San Miguel (1113) while Nicaraguan units threaten to invade the country in their next turn. During his Demolitions Phase, the Allied player decides to perform a demolition attack against the three bridges in 1113-1213, 1113-1214 and 1113-1114. The Bombardment Value for a demolitions attempt against bridges 4 2, and the insurgency unit receives a +1 die roll modifier. Only one attempt is made for all three bridges, and if the Allied player rolls a 4, 5, or 6, the attempt succeeds. In a third situation, the Allied player successfully conducted an amphibious assault against Puerto Sandino (1919). In the turn after one US Marine ground unit enters Nicaragua, the Communist player can attempt to demolish ports in the country. During his Demolitions Phase, the Communist player decides to make demolition attempts against the ports of Puerto Morazan (1615), Corinto (1719) and San Juan del Sur (2423) to keep them from being captured undamaged by other Allied amphibious assaults. He must have a ground unit in each of these hexes. In the Intervention Game, damage to terrain features and installations can be fixed during the Repair Phase. Mobile AA and SAM units, logistics supply units, Supply Sources, air units, and helicopters can never be repaired. Engineer units are the most efficient at repairs, but any regular ground unit (not insurgency units) can make repairs. During a player's Repair Phase, he performs the following actions in the order listed below:
• Installations and terrain features possessing "Repair 1" markers are considered completely repaired and the markers are removed from the hexes.
• Other installations and terrain features still undergoing repairs have their Repair markers adjusted to indicate the number of turns remaining until the repairs are complete.
• New Repair markers are placed on the map in hexes where eligible units have begun repairs. To perform repairs a ground unit must meet the requirements listed below and follow the procedure for repairs.
REQUIREMENTS:
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A unit must begin the turn in the hex where repairs will occur. It cannot move or participate in combat (either attacking or defending). A unit possessing a Reorganization marker can perform repairs.
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The unit must remain in the hex throughout the number of turns needed to make the repairs.
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The unit must be in supply throughout the number of turns needed to make the repairs.
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A given unit or stack can attempt to repair only one feature in a hex or on a hexside at a time. If there are several repairs to be made in a hex (except ports, see below), they must be done separately.
PROCEDURE:
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The player whose Repair Phase is in effect declares which units will repair terrain features or installations in the hexes they occupy.
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The player consults the Repair Chart to see how many complete turns the repairs will take.
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He places a Repair marker on the unit with a number corresponding to the number of turns needed to make the repairs. The Repair marker should be placed atop the Road Out, Bridge Out, or Damage marker in the hex.
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During each subsequent friendly Repair Phases, the Repair markers on the map are flipped over or replaced, if necessary, with other markers numbered one less than the original marker (see below). When the hex contains a "Repair 1" marker in it at the beginning of a Repair Phase, the marker is removed.
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If the repairs are interrupted for any reason, the Repair marker is removed from the hex. Notes on Repairs
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Each player makes repairs during his Ground and Air Stage only, never during the opposing player's Repair Phase.
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Repairs to ports by armor and infantry units has a second marker other than the Repair marker involved (see below). Once a port is partially repaired, a player can repair something else in the hex before completing the port repairs.
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A more detailed method of repairs is given in the optional rules (see 18.6). Repair Repair Repair Repair
REPAIR MARKERS
Repair markers are used to keep track of repairs in a hex. Repair markers have the numbers 1, 2, 3, and 4 printed on them, corresponding to the number of complete turns that must pass before the repairs are finished. After the 'Repair 1" markers have been removed at the beginning of a player's Repair Phase, he next adjusts all his Repair markers on the map. "Repair 4" markers are flipped to their "Repair 3" sides, 'Repair 3" markers are replaced with "Repair 2" markers, and "Repair markers are flipped to the "Repair 1" sides. r It is possible for a ground unit to enter a hex where repairs are taking place and take over this duty for another unit that initiated repairs (this exchange of duties cannot take place until the turn after the unit entered the hex). An engineers unit can substitute for another engineers unit; an armor or infantry unit can substitute for another such unit. Engineers cannot substitute for an armor or infantry unit and vice versa. After all the Repair markers are adjusted, the player than announces what new installations and terrain features will be repaired by his units. He checks the Repair Chart to see how many consecutive turns it will take to complete the repairs and places a Repair marker with the corresponding number (1, 2, 3, or 4) in the hex. Begin Port Repair Port Partial Repair Ports: Because ports takes up to eight turns for an armor or infantry unit to repair, there is another marker used to keep track of the repairs to a port. A Begin Port Repair marker is placed in the hex when an armor or infantry unit begins repairs on the port, and then a "Repair 4" marker is placed atop the other marker. When four turns have passed, the Begin Port Repair marker is flipped over to its Port Partially Repaired side and another "Repair 4" marker is placed atop the first marker. After the eight turns have passed, the 'Repair 1" and Port Partially Repaired markers are removed. Once a Port Partially Repaired marker has been placed in the hex by an infantry or armor unit, it remains on the map even if the unit making the repairs exits the hex. Any Repair marker in the hex is removed, however. Thus, if at least four turns of repairs have been made by an armor or infantry unit, the Port Partially Repaired marker remains in the hex. The last four turns of repair can be completed either by an engineers unit or by another armor or infantry unit. Also, once a Port Partially Repaired marker is in the hex, a player can elect to repair another terrain feature or installation in the hex before completing repairs on the port.
