Cold War Battles: Budapest '56 & Angola '87
Cold War Battles: Budapest ’56 & Angola ‘87 Rulebook
Table of Contents
Table of Contents
- Terrain Effects Chart Errata
- 1.0 INTRODUCTION
- 2.0 COMPONENTS
- 3.0 SETTING UP
- 4.0 SEQUENCE OF PLAY
- 5.0 RANDOM EVENTS
- 6.0 REINFORCEMENTS
- 7.0 MOVEMENT & STACKING
- 8.0 ZONES OF CONTROL
- 9.0 ADJACENT COMBAT
- 10.0 RANGED COMBAT
- 11.0 SUPPRESSION
- 12.0 AIRPOWER
- 13.0 AIR MOBILITY
- 14.0 UNTRIED UNITS
- 15.0 VICTORY CONDITIONS
- 16.0 BUDAPEST ’56 SET UP & SPECIAL RULES
- 16.1 Players & Sides
- 16.2 Game Scales
- 16.3 Soviet VP for Elimination of Enemy Units
- 16.4 Soviet VP for Occupation of Hexes
- 16.5 Hungarian VP for Elimination of Enemy Units
- 16.6 Hungarian VP for Occupation of Hexes
- 16.7 Other Hungarian VP
- 16.8 VP Strictures
- 16.9 Quick Game
- 16.10 Hungarian Commands & Strictures
- 16.11 Hungarian Initial Forces
- 17.0 ANGOLA ’87 SET UP & SPECIAL RULES
- 17.1 Players & Sides
- 17.2 Game Scale
- 17.4 Communist VP for Occupying Hexes
- 17.5 South African VP for Eliminating Enemy Units
- 17.6 South African VP for Occupying Hexes
- 17.8 Communist Commands
- 17.9 Communist Initial Deployment
- 17.10 Communist Reinforcements
- 17.11 Communist Airpower
- 17.12 Optional Communist Reinforcements
- 17.13 Soviet Communications Unit
- 18.0 CHARTS & TABLES
- 18.1 CWB Terrain Effects Chart
- 18.2 CWB Assault Combat Results Table
- 18.3 CWB Mobile Combat Results Table
- 18.4 CWB Angola Airpower Generation Table
- 18.5 CWB Angola Random Events Chart
- 18.6 CWB Budapest Random Events Chart
- Angola Turn Record Track (from the Charts sheet)
- Budapest Turn Record Track (from the Charts sheet)
- Optional Rules
- 19.0 PARATROOPER OPERATIONS
- 20.0 RECON
- 21.0 SCREENING
- 22.0 SPECIAL FORCES & GUERRILLAS
- 23.0 FIRE CONTROL
Terrain Effects Chart Errata
The Terrain Effects Chart: "Town/Base" should be "Town or Airfield."
The lake hexsides on the Angola map west of Cariango are treated as minor river hexsides.
Add “Cliff”: Ground movement and combat is prohibited across cliff hexsides. ZOC don’t extend across. Bombardment isn’t affected.
1.0 INTRODUCTION
Cold War Battles (CWB) presents an operational simulation of campaigns that were fought–or could have been fought–during that long period of military history, 1945-89. The playing pieces represent the actual units that participated, or could have participated, in those fights. The maps represent the terrain over which those units fought or could have fought.
Two games are included in this issue: Budapest ’56, covering the ill-fated rebellion in the Hungarian capital late in that year; and Angola ’87, the clash between Cuban and South African forces during 1987 and 1988.
There are two players in each game. In B’56 one player controls the Hungarian rebels and possible NATO reinforcements, the other commands the units of the Warsaw Pact. In A’87 one player controls the South Africans and their UNITA allies, the other runs the Cuban and MPLA forces. Both games use a main body of shared rules, and each also has its own special instructions (see sections 16.0 and 17.0).
Certain rules are designated as optional. That means the players may utilize them, or not, at their own discretion. Optional rules add additional complexity, realism and playing time.
2.0 COMPONENTS
2.1 The Map shows the battle area. A hexagonal grid has been superimposed over the terrain features on the mapsheet in order to regularize the movement and positioning of the playing pieces. The hexagons are called “hexes” in the game rules.
2.2 Charts & Tables
The Terrain Effects Chart (see 18.1) provides information about the effects of terrain on movement and combat.
There are two combat results tables (CRT), Mobile and Assault (see 18.2 & 18.3), used to resolve combat
The Turn Record Track, printed on the mapsheet, indicates the current game turn.
The Victory Point Index, also on the mapsheet, provides a record of current victory point levels.
2.3 The Playing Pieces
The cardboard pieces represent the military units that took part in the original campaigns. The numbers and symbols on the pieces quantify combat strengths and movement capabilities, and also indicate the types of units. The playing pieces are referred to as “units” for military forces, and “markers” for informational pieces.
2.4 How to Read Units
Non-Artillery Ground Unit
Artillery Unit
Note: A “U” range means unlimited range; it may fire anywhere on the map.
2.5 Untried Unit Status.
Most units are backprinted with a “?” and their movement allowance. This is explained in rules section 14.0.
2.6 Unit Types
There are two general types of units: maneuver (non-artillery) and artillery. Maneuver units are those with attack-defense-movement factors. Artillery units are those with barrage-FPF-range/defense-movement factors. In addition, certain units are mechanized: all units that have the oval armor symbol by itself or overlaid on another unit-type symbol (for example, self-propelled artillery).
The unit shown as Recon (Wheeled) is actually motorized infantry (cross-country vehicles). The unit shown as Motorized Infantry (cross-country vehicles) is actually recon/armored cavalry. The unit shown as Anti-Tank Missile is actually surface-to-surface missile (SSM).
2.7 Unit Sizes
••• = platoon or section
I = company or troop/battery
X = brigade
II = battalion or squadron
XX = division headquarters
III = regiment
[ ] = task force or battlegroup
2.8 Unit Designations
Units may be identified by a single number or a two part designation. In two part designations, the number to the right is the unit’s superior formation. That superior formation may be either a battalion for companies, or a regiment, brigade or division for battalions.
2.9 Nationalities & Unit Colors
Budapest ’56: Hungarian Side
Hungarian Rebels: black on gray
Hungarian Army: white on green
NATO/US: white on olive drab
Budapest ’56: Soviet Side
2nd Guards Division: black on red
33rd Guards Division: black on orange
128th Guards Division: black on yellow
Special Corps: red on white
Angola ’87: South African Side
South African Defense Force: white on black
UNITA: white on leaf-green
Angola ’87: Communist Side
Cuban, East German & Soviet: gold on red
MPLA: black on red
2.10 Air Units have no strengths printed on them. They are each worth one point for combat or transport, depending on how they are used.
TAC (tactical) airstrike
SAC (strategic air command) airstrike
Helicopter gunship
Helicopter transport
2.11 Game Scales are given in the scenario rules.
2.12 Parts Inventory. A complete game of CWB should include the following parts: a 34x22” mapsheet, a rules folder and a set of die-cut unit-counters. Players will also need to provide themselves with a six-sided die.
3.0 SETTING UP
3.1 The map should be set up between the players. Players then determine which side each will command. Next, if the game hasn’t been played before, they should punch out the counters from the unit-counter sheet.
3.2 The players consult their initial deployment instructions in the scenario special rules sections. They tell which units are deployed on the map at the start of play. Units may be assigned specific set up hexes, or the players may be instructed to choose set up hexes for their units within certain areas of the map. After all units in the initial deployment have been set up, remaining units should be placed aside and brought into play according to the reinforcement schedule.
3.3 The scenario rules indicate which player is the first player, that is, who moves first each game turn. The scenario victory conditions also tell how the game is won. Play proceeds according to the sequence of play (see section 4.0) for the number of game turns specified by the scenario rules or until one player capitulates, whichever comes first.
4.0 SEQUENCE OF PLAY
4.1 CWB is played in successive game turns, each composed of alternating player turns. During each game turn the players maneuver their units and resolve combat in sequence, according to the following outline and within the limits provided by the rules that follow. At the conclusion of the last game turn, the victory conditions are consulted and the winner determined.
4.2 Game Turns are divided into a “First Player Turn” and a “Second Player Turn.” Each player turn is further divided into a series of segments called “phases.” The player whose turn is currently in progress is termed the “phasing player”; the other player is the “non-phasing player.” The scenario rules designate who is the first player and who is the second player.