REMOVING REPAIR MARKERS
If, for any reason, a unit vacates a hex before repairs are completed, the Repair marker is removed from the map. The Road Out,Bridge Out, or Damage marker remains in the hex; a non-mobile SAM/AA site remains on its damaged side. Port Partially Repaired markers are not removed, although any Repair marker in the hex is removed. Enemy regular ground units that move adjacent to a hex where repairs are underway and that attack friendly units in the hex cause a Repair marker to be removed, even if the units defending in the hex do not retreat. After the combat is resolved, the friendly units cannot perform repairs in the hek while enemy regular ground units continue to exert a Zone of Control into the hex. If the enemy ZOC if removed, then friendly units can begin repairs anew; all previous repairs are lost. If enemy ground units move adjacent but do not attack the hex where repairs are underway, the unit performing repairs is unaffected and continues to perform repairs; the Repair marker remains in the hex. If an enemy ground unit (including insurgency units) pursues into a vacated hex, any Repair marker in the hex is removed. A Port Partially Repaired marker is not removed if enemy regular ground units attack into the hex, although any Repair marker in the hex is removed. If an enemy ground unit pursues into the hex after combat, the Port Partially Repaired marker is removed. An attack made solely by insurgency ground units does not cause a Repair marker to be removed from the hex unless the defending units retreat. If the defending units retreat out of the hex, the Repair marker is removed from the map. If insurgency units perform a guerrilla attack into a hex containing a Repair marker, the marker is removed. If the hex contains a Port Partially Repaired marker as well, this marker remains in the hex but any Repair marker is removed. An insurgency unit or stack that ends movement in a port hex containing a Port Partially Repaired marker must have combat since the port is enemy-controlled; see 8.5 and 10.4. If the insurgency unit remains in the hex after combat is resolved, the Port Partially Repaired marker is removed; if the insurgency unit is forced to leave the hex, the marker remains in the hex. If a player performs a Bombardment Strike mission or a US Night Naval Bombardment in a enemy-occupied hex containing a Repair marker, the marker is removed if the bombardment causes another damage result to the terrain feature or installation being attacked. If the bombardment had no effect, the Repair marker remains in the hex. No additional damage occurs to the terrain feature or installation (except possible step losses to air units and helicopters at air facilities) because of the bombardment. If a port is bombarded and receives another damage result, a Port Partially Repaired marker in the hex is removed along with the Repair marker. EXAMPLE: A Cuban engineers unit is in a hex containing a damaged airport during the Repair Phase of Game Turn 4. The Cuban engineer did not perform any actions in the turn and it is in supply. It takes three consecutive turns to repair the airport. After adjusting all other Repair markers, the Communist player places a "Repair 3" marker in the hex, indicating that it will take three turns to complete the repairs. In the Communist Repair Phase of Game Turn 5, he replaces the marker with a "Repair 2" one; in Game Turn 6, he flips the marker to its "Repair 1" side. At the beginning of the Repair Phase in Game Turn 7, he removes the Repair marker, and the airport becomes fully operational in Game Turn 8. Assume that a US regular ground unit moves adjacent to the airport undergoing repairs during Game Turn 5. If the US unit does not attack the Cuban engineers unit, the repairs continue normally. The presence of an enemy ZOC does not in itself affect repairs. In this case, however, the US ground unit does attack the Cuban unit. No matter what the combat result, the Communist player must remove the Repair marker in the hex. As long as the US unit for other Allied units that might move into its hex) continues to exert a Zone of Control into the hex, repairs cannot be performed in the hex. Assume that the combat resulted in the US ground unit retreating from the adjacent hex with no effect on the Cuban engineers. The Cuban unit can now begin repairs again in the next Communist Repair Phase, placing a "Repair 3" marker in the hex. All previous repairs in the hex are lost as a result of combat, and the Cuban unit must remain in the hex until the repairs are complete. Hidden Supply
POINTS
A scenario will list the number of Hidden Supply Points, if any, available to the Communist player. The Hidden Supply Point marker is placed on the Information Record Track in the box corresponding to the number of depots available. Each time the Communist player creates a hidden Supply Depot, he moves the Hidden Supply Point marker one box down the track. When the marker reaches the "0" box, no more hidden Supply Depots can be created. The number of Supply Depot markers in the countermix limits the Communist player; if he does not have a Supply Depot marker available, he cannot create hidden supplies. During step A of the Supply Phase of his Ground and Air Stage, the Communist player can declare he is using a hidden Supply Depot. He immediately expends one Hidden Supply Point and places one of his Supply Depot markers on the map in whichever hex he declares the supplies were hidden. A hidden supply depot functions like any other Supply Depot (see 9.3). In addition to creating hidden supplies, the Communist player can also create two Supply Depots in cities, ports, and air facilities in step D of this phase. Hidden supplies can be created in hexes in enemy Zones of Control, but not in any hex containing an enemy unit of any kind. Hidden supplies can be created in any country on the map. A hidden supply depot cannot be transported. Once placed on the map, it must remain in the hex in which it was placed. Hidden supply depots face all other restrictions of regular Supply Depots. Note: In the optional supply rules in 18.5, the Communist player can use Hidden Supply Points to create a Communist Supply Source marker. Design Note: This rule simulates the emplacement of war material stockpiles by insurgency groups before the outbreak of hostilities. cu ED 8 3-2 cu 3-2 cu Cgi 8 2-3 cu r.g) 8 2-3 CU Eg3 8 2-3 16.5 Some scenarios allow the Cuban mechanized brigade to appear in the game. The brigade consists of five units: two 3-2-8 tank battalions and three 2-3-8 mechanized infantry battalions. The appearance of this brigade is usually triggered by a US ground unit entering Nicaragua. For the Cuban brigade to appear, the Communist player first places a Reorganization marker on one of his full-strength FSLN 3-3-8 tank regiments inside Nicaragua. The marker is placed during his Reorganization Phase in the turn after the US unit first enters Nicaragua. In his Reorganization Phase of the following turn, the Communist player removes the Reorganization marker and the Nicaraguan tank regiment from the map and places the Cuban units on the map. The Cuban units are placed in or adjacent to the hex from which the Nicaraguan tank unit was removed; stacking restrictions must be obeyed. If the Nicaraguan tank regiment possessing the Reorganization marker is attacked by Allied ground units before the Cuban units replace it, the tank can defend normally and the Reorganization marker remains with the tank if it retreats and/or takes step losses. The Cuban units appear during the next Communist Reorganization Phase, but any step losses suffered by the tank regiment must be applied to the Cuban units. Likewise, if the tank regiment is attacked by Allied Bombardment Strike missions or US Night Naval Bombardment, any step losses the unit suffers must be applied to the Cuban units when they appear. The tank regiment can suffer a maximum of four step losses from Allied attacks, and even if the tank regiment is removed from the map, the five Cuban units can appear with four step losses among them. The Communist player decides which units will take the step losses. If because of stacking restrictions there is not enough room in the hex or in adjacent hexes for all the units of the Cuban brigade to appear, the Communist player can place on the map only as many Cuban units as will meet stacking restrictions. If step losses have been taken by the Cuban units, they must be applied to the units appearing on the map. Withdrawing the Cuban Brigade: In the Scenario Generation System, the Communist player is allowed to withdraw the Cuban mechanized brigade during a game (see 22.6). During any End of Turn Stage, the Communist player announces he will withdraw the brigade. He immediately removes any remaining units of the brigade from the map. He does not get back the Nicaraguan tank regiment he removed to create the Cuban brigade. EXAMPLE: During the Allied Regular Ground Unit Movement Phase, US Marine units perform a successful amphibious assault against Montelimar (2020). In his next Ground and Air Stage, the Communist player can now place a Reorganization marker on any 3-3-8 tank unit in Nicaragua and he places it on a tank unit in Managua. During the Allied Ground and Air Stage, the Allied player performs a Bombardment Strike mission against the tank unit and inflicts two steps losses; the tank unit is exchanged for its replacement unit. During the Ground Combat Phase, the Allied player decides not to attack Managua, since his foothold in Nicaragua is so tenuous. During his next Reorganization Phase, the Communist player removes the replacement tank unit and Reorganization marker from Managua. He distributes the two step losses by giving one loss each to two 2-3-8 mechanized units. The five units of the Cuban brigade must be placed in or adjacent to Managua within stacking restrictions. Design Note: The appearance of the Cuban brigade represents a US intelligence failure. During a transfer of Cuban advisors into Nicaragua, there are temporarily enough in the country to man the "purported" FSLN equipment and form the brigade. A similar event occurred during the Carter Administration when it was discovered that a second Soviet brigade existed in Cuba.