4.3 Game Turn Outline
I. RANDOM EVENTS PHASE. Roll on the scenario Random Event Table once each complete game turn and immediately apply the result.
II. FIRST PLAYER TURN
A. Reinforcement Phase. The first player places any of his side’s reinforcements due to appear on the map this turn.
B. Movement Phase. The first player may move all, some or none of his units, as he desires, within the limits of the rules.
C. Combat Phase. The first player uses his units to attack the non-phasing player’s units.
D. Recovery Phase. The first player removes all suppressed markers from his units.
III. SECOND PLAYER TURN
(The second player exchanges roles with the first player, and goes through all the steps outlined above.)
IV. GAME TURN RECORD INTER-PHASE. Advance the turn marker to the next box on the track. If this is the last turn of the scenario, the game comes to an end and victory is determined.
4.4 Note that during every first player turn, the first player is the phasing player and the second player is the non-phasing player. Conversely, during the second player turn, the second player is the phasing player and the first player is the non-phasing player.
5.0 RANDOM EVENTS
5.1 Random Events include the numerous friction elements of war that degrade or enhance an army’s capabilities, as well as political events that impact the battlefield. Each scenario has its own random events. During the Random Events Phase of Game Turn 2 and after, the players must check the scenario’s Random Events Table. Always skip that check during first game turn of all scenarios.
5.2 Roll a die, and then read that corresponding result from the appropriate scenario Random Events Table (see 18.5 & 18.6). The first player should roll on odd game turns; the second player should roll on even game turns. Results may apply to one or both players, regardless of who rolled the die. Note that random events are checked only once per game turn, not once per player turn.
5.3 Unless otherwise specified, an individual event may take place more than once per game (that is, each time the event is rolled).
6.0 REINFORCEMENTS
6.1 Players may receive additional units during the course of a game. Those units are called reinforcements. Reinforcements appear in the owning player’s reinforcement phase on the game turn indicated by the scenario.
6.2 During your reinforcement phases, you may place on the map any reinforcements indicated as arriving for your side. Units are usually placed in map edge hexes. Placing units does not cost any movement points.
6.3 Reinforcements must be entered in accordance with normal stacking restrictions. They may not be placed in a hex containing enemy units, though they may be placed in enemy zones of control. Once on the map, reinforcements are treated exactly as the other previously deployed units in your army.
6.4 Airmobile & Airborne Entry
Airmobile and airborne units may enter the map using airmobile and airborne movement. In those cases, don’t place them during the reinforcement phase. Instead, wait until the movement phase of that same player turn and then move them onto the map using the appropriate form of aerial movement. Alternatively, such units may enter during the reinforcement phase by being placed in regular overland-entry hexes.
6.5 Air point counters should simply be placed off to the side, but within easy reach, when generated (see section 12.0).
6.6 Restrictions
If, and only if, all scheduled entry hexes are blocked by the occupation of enemy units, blocked reinforcements may enter via the unblocked map edge hex nearest to the scheduled hex. A player may deliberately withhold reinforcements from game turn to game turn, bringing them into play on some later turn(s). Note, the opposite isn’t true. That is, the arrival of reinforcements may never be accelerated ahead of their scheduled turn.
6.7 Contingency Reinforcements
A scenario may state that a unit may arrive as a “contingency reinforcement.” Contingency reinforcements are units that either cost the player victory points to bring into play on the map, or that appear as the result of some triggering game event.
7.0 MOVEMENT & STACKING
7.1 During your movement phases, you may move as many or as few of your units as you desire (and as battlefield circumstances permit). Units may be moved in any direction or combination of directions within the overall pattern of the hex-field overprinted across the map.
7.2 Units are moved one at a time, tracing a path of contiguous hexes across the hex grid. As each unit enters a hex, it pays one or more movement points (MP) from its movement factor (MF).
7.3 Restrictions & Prohibitions
Movement may never take place out of sequence. A player’s units may generally be moved only during his own movement phase. Advances and retreats after combat are not considered part of regular movement and therefore don’t consume MP. A unit may never expend more MP during a given movement phase than it has available. (Though note that road and trail movement may effectively double a unit’s MF).
A unit may expend all, some, or none of its movement points in any one player turn, but unused movement points may not be accumulated from turn to turn or phase to phase, nor may they be transferred, loaned or given from one unit to another. Once a unit has been moved and the player’s hand taken from the piece, it may not be moved again during that phase unless the opposing player graciously permits it.
7.4 Minimum Movement Guarantee
All units may generally move a minimum of one hex per movement phase by expending all their MF to do so, no matter the exact number of MP that would otherwise be required to make that move. Exceptions: units may never move directly from one enemy zone of control to another, nor may they enter an enemy occupied hex, nor may they enter terrain forbidden to them.
7.5 Zones of Control
Enemy zones of control affect movement; see rules section 8.0 for details.
7.6 Terrain Effects on Movement
A unit must expend one movement point to enter a clear terrain hex. To enter some other types of hexes, a unit must expend more than one movement point. When the TEC calls for a movement point expenditure to cross a hexside terrain or water barrier, that cost is in addition to the terrain cost for entering the hex.
7.7 A unit that moves from a road or trail hex directly into an adjacent road or trail hex via a hexside crossed by that road or trail expends only half a movement point (0.5) to do so, regardless of other terrains involved. (Exception: the trail bonus is lost in the A’87 game during Monsoon game turns.)
7.8 Stacking is the term used to describe having more than one unit in the same hex at the same time. Each scenario has its own stacking limits. That limit is the maximum number of units you may have in a hex at the end of any phase. Friendly units may move through hexes occupied by other friendly units at no extra movement point cost; they may not end any phase over-stacked. If for any reason the stacking limit is violated in any hex(es) at the end of any phase, the player owning the violating units must eliminate the excess (which do count for victory points).
7.9 Budapest ‘56 Stacking
Both players may stack units two high in clear and/or square hexes, but only one unit may be stacked in all other types of hexes. A hex is considered to be clear terrain if it is made up predominantly of that kind of terrain and contains no objective or stadium icons.
7.10 Angola ’87 Stacking
Both players may stack units up to three high in airfields, two in village hexes, two in trail hexes, but only one unit may be stacked in all other types of hexes.
7.11 Stacking limits don’t apply to air units and game markers.
7.12 Friendly ground units may never enter hexes containing an enemy ground unit(s).
8.0 ZONES OF CONTROL
8.1 The six hexes immediately surrounding a unit’s hex constitute that unit’s zone of control (ZOC). Units must cease movement for that phase when they first enter an enemy ZOC, and are then obliged to attack during the subsequent combat phase.
8.2 Extent of ZOC
All combat effective land units exert a ZOC at all times, regardless of the phase, player turn or game turn being played. The projection of ZOC is never negated by other units, enemy or friendly. Air units and suppressed units don’t exert ZOC.
8.3 In general, ZOC extend into and out of all types of terrain and across all types of hexsides. The only exception in these two games is that in Budapest ‘56 ZOC don’t extend into objective hexes (out of, yes, just not into).
8.4 Multiple ZOC
Both friendly and enemy units may project ZOC into the same hex. There is no additional effect if more than one unit projects a ZOC into the same hex.
8.5 Effect on Movement
Units must halt their movement for that phase when first entering any enemy ZOC; otherwise, there is no additional MP cost that need be paid in order to enter an enemy ZOC.
8.6 Effects on Combat
You must attack all enemy units that exert ZOC on your units during the combat phase of each of your player turns. All friendly units in enemy ZOC must attack some enemy unit.
8.7 Units that retreat after combat into an enemy ZOC are eliminated (see 9.16 & 9.17).
8.8 Units may advance after combat into and/or through ZOC. Enemy ZOC never affect advances after combat; see 9.19 & 9.20.
8.9 Exiting Enemy ZOC
Units may move out of enemy ZOC only if they: 1) make a retreat or advance after combat; or 2) if they disengage.
8.10 Disengagement
All units may employ disengagement to move out of an enemy ZOC. To disengage, a unit starts its movement in an enemy ZOC and moves normally, with the following prohibitions: 1) the disengaging unit’s movement allowance is cut in half that phase; 2) disengaging units may not move directly from one enemy ZOC to another; and 3) a disengaging unit may generally not enter another enemy ZOC in the same movement phase (it may do so in later phases). Restriction three doesn’t apply in Angola ‘87.