16.6 Exiting the South Mapedge
Some scenarios allow the Communist player to move his regular ground units (not insurgency units) off the south mapedge. These units are considered to be driving south to threaten the Panama Canal. The presence of these units off the map restricts the appearance of US and Allied reinforcements scheduled to arrive. During his Regular Ground Unit Movement Phase, the Communist player can have his armor and infantry units exit the south mapedge. They must have sufficient Movement Points remaining to exit the map. Assume that the first hex off the map has the same terrain as the last hex on the map, and the communist units must have sufficient Movement Points remaining to exit the map. As soon as regular ground units with a cumulative Attack Value of 18 have exited the map, no more US or Allied reinforcements scheduled to arrive from the south can come onto the map. Nicaraguan 2-3-3 infantry units cannot move off the mapedge (they are militia units), but any other regular ground units can move off the map. Once a communist ground unit has moved off the south mapedge, it can never return. The Communist player never receives Victory Points for exiting units off the map. If US or Allied reinforcements from the south have already moved onto the map, they remain on the map. No other reinforcements from the south can be brought on. Units of the US 193rd Infantry Brigade, Southern Command/Task Force Bayonet, perhaps some special forces units, and Colombian units are primarily affected.
17.0 POLITICAL CONSIDERATIONS
In the Conventional Game, all Allied units can stack, move, and undertake combat together unless specifically forbidden to do so in the scenarios. Intervention Game scenarios will list special rules pertaining to the political considerations of the Central American area. Listed below are political restraints that hold true in most scenarios. Note: Zones of Control do not cross set-up boundaries at the beginning of a game (see 7.3).
17.1 Allied Player Restrictions
COSTA RICA
Costa Rica begins most games neutral. Its units cannot move or perform any actions until a communist unit (regular ground unit or insurgency) enters the country or attacks one of its units or, in some cases, until a communist unit enters another country allied with Costa Rica. Once Costa Rica's neutrality has been violated, its units become controlled by the Allied player and are free to move and have combat. While Costa Rica is neutral, US units can enter the country but they cannot enter a hex completely within Nicaragua from Costa Rica. Salvadoran, Honduran, and FDN ground units cannot enter Costa Rica while it is neutral. US air units and helicopters can perform air missions from Costa Rica while it is neutral. ARDE units can be based in Costa Rica while it is neutral. They can freely enter Nicaragua and attack communist regular ground units and insurgency units. Note: US ground units can be transported directly into Nicaragua by Transport Strike missions while Costa Rica is neutral. US units draw supplies normally from Costa Rican Supply Sources while the country is neutral.
EL SALVADOR
El Salvador beings most games under control of the Allied player. Salvadoran units face the following restrictions:
• Its air units can conduct Close Air Support missions only in support of Salvadoran, US, CIA, Israeli, CMA, and FDN ground units.
• Its air units can employ a maximum of 2 Bombardment Points in Close Air Support missions in cities inside El Salvador.
• Its air units can perform Interception missions only when enemy air units enter a hex totally within El Salvador.
• Its air units cannot move over Honduran territory (that is, beyond the El Salvador side of the set-up boundary), and its ground units cannot enter Honduras unless a scenario specifically allows them to. Note: In the Scenario Generation System, other restrictions may apply to Salvadoran units (see 22.0).
HONDURAS
Honduras begins most scenarios under control of the Allied player, but sometimes it is neutral. While neutral, its air and ground units cannot move or perform any actions. Honduras remains neutral until a unit (air, ground, or helicopter) controlled by the Communist player enters the country or attacks one of its units. US ground and air units can move through, have combat in, and occupy Honduran air facilities while the country is neutral; the presence of US units in Honduras never affects its neutrality or its interaction with other countries. Once Honduras' neutrality is violated by the Communist player, its units are controlled by the Allied player; its air units can perform Close Air Support Missions for Honduran, US, CIA, CMA, Israeli, and FDN units. Honduran ground and air units can never enter Salvadoran territory (and vice versa) unless a scenario specifies they can.
FDN UNITS
Nicaraguan Democratic Forces (FDN) units can move in Honduras, but they can never move west of the 1900 row (hexes 1902 through 1911 inclusive). Thus, these units can move and attack in any hexes 1900 through 3900, but never in hexes 0100 through 1800. If FDN units are forced to retreat west of hex row 1900, they are removed from the map; FDN regular ground units can be rebuilt and insurgency units are placed on the Game Turn Track two boxes ahead of the current turn. FDN units can move anywhere inside Nicargua. They can never enter El Salvador, but they can enter and move anywhere in Costa Rica.
17.2 Communist Player Restrictions
The FMLN consists of two factions operating in different parts of El Salvador. In the rules below, ERP refers to the FMLN faction in western El Salvador and FMLN refers to all other units of this faction in eastern El Salvador. Note that on the counters, ERP units are part of the FMLN but they have a different color of print. "CA CED 4
FARN
1 -2
FNIN
CO FAC 1-1
FMLN UNITS
Farabundo Marti National Liberation (FMLN) units are active in the eastern section of E1 Salvador. In most scenarios, FMLN units are restricted to movement in hex rows 0900 (0908-0914) through 1300 (1309-1314). They can attack Salvadoran units west of hex row 0900, but they cannot enter these hexes. FMLN units can enter Forest terrain hexes in Honduras that are within two hexes of the Salvadoran border. They cannot end movement in hexes in Honduras containing villages or air facilities, nor can they attack Honduran units unless allowed by scenario instructions. FMLN units draw supply from their Entrenchment marker in Lislique (1311), from communist Supply Depots and hidden Supply Depots, and from Potosi (see below). They cannot draw supplies from the ERP Entrenchment marker. MA 123 4 ERP 1 -1
ERP UNITS
People's Liberation Army (ERP) units are active in the western section of El Salvador. In most scenarios ERP units are restricted to movement in hex rows 0100 (0111) through 0800 (0807-0814). They can attack Salvadoran units east of hex row 0800, but they cannot enter these hexes. ERP units can enter Forest terrain hexes in Honduras that are within two hexes of the Salvadoran border, but they cannot end movement in a village or air facility in Honduras nor can they attack Honduran units unless the scenario allows it. ERP units can never enter hexes totally within Guatemala (that is, on the Guatemalan side of the set-up boundaries). ERP units draw supplies from their Entrenchment marker, hidden supply depots, and Potosi (see below). They cannot draw supplies from the FMLN Entrenchment marker unless allowed by a scenario.