9.0 ADJACENT COMBAT
9.1 There are two types of combat in CWB, adjacent and ranged. Adjacent combat is between opposing units in adjacent hexes and is (usually) mandatory. Ranged combat occurs when artillery and/or air units attack units that aren’t directly adjacent to them, and such ranged combat is always conducted at the attacker’s option. The phasing player is termed the attacker; the non-phasing player is the defender, regardless of the general situation across the map. Ranged combat is explained in section 10.0.
9.2 Adjacent Combat Procedure
For each specific attack go through the following nine steps.
-
The phasing player chooses the CRT on which the combat will be resolved, either Mobile or Assault.
-
The phasing player states the number and strength of his attacking ground units.
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The phasing player allocates any barrage strength from artillery units and/or airstrike markers.
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The non-phasing player allocates any final protective fire strength from non-adjacent artillery units and/or airstrikes, but this may be done only if the defending unit(s) is being attacked by at least one adjacent enemy unit.
-
Players calculate the “combat differential” the total attacking strength minus the total defending strength. That result is the combat differential, expressed as either a positive (+) or negative number (-) or zero.
-
Consult the previously chosen CRT under the appropriate differential column. Make any adjustments for terrain and suppression.
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The attacker rolls a die and cross indexes that result within the appropriate differential column. The indicated combat result is immediately applied.
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Conduct any retreats.
-
Conduct any advances.
9.3 Restrictions & Requirements
The attacker may resolve all his combats in any order he desires. All phasing units in an enemy ZOC must attack. All non-phasing units in the ZOC of one or more phasing units must be attacked. The phasing player may choose which attacking units will attack which defending units, as long as the previous stricture is observed.
A defending unit may be attacked from as many as six adjacent hexes, with possible artillery support and airstrikes added in. No unit may attack or be attacked more than once per combat phase.
Units with a range allowance may attack non-adjacent units; see section 10.0.
The phasing player should declare which of his units adjacent to enemy units will be attacking which defending units at the beginning of each combat to ensure all adjacent units are in fact being attacked. Close support and final protective fires should also be declared at the start of each attack, the attacking player always declaring first.
9.4 Zero Combat Factor Units
Units with an attack factor of zero attack normally, using a strength of zero. In the event of “Ex” or “Ax” results, all involved adjacent-attacking units with an attack factor of zero are eliminated. For example, a unit with an attack factor of “0” attacks a unit with a defense factor of “3.” The combat differential would be “-3.” This rule doesn’t apply to artillery and helicopter units, which attack adjacent units with their barrage strength.
Units with a zero defense factor are automatically removed from play whenever they’re revealed.
9.5 Multi-Unit & Multi-Hex Combat
If a phasing unit is in the ZOC of more than one enemy unit, it must attack all those enemy units that aren’t engaged by some other attacking unit.
Units in two or more different hexes may combine their combat strengths and attack a single hex provided all the attacking units are adjacent to all the defending units. Attacks may potentially involve any number of attacking or defending units. For an attack to be resolved as a single combat, however, all the attacking units must be adjacent to all the defending units, with the possible further addition of ranged barraging artillery and helicopters.
9.6 Diversionary Attacks
In making a series of attacks, a player may allocate his attacking units so some attacks are made at poor differentials while other attacks are made at more advantageous differentials.
9.7 The phasing player may never choose to reduce the differential of any given attack. That is, he may never make an attack at a lower differential than determined in 9.2.
9.8 A bombardment counts as an attack; see section 10.0. A player may bombard an enemy unit that’s adjacent to other friendly units in order to free those friendly units from the obligation of attacking the bombarded enemy unit, providing those freed friendly units then do attack at least one other adjacent enemy unit.
9.9 Combat Strength Unity
A given unit’s attack and defense strengths are always unitary. No single unit’s strength may not be divided among different combats, neither on attack nor defense.
9.10 Stacking
If stacking is allowed by a scenario, the following applies to hexes containing more than one unit.
Attacking: units in the same hex may be combined in a single adjacent attack, or they may attack separately into different adjacent enemy occupied hexes.
Defending: units defending the same hex must be attacked as a single combined total; they may not be attacked separately.
9.11 Terrain Effects
Defending units benefit from the terrain in the hex they occupy and/or that hex’s sides. Terrain in hexes occupied by the attacker have no effect on combat. The effect of terrain on combat is reflected by shifting the combat differential to be used to resolve each battle.
Terrain shifts for combat are not cumulative. A defending unit benefits from the single most advantageous terrain shift available to it. When two or more defending units are being attacked in a single combat and they are on two different types of terrain, each having a different combat shift, the entire attack is modified by the terrain in the hex that gives the single most favorable benefit to the defender.
9.12 Hexsides
A unit may receive a shift for defending behind a hexside only if all attacking units are attacking across such a hexside. And the stricture given above limiting terrain shifts to the single best available to the defenders still applies here. That is, the defender doesn’t get one best in-hex terrain shift and one best hexside terrain shift, he gets one or the other, whichever is best.
9.13 CRT Choices
There are two CRTs in CWB, Mobile and Assault. In general, the attacker chooses which CRT will be used in each battle, announcing that choice at the start of each individual attack’s resolution. In both games units defending in town, base, suburban, or urban hexes may never be attacked using the Mobile CRT.
9.14 Adjacent Combat Results.
A1 = All involved attacking units are retreated one hex. The attacking player retreats his units in accordance with the retreat rules. The defender may advance after combat along the retreat path.
A2 = The attacker must first eliminate any one of his involved units. Any remaining units are then retreated two hexes. The attacker retreats his units in accordance with the retreat rules. The defender may choose to advance after combat along the retreat path.
AE = Attacker Eliminated. Eliminate all attacking units. The defender may advance into the attacker’s hex.
BR = Both attacker and defender retreat one hex. The defender retreats first, followed by the attacker. There is no advance after combat. A BR retreat is otherwise treated like a normal retreat result. Note that if a defending unit is surrounded by enemy units or ZOC, it is eliminated, even if the surrounding units then retreat due to the same result. The defender may, at his option, instead declare “Stand fast” when a BR result occurs. In this case, treat the outcome as an EX.
D1, D2, D3, D4 = Defender retreats the indicated number of hexes. The defender retreats his units in accordance with the retreat rules. The attacker may advance after combat along the retreat path.
DE = Defender eliminated. Eliminate all involved defending units. The attacker may advance into the defender’s hex.
EX = Exchange. All of the defender’s involved units are eliminated, then an equal or greater number of the attacker’s strength points are lost. The attacker may advance after combat into the defender’s hex. Non-adjacent artillery or helicopter units and airstrikes are not affected, nor are their strengths added to the total to be lost.
AX = Attacker Exchange. All involved defending units are retreated one hex, then a number of involved attacking strength points equal to or greater than the defense strength of the defending unit(s) are eliminated. The attacker may then advance into the defender’s hex.
9.15 Artillery & Air Bombardment Combat Results Explanations
(Used when artillery and/or air points attack by themselves.)
DE: eliminate one defending unit; suppress all others in that hex (see section 11.0). EX and DX results also cause these effects.
D2, D3, D4: suppress all defending units. Already suppressed units retreat one hex.
D1: all defending units retreat one hex.
All other results: no effect.
9.15 & 11.3 Suppression Effects. Units with a "0" movement factor never retreat due to suppression results (that is, they remain in place).
9.16 Retreat After Combat
When the combat results requires a player’s unit(s) be retreated, the owning player must immediately move those units the indicated number of hexes away from their position. Retreat after combat is not normal movement; retreating units don’t pay any movement point costs from their MF in order to make retreats.
9.17 Retreat Strictures
Retreat is subject to the following restrictions, and if a unit is unable to retreat within these restrictions it’s eliminated in place. If a unit is forced to retreat into an enemy ZOC or enemy occupied hex, it is eliminated in that hex. Units may, however, retreat into hexes containing enemy air point markers. Units may not retreat off the map, nor may retreating units cross prohibited hexsides (see the TEC).