RESTRICTIONS ON FMLN AND ERP UNITS
Because of the bitter rivalry between these factions, units from one faction normally cannot support units from the other faction in attacks upon Salvadoran units (unless allowed by scenario instructions). If units from these factions ever end movement adjacent to each other, at least one unit from each faction must attack a unit from the other faction during the Communist player's Ground Combat Phase. This attack is over and above any attack the units make against adjacent Salvadoran units and must be made before any attacks on Allied units. The combat ratio is always 1 to 1, and the Current Combat Ratio marker is placed in the row of better terrain that either unit occupies; the attacker is the faction that moved adjacent to the other faction. There are no die roll modifiers applied to this combat. The combat is resolved only between the two FMLN and ERP units and does not affect any other units in the hex; these two units cannot take part in later attacks against Allied units. Note, however, that remaining adjacent ERP and FMLN units cannot combine to attack Salvadoran units. Nicarguan insurgency and regular ground units can stack with FMLN and ERP units. If a Nicarguan regular or insurgency ground unit enters El Salvador, the rivalry between the FMLN and ERP immediately ends, and units of each faction can join together to attack Salvadoran units. The factions are no longer restricted in movement inside El Salvador, they can stack together, and no combat occurs between the factions. In addition, each faction can begin drawing supplies from the other faction's Entrenchment marker. Victory Points: A scenario may allow the Communist player to gain Victory Points for cities and towns controlled by
18.0 OPTIONAL RULES
The following optional rules add extra realism but also make play of the game much longer. Players should agree before starting a game as to which optional rules they will use. Optional rules should be used only when playing the Intervention Game. Clear MA Weather Rain Heavy Rain In the Conventional and Intervention Games, al scenarios are considered to take place in clear weather. When using this optional rule, the weather can turn nasty and can affect the movement of ground units and combat. A scenario will indicate on which turn weather comes into effect. There are three types of weather: Clear, Rain, and Heavy Rain. During the End of Turn Stage, starting with the turn that weather must be determined, players consult the Weather Table. One player rolls the die, applying any modifier, and cross-references the die result with the column corresponding to the Game Turn number of the next turn. The table will indicate what kind of weather will be in effect for the that turn. Players should place one of the weather markers (Clear, Rain, Heavy Rain) on the Game Turn Track to indicate what the weather will be for the next turn. Note: If the Scenario Generation System is being used, players can go back to the first column at the end of Game Turn 50.
EFFECTS OF WEATHER
Clear: There is no effect on movement or combat for units. Rain: Trails are no longer usable. A ground unit moving along a trail must pay the full Movement Point cost of the terrain when entering a new hex. Units restricted when moving into certain terrain types can only enter these hexes along roads (see 7.7 and 10.5). Zones of Control extend into Jungle and Mountain Jungle only along roads (see 7.3). Also, supply lines cannot be traced through the hexes (see 9.5 and 15.6). In ground combat, defending units within 4 hexes of a Caribbean coast hex receive a —1 die roll modifier when resolving combat. Attack helicopters do not give a one-column shift to the owning player when aiding in ground combat although they still contribute their Ground Combat Value. Heavy Rain: Trails are no longer usable (see above). There is an additional + 1 Movement Point cost for regular ground unit to cross an unbridged river hexside. In ground combat, defending units within 5 hexes of a Caribbean coast hex receive a —2 die roll modifier when resolving combat; in all other ground combats beyond 5 hexes of the Caribbean coast, defending units receive a —1 modifier. Attack helicopters cannot be used except for Transfer missions. FMLN/ERP units. He gains 1 Victory Point for each city or town that contains an FMLN or ERP unit during the End of Turn Stage. Potosi: Units from both factions can draw supplies from the Supply Source of Potosi (1415) in Nicaragua. While Allied units occupy Tiger Island (1414), a supply line must be traced through-land hexes; the supply line can be traced through Allied Zones of Control but not through hexes containing Allied ground units. ERP units are in supply if they can trace a supply line of 16 hexes to Potosi. Other FMLN units are in supply if they can trace a supply line of 10 land hexes (do not include the hex occupied by the FMLN units) to Potosi. If all Allied ground units on Tiger Island are eliminated, FMLN and ERP units automatically are supplied across the Gulf of Fonseca by Potosi; they do not have to trace supply lines. If Potosi is captured by Allied ground units, FMLN and ERP units can no longer draw supplies from this hex. Note: Rain and heavy rain never affect the movement of insurgency ground units. Armor units may be stranded in Mountain Jungle hexes during rain and heavy rain turns.
18.2 Optional Column Shifts and
Die Roll Modifiers Marine Security Teams: These teams supplement other troops attached to CIA operations. To reflect their presence, CIA EW/engineers units receive a one-column shift in their favor when they are alone in a hex defending in combat (not when attacking). This shift is in addition to the shift for the CIA unit itself (see 10.4). Ground Unit Bombardment Table: Two additional die roll modifiers apply when resolving attacks against ground units on this table by Bombardment Strike air missions and US Night Naval Bombardment: —1: Target occupies a Forest, Swamp, Jungle, or Mountain Jungle hex. + 1: Target is a communist tank unit in a hex containing a road and is attacked by US smart bombs. The tank unit cannot be attacked in a city, town, port, or village. 18.8:Nkomoas Border hihm The borders around Nicaragua have been heavily mined by Sandinista forces. Hexes in Nicaragua that are mined are noted on the map. An Allied regular ground unit or stack must expend one additional Movement Point the first time one enters a mined border hex. Once a mined border hex has been entered by one unit or stack, other Allied units can enter it without paying the extra Movement Point cost. Players may wish to keep track of which hexes have been cleared with spare counters. Note that this rule applies only to Allied regular ground units; Allied insurgency units are not affected by border mines. 18.4 Nicaraguan Motor Torpedo 411.1 Boat Attack In the turn that a US Marine unit first uses an amphibious assault against a hex on either coast of Nicaragua, the Communist player can immediately declare a motor torpedo boat attack against US Navy vessels in the area. One motor torpedo attack can be declared in a game per invasion of the east and west coast. During the End of Turn Stage, the Communist player rolls the die. On a result of 6, he receives 1 Victory Point for minor damage inflicted by the motor torpedo boats. On any other result, the attack failed. In either case, the motor torpedo boats on that coast are considered destroyed.
18.5 Optional Supply Rules
Swan Island: The United States has a major facility on Swan Island in the Caribbean (off the northeast mapedge). This facility can be used to supply Contra units in coast hexes. FDN and ARDE units are considered to be supplied if they can trace a supply line to an Allied-controlled city, town, port, or village on the eastern and northern Honduran coast; they are also in supply if they capture a town, port, or village on the eastern coast of Nicaragua. FDN and ARDE units that can trace a supply line to the captured hex are in supply. FDN and ARDE units can also use ports in Nicaragua on the Pacific coast. If a port is captured by the FDN/ARDE, it must be undamaged to act as a source of supply; repairs can be made to the port by regular ground units. If US ground units captured the port, it can be damaged or undamaged and still act as a source of supply for FDN and ARDE units. Additional Communist Supply Sources: The Communist player can create new Supply Sources on the map. There are two methods for creating a new Supply Source. During step A of his Supply Phase, he can expend five available Supply Depot markers (see 9.3), Hidden Supply Points (see 16.4), or a combination of these two to create a Communist Supply Source. The new Supply Source marker is placed on the map in any hex in Nicaragua or Honduras containing a communist regular ground unit. The marker likes a regular Supply Source for all communist units that can trace supply lines to it. The second method is for the Communist player during step A of his Supply Phase to remove a logistics supply unit on the map and replace it with a Communist Supply Source marker in the same hex. Once the marker is on the map, it cannot be converted back to a logistics supply unit. The Supply Source marker cannot be attacked, but it is eliminated if the hex is ever occupied by an Allied regular ground unit. EXAMPLE: US ground units have driven deep into Nicaragua and have cut off supply lines to most communist units. The Communist player still has two Supply Depots and four Hidden Supply Points available. During his Supply Phase, he expends the four Hidden Supply Points and one of his available Supply Depots to create a new Communist Supply Source in Siuna 130121, which now supplies most of his remaining units. In another situation, US air units have eliminated two FSLN logistic supply units through Bombardment Strikes. The Communist player has one unit left to support his drive into Honduras. He decides to replace the logistics supply unit with a Communist Supply Source to prevent the unit from being eliminated by the US air units. Supply Lines: To reflect more realistically the problems of supply lines in the mountainous regions of Central America, a ground unit (infantry, armor, or insurgency) is in supply if it can trace a supply line of 12 infantry Movement points from the hex the unit occupies to a friendly Supply Source/Depot, Entrenchment or Fortification marker, or, for Allied units, to a USMC Beachhead or 82nd Airborne Air Supply marker or to a controlled port (US units only). Do not count the hex occupied by the unit when tracing supplies. Bridge Out and Road Out markers do affect supply lines. A player must take into account any extra Movement Point costs for tracing supply lines across unbridged river hexsides and through hexes with damaged roads. Remember, when counting supply lines, that rain and heavy rain negate trails. Notes on Optional Supply
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FMLN and ERP units trace a supply line to Potosi as outlined in 17.2 when using this optional rule.
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In the Scenario Generation System, US air units can transport Supply Depot markers from the United Stated to supply US units in conquered countries (see 22.9).
18.6 Optional Repair Rules
This optional rule reflects more accurately the times needed for repairs and the resources that must be expended by each player to make repairs. Each player is given a number of Resource Points in a scenario, which must be expended to perform repairs. Each player places his Resource Point marker on the Information Record Track in the box corresponding to the number of points he receives in the scenario. As Resource Points are expended for repairs, the EXAMPLE: The Allied player traces a supply line for a Honduran 1-2-4 infantry battalion in hex 2404. The Supply Source in Catacamas (2406) has been captured by Nicaraguan ground units, so the Allied player traces supply to La Ceiba. The supply line runs into hexes 2304 (3 Movement Points), 2203 (2 MP), and along the trails in 2103, 2003, 1903, 1802, and into 1801 (1 MP each); the supply line is within the 12 infantry Movement Points and so the unit is in supply. marker is moved down the track; when the marker reaches the "0" box, no new repairs can be started although repairs already underway can continue. If a Repair marker is removed from a hex, the owning player must expend new Resource Points to start repairs again. A11 other rules in section 16.3 are in effect. When armor and infantry units make repairs to ports, a Port Partially Repaired marker is placed in the hex after the completion of the seventh turn of repair. It remains in the hex until the port is completely repaired or until removed when an enemy ground unit enters the hex. Note that players will have to make up numbered chits for keeping track of repairs to ports by armor and infantry units. EXAMPLE: The Allied player wishes to repair a port in Nicaragua with an engineers unit. The unit must spend four turns in the port hex, and the Allied player must immediately expend 4 Resource Points. If the Repair marker in the port is removed for any reason, the Allied player would have to spend another 4 Resource Points to begin repairs on the port another time.
18.7 Optional Air Rules
US AWACS AIR UNITS
In the Conventional and Intervention Game, the US Air Force E-3 and US Navy E-2 AWACS units can be used by all Allied air units to perform Interception missions, form joint air missions, and receive die roll benefits. The systems in the two units are not fully compatible. To reflect this fact, the US Air Force E-3 AWACS unit benefits all US Air Force and Allied air units, but not US Navy and Marine air units. Likewise, US Navy E-2 AWACS units can be used by Navy and Marine air units but not by any other Allied or US Air Force units. There is no additional effect if the 10-hex ranges for the E-3 and E-2 overlap. EXAMPLE: The US E-3 AWACS unit is based at Comayagua (1508) and an E-2 AWACS unit is in the AWACS Detection Box in hex
- A group of three US Air Force A-10's and an F-15 as escort head towards Masaya to perform a Bombardment Strike mission. When the Air Mission marker moves to hex 1917, the US units are now outside the 10-hex range of the E-3. If they are intercepted, they do not receive any die roll benefits from the US Navy E-2, even though they are within that unit's 10-hex range. Standoff Air Attack Capability 1,11 tJ A-6 4s 25
STANDOFF AIR ATTACKS
Certain air units can perform standoff air attacks, which allow them to attack a target from a distance. The following air units can perform standoff air attacks: US Air Units: EF-111, F-15, F-14, F-18, A-6 Soviet Air Units: M-27 A colored circle highlights the standoff air attack capability for combat values on the air unit counters (Air Combat for the US F-14, Bombardment for all others). A scenario will list the number of standoff air attacks that are available to a player. Each player places his Standoff Air Attack marker on his Information Record Track in the box that corresponds to the number he receives. As a standoff air attack is made, the owning player moves the marker down one box. When the marker reaches the "0" box, the owning player can no longer make this kind of attack. A player can make as many standoff air attacks in a turn as he has air units available and standoff air attacks remaining. 3.1 SAF 8J SAF
• Standoff-capable on Bombardment Strike and Close Air Support Combat Missions: A player can employ standoff air attacks in Bombardment Strike and Close Air Support missions.
PROCEDURE:
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The player sets his standoff capable air units aside. He moves his Air Mission marker across the map to a hex that is within four hexes of the target (do not count the hex the marker occupies but do include the target hex).
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While the Air Mission marker moves across the map, the air units are subject to enemy air defense attacks and Interception missions.
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Because they can attack up to four hexes away from the target hex, they cannot be attacked by air defense units in the target hex. Also, at a 4-hex distance, they cannot be detected by EW air and ground units in the target hex and therefore cannot be intercepted by enemy air units based at the facility.
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The owning player announces he is making a standoff air attack and moves the Standoff Air Attack marker down one box on his Information Record Track. A stack of standoffcapable air units can perform both a Bombardment Strike and a Close Air Support in the same mission; in this case, the Standoff Air Attack marker is moved down the track only one box.
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The owning player resolves the Bombardment Strike or Close Air Support mission normally from the 4-hex range. After the mission has been resolved, the air units return to an air facility within their Movement Radius from the hex where they performed their attack or to a Holding Box, as appropriate, and are placed on the "Used" space.
RESTRICTIONS:
• Standoff air units cannot perform a standoff Bombardment Strike/Close Air Support in conjunction with other air units. Standoff air attacks are performed only by units with this capability. If they are activated with units unable to perform a standoff attack, the other units can act as Escorts but cannot contribute their Bombardment Value during the mission.
• Should the standoff air attack units be forced to abort their mission before performing their mission, the owning player does not expend a Standoff Air Attack point.
• If a standoff air attack unit uses its Air Combat Value during an air mission when escorting other units, it can no longer use its Bombardment Value. The unit continues to move with the other units to the hex where the standoff air attack occurs, acting as escort.
• Standoff capable air units can form a joint mission with other air units without this ability to perform a Bombardment Strike and/or Close Air Support mission, but this mission must be performed in the target hex and may be subject to enemy Interception missions and air defense attacks in the target hex. Note: Even if a stack of standoff air units is outside the detection range of EW units, Masaya (if operational) or AWACS air units can still be used to detect the enemy air units for Interception missions. EXAMPLES: A stack of US air units comprised of the EF-111 and two F-15's moves from Tela 11502) and two F-15's from La Ceiba (1801) form a joint mission to attack two Nicarguan 3-3-8 tank regiments in hex 1810 that threaten Tegucigalpa. The Allied player could declare a standoff attack in hex 1806 if he wishes to avoid an air defense attack by the Nicaraguan units. (Note that 1810 is outside the 10-hex detection range of Masaya, so the US air units cannot be intercepted.) He decides to make a combination Bombardment Strike and Close Air Support mission, but he moves his Standoff Air Attack marker only one box down on the Information Record Track. One F-15 is used for a Close Air Support mission, and so he places a +3 Close Air Support marker on the tank regiments. The other units perform a Bombardment Strike mission against one tank unit; they have a combined Bombardment Value of 13. The attack is resolved on the Ground Unit Bombardment Table. Standoff-capable on Interception and Escort Interception and Escort Missions: Only US F-14 air units can perform standoff air attacks when intercepting enemy units or escorting friendly units. The Allied player must announce that he is using this capability before air combat is resolved. An F-14 or stack of F-14's can use its standoff air capability only once during a mission. If the unit is escorting other air units, it can use this ability against one Interception mission; other Interception missions are resolved normally.
PROCEDURE:
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The Allied player announces that his F-14's will perform a standoff air attack, and he moves the Standoff Air Attack marker one space down on his Information Record Track. A stack of F-14's makes only one standoff air attack.
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The F-14's are automatically the attackers in the ensuing air combat, and the air combat ratio is determined normally. All die roll modifiers apply.
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The Allied player rolls the die and checks the Air Combat Table for the correct intensity level.
• If communist air units intercept Allied air units and the air combat calls for any step losses or a "return" result for the communist units, the escorting F-14's successfully force the communist units to break off their attack. Any step losses or "return" results for the Allied units are ignored and the stack continues its mission.
• If F-14's obtain any step losses or a "return" result when intercepting communist air units, only the communist units are affected. The Communist player can take enhanced losses to continue a mission. Any step losses for the F-14's are ignored.
• If communist air units intercept Allied air units and the air combat calls for step losses or a "return'. result only for the US units, the F-14's air-to-air missiles were ineffective and the communist aircraft were able to inflict damages. Step losses are applied normally to US units. The Allied player can take enhanced losses to continue a mission.
• If F-14's intercept communist air units and receive step losses without affecting the communist units, the F-14's must take the step losses. The communist units can continue their mission. In effect, if the communist air units suffer any negative effect from the air combat (step losses or a "return" result), only their units are affected. If the communist units suffer no negative effect, then the US units must take step losses or abort their mission as required by the combat result. Note: On a result of "Or," the affected player takes one step loss if he wishes to continue his mission. EXAMPLE: The Allied player launches an Alpha Strike against Masaya with all air units from the Pacific Holding Box. When the units enter the first coast hex in Nicaragua, the Communist player launches an Interception mission with four M-19 units from Punta Huete. The Allied player declares that the two F-14's will act as escorts. Since the combined Air Combat Value of the F-14's is 16 versus 8 for the M-19's, the Allied player does not declare a standoff air attack. The combat is resolved normally, and the M-19's suffer two step losses and return to Punta Huete. When the US units enter the next hex, the Communist player announces another Interception mission from Punta Huete composed of four Cuban M-23's. This time the intercepting M-23's have an Air Combat Value of 16, and so the Allied player announces a standoff air attack. He immediately moves the marker one space down on his Information Record Track. The F-14's are the attackers, and the final die roll modifier is a +1 for the Allied player (for the EA-6 EW unit; the AWACS and Masaya modifiers cancel each other). The combat is resolved on the "1 to 1" column of the medium intensity Air Combat Table (10 air units are involved). The Allied player rolls a 3, which is modified to 4. The table calls for a result of "111r." The M-27's take one step loss and return to Punta Huete. The Allied player can ignore the result calling for one step loss, since he performed a standoff air attack and the communist air units suffered a negative result. If the US air units are intercepted again, the Allied player cannot declare another standoff air attack since he is allowed to make only one such attack per mission.
US SPECIAL MUNITIONS
The Allied player can have US air units use special munitions to enhance Bombardment Strike and Close Air Support missions. There are three types of US special munitions: smart bombs, incendiary bombs, and cluster bombs. This option should be used in conjunction with US Command Restrictions (see 18.9). A scenario will indicate how many of each type of US special munitions the Allied player receives. The Allied player places the three special munitions markers (Smart Bombs, Incendiary Bombs, and Cluster Bombs) on the his Information Record Track in the boxes corresponding to the number of each munitions in the scenario. As a form of munitions is used, the correct marker is moved down one box. When a marker reaches the "0" box, the Allied player can no longer use that type of special munitions. If a stack of air units uses a type of special munitions, the corresponding marker is moved down one box. Only one type of special munitions can be used in a given air mission. Thus, a stack of US air units that uses special munitions can use only one type (for example, a cluster bomb attack cannot be combined with a smart bomb attack). US air units cannot combine special munitions with a standoff air attack on Bombardment Strike or Close Air Support missions; US F-14's can use a standoff air attack when escorting other US Navy air units that will use special munitions. US air units stacked with Allied air units can employ special munitions.
PROCEDURE:
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When the Allied player activates a US air unit or stack, he does not have to indicate that his air unit(s) will use special munitions.
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As the Air Mission marker moves across the map, it is subject to communist Interception missions and air defense attacks.
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If his air units are intercepted, the Allied player declares either that he is using special munitions and which type he is using or that no special munitions are being used. If he declares that special munitions are being used, he immediately moves the appropriate marker down one box on the Information Record Track. He does not have to declare the target of his attack. The interception and all subsequent ones are resolved normally. If the Allied player has declared he is using special munitions and his air units are not forced to abort their mission, he can use the special munitions when his units reach the hex where the attack will be made. If he declares his units are not using special munitions and they reach the target hex, he cannot use special munitions when resolving the attack. If the US units are intercepted and abort their mission after the Allied player declared they were using special munitions, his units return to air facilities or a Holding Box normally. He does not get back the special munitions point he spent, however (the US units were forced to dump their munitions). The Allied player can take enhanced losses to continue a mission.
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If the US air units are not intercepted, the Allied player can declare that he is using special munitions and which kind will be used when the Air Mission marker reaches the hex where the attack will be made. He moves the appropriate marker one box down on the Information Record Track.
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Once the mission is completed or when the air units are forced to abort, they return to air facilities or a Holding Box and are placed in the "Used' space. When used in Bombardment Strike missions, smart bombs give the following positive die roll modifiers when resolving the bombardment:
RESTRICTIONS:
DIE ROLL
MODIFIER TARGET OF BOMBARDMENT
• Special munitions can be used by US air units only.
• US air units must have a Bombardment Value of 1 or more to employ special munitions.
• Special munitions can be used in Bombardment Strike and offensive Close Air Support missions. A stack of US air units performing a combined Bombardment Strike/Close Air Support mission in the same hex must use the same type of special munitions.
• Special munitions cannot be used in Interception, Escort, Aerial Counterinsurgency, Ground Combat Support missions or in defensive US Marine Close Air Support missions. +2: + 2: + 2: + 1: + 1: + 1: US Smart Bombs Smart Bombs: US air units employing smart bombs can attack a target from a hex adjacent to the target hex. Because the units do not enter the target hex, they cannot be attacked by air defense units in the hex. The air units can be attacked by communist Interception missions while they move, but not by air units in a target hex that is outside of an EW air unit's or Masaya's detection range. When used in an offensive Close Air Support mission, smart bombs provide a one-column shift to the right when resolving ground combat against communist units. This shift is in addition to the positive die roll applied for the Bombardment Points in the attack. Masaya Bridge Non-mobile SAM or AA unit Airport or airstrip Road Tank unit (on a road, but not in city, town, village, or port hex) US Incend Bombs Incendiary Bombs: Air units employing incendiary bombs must be in the same hex as the target. These air units can be attacked by communist air defense and Interception missions. Incendiary bombs give the Allied player a +2 die roll modifier when used in a Bombardment Strike mission against a communist ground unit (on the Ground Unit Bombardment Table). When used in an offensive Close Air Support mission, they provide the Allied player with a two-column shift to the right when resolving ground combat against communist ground units in addition to the positive die roll modifier for the Bombardment Points applied in the hex. Incendiary bombs cannot be used in the following hexes inside Allied countries: cities, ports, and towns. They cannot be used in unoccupied road hexes in Allied countries during the first three turns of a scenario; if a communist regular ground unit (not insurgency unit) occupies a road hex in an Allied country, incendiary bombs can be used against it. US B-52 air units can use incendiary bombs, but not smart bombs or cluster bombs. US Clustr Bombs Cluster Bombs: Air units employing cluster bombs must be in the same hex as the target. The air units can be attacked by communist air defense attacks and Interception missions. Cluster bombs give the following die roll modifiers when used in Bombardment Strike missions resolved on the Terrain Feature Bombardment Table:
DIE ROLL
MODIFIER TARGET OF BOMBARDMENT
EXAMPLE OF US SMART BOMBS: The Allied player launches an Alpha Strike air mission from the Pacific Holding Box to attack Masaya. The US units are detected and an Interception mission is declared; the Allied player announces that he plans to use smart bombs during the mission (if he does not declare this now, he cannot use smart bombs later). He immediately expends one Smart Bombs point. The F-14's use a standoff air attack and defeat the communist mission. The Allied player moves the Standoff Air Attack marker down one box on the Information Record Track (it cannot perform another standoff attack for the rest of the mission). A second communist interception is also repulsed. When the Allied Air Mission marker reaches hex 2121, the Allied player can use smart bombs against Masaya. (He does not have to move his units into Masaya and subject them to an air defense attack.) The combined Bombardment Value of the two F-18's and the A-6 is 8. The Allied player rolls the die, obtaining a 4. The final die roll modifier is a +2 (for the smart bombs against Masaya. The modified die roll is a 6. Checking the Terrain Feature Bombardment Table under the "8-12" column for Masaya, the result is "D/A2/M." Masaya is damaged, and a Damage marker is placed in the hex. Note that if the US air units are not intercepted, the Allied player does not have to declare his use of smart bombs until the Air Mission marker reaches hex 2121. + 3: + 2: Road Airport or airstrip When used during a Close Air Support mission, cluster bombs increase by 1 the Bombardment Value targeted against the stack of communist units (up to a maximum of 3). Thus, if the Allied air units had 2 Bombardment Points in their stack, cluster bombs would give it a value of 3 (if the stack already had a Bombardment Value of 3, the cluster bombs would provide no additional point). Cluster bombs do not provide a column shift for the Allied player.
RESTRICTIONS:
The Allied player is restricted in the use of cluster bombs as follows:
• They can never be used in hexes containing cities.
• They can never be used in hexes in Allied countries containing cities, ports, and towns. They cannot be used in unoccupied road hexes in Allied countries during the first three turns of a scenario; if a communist regular ground unit (not insurgency unit) occupies a road hex in an Allied country, they can be used against the unit.
• In offensive Close Air Support missions, they can never be used in hexes containing ports or towns. EXAMPLE: The Allied player performs a Close Air Support mission with a half-strength USA-10 (Bombardment Value of 2"B") against two 2-3-4 Nicaraguan infantry brigades in 1611. He plans to attack these units with US ground units during his Ground Combat Phase. The A-10 reaches 1611 without being intercepted, and the Allied player announces that he will use cluster bombs in the mission. He immediately moves the Cluster Bomb marker one box down on his Information Record Track. The cluster bombs increase the Bombardment Value of the A-10 by 1 (from 2 to 3). He places a +3 Close Air Support marker on the FSLN brigades. The A-10 returns to an air facility after the mission.
18.8 Chemical Warfare
There are two types of chemical attacks available to the Communist player: Persistent and Non-Persistent Chemical Weapons. A scenario will indicate the number, if any, of each type of chemical weapon the Communist player receives. The chemical warfare markers (Persistent and Non-Persistent) are placed on the Information Record Track in boxes corresponding to the number of each chemical weapon listed in scenario. As a form of chemical weapon is used, the Communist player moves the appropriate marker one box down on the track. When the marker reaches the "0" box, no more attacks of that type can be performed for the rest of the game. A unit employing chemical weapons must be in supply. Chemical weapons cannot be used in cities, town, villages, or ports inside Nicaragua. The use of chemical weapons by the Communist player has a significant effect on US Command Restrictions (18.9) and should be used in conjunction with that rule.
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PERSISTENT CHEMICAL WEAPONS
Persistent chemical weapons can be used by Cuban and Soviet ground units and by Nicaraguan artillery units. One of these units can use persistent chemical weapon attack against an unoccupied adjacent hex during the Reserve Movement Phase of the Communist player's Ground and Air Stage and up to two attacks during the Ground Combat Phase of the Allied player's Ground and Air Stage. The employment of persistent chemical weapons removes US command restrictions (see 18.9). Communist Reserve Movement Phase: After all communist units possessing Reserve markers have completed reserve movement, the Communist player can have one eligible communist unit place a Persistent Chemical Weapons marker in an adjacent hex. The hex in which the marker is placed cannot be occupied by Allied ground units. The marker remains in the hex throughout the Allied player's Ground and Air Stage and is removed from the map during the End of Turn Stage. The Persistent Chemical Weapons marker has the following effects:
• A unit or stack of Allied (including US) regular ground or insurgency units that enters the hex with the marker must take one step loss.
• All Allied units that enter the hex must expend one Movement Point in addition to the normal movement cost. Design Note: Even though US troops have protective suits against chemical weapons, they would be extremely cumbersome in such a hot climate and in such difficult terrain. Allied Ground Combat Phase: If a unit or stack capable of chemical warfare is forced to retreat, the Communist player can immediately announce that it is using persistent chemical weapons. A Persistent Chemical Weapons marker is placed in the hex from which the unit or stack retreated. No Allied unit can pursue into the hex containing the marker. A maximum of two units or stacks can use persistent chemical weapons in a turn when retreating after combat; persistent chemical weapons cannot be used during the Communist Ground Combat Phase. The markers are removed during the End of Turn Stage.
NON•PERSISTENT CHEMICAL WEAPONS
The Communist player can use Nicaraguan artillery units to deliver non-persistent chemical weapons against adjacent Allied units; non-persistent weapons can never be used against stacks containing US ground units. Non-persistent chemical weapons are used during the Communist player's Ground Combat Phase. A maximum of one attack can be made in a turn.
PROCEDURE:
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The Communist player selects one Nicaraguan artillery unit to use in the attack.
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He indicates which hex will be subjected to the attack.
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He rolls the die and consults the Persistent Chemical Weapons Table to determine the effects of the attack. No modifier is applied to the die roll. Step losses are immediately applied to the Allied units.
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The unit that performed the attack cannot participate in any other ground combat. The Allied unit or stack that was attacked can be ignored by the Communist player when resolving other ground combats; the unit can be attacked if the Communist player wishes. The Allied unit or stack loses its ZOC for the rest of the turn (place a No ZOC marker on the unit). The Allied player can reduce one step loss by retreating the affected unit or stack two hexes. Repercussions of Non-Persistent Chemical Weapons: If the FDN or ARDE units were attacked by the weapons, there are no repercussions and US Command Restrictions remain in effect. If the attack was made on any other Allied units, US Command Restrictions are immediately lifted. If the US Special Munitions and Chemical Warfare rules are being used, US command restrictions must also be used. The Allied player is initially restricted by political considerations in the use of air units and special munitions. US command restrictions are in effect until a Nicaraguan unit conducts a non-persistent chemical weapons attack against any Allied unit (except FDN or ARDE units) or a persistent chemical weapon attack. Once such an attack has been made, the Allied player is freed from the command restrictions.
US COMMAND RESTRICTIONS:
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US B-52 air units cannot perform Bombardment Strike missions in hexes that contain cities, towns, villages, or ports. They cannot perform Bombardment Strikes against unoccupied road hexes in Allied countries.
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US air units cannot perform Bombardment Strike missions in unoccupied road hexes in Allied countries during the first three turns of a scenario (refugees are clogging the roads).
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US air units cannot use incendiary bombs against hexes in an Allied country that contain the following features: city, port, or town. They cannot be used in unoccupied road hexes in Allied countries during the first three turns of a scenario.
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US air units cannot use cluster bombs against any hex containing a city nor can they be used in hexes in an Allied country that contain a port or town. During the first three turns of a scenario, they cannot be used against unoccupied road hexes in an Allied country.
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If a communist regular ground unit or stack occupies a road hex in an Allied country during the first three turns of a scenario, it can be subjected to Bombardment Strikes by all US air units; cluster bombs and incendiary bombs can be used against the occupied road hex.