Whenever possible, retreating units must retreat into and through vacant hexes. If no other route is available, retreating units may move through friendly occupied hexes. If the final hex in the retreat path is occupied to the level the retreating unit’s arrival would cause it to be over-stacked, the retreating unit retreats an additional hex(es) until it reaches a hex in which it can stack within given limits. Within those strictures it’s not necessary for a player to favor any given compass direction over any other when making his retreats after combat.
In all cases, retreating units must end their retreat the indicated number of hexes away from their former combat position (or further if the last hex would be overstacked). No given hex may be entered more than once during any given retreat after combat. Retreats should be conducted in as straight a line of hexes as possible. If more than one retreat path is available that seemingly equally satisfy the strictures given above, then the player who owns the retreating units may choose between/among them.
If a retreating unit can’t retreat the called for number of hexes, and can retreat only a portion of the number of the called for hexes, it is eliminated in the last hex into which it was able to retreat. In such cases, the retreat path terminates in the hex in which a unit was eliminated.
Units may retreat into and through friendly units in excess of the stacking limit; however, a unit may not end its retreat in excess of the stacking limit. If that happens, the retreating unit is eliminated in the last hex into which it could retreat.
9.18 Zero Movement Factor units
Units with a movement factors of zero (0) are eliminated in place if forced to retreat, and they may also never advance after combat.
9.19 Advance After Combat
All maneuver units may advance after combat if called for by the combat result. Note that may be either the attacker or the defender. Whenever an enemy unit is forced to retreat as a result of combat it will usually leave a path of vacant hexes behind it called the retreat path
9.20 Retreat Paths
Any or all friendly victorious units that participated in the combat and were adjacent to the retreated unit are allowed to advance along the enemy retreat path. If a unit is eliminated in a hex, then the victorious units may advance into the hex it formerly occupied (within stacking limits). Artillery units may never advance. Also, note that air points are removed the instant their battle is resolved; so they don’t advance.
If a unit is eliminated while retreating, the hex it last occupied is the termination point for its retreat Path.
Advancing victorious units may cease advancing in any hex along the retreat path. They may not violate stacking restrictions at the end of their advance. Advancing victorious units may ignore enemy zones of control.
If a unit retreats into a hex containing a friendly unit then the retreat path terminates in the last hex the retreating unit entered prior to entering the hex with that unit. In relation to this, also note the second paragraph of rule 9.17 above.
9.21 The option to advance after combat must be exercised immediately before any other combat’s resolution is begun. Units are never forced to advance after combat. Advancing units may neither attack nor be attacked again in that phase, even if their advance places them next to enemy units whose battles are yet to be resolved or that weren’t involved in combat.
10.0 RANGED COMBAT
10.1. Artillery units may participate in combat from both adjacent and non-adjacent hexes. Each artillery unit may fire once per player turn. That is, each may fire once during the friendly player turn for bombardment or close support, and once in the enemy player turn for final protective fire.
10.2 Artillery units may employ their strength in three ways.
“Bombardment” takes place when an artillery unit attacks an enemy hex not in conjunction with friendly maneuver units. Bombardment uses the firing artillery unit’s “barrage strength.”
“Close Support” takes place when an artillery unit adds its barrage strength to the attack strength of friendly maneuver units making an adjacent attack. This also uses the firing artillery unit’s “barrage strength.”
“Final Protective Fire” (FPF) takes place when an artillery unit adds its final protective strength to the defense of other friendly units that are themselves defending against an adjacent attack. This uses the unit’s “FPF strength.”
Unlike other units, artillery units have no printed attack factors. Artillery units use their barrage strength when attacking adjacent enemy units. When defending, they use their defense strength.
10.3 Range is counted in numbers of hexes. Range from a firing artillery unit to a targeted hex is counted by including that target hex but not the firing artillery unit’s hex.
10.4 Artillery units are not subject to “line of sight” requirements; they may fire into and/or over any types of terrain, as well as into and through hexes containing friendly or enemy units.
- 5 There needn’t be a friendly unit adjacent to an enemy unit being targeted by a ranged artillery barrage.
10.6 Which Artillery Units May Attack
Artillery units are not required to attack simply because an enemy unit is within their range. Each artillery unit may only attack a single enemy occupied hex when conducting a bombardment.
Bombardment attacks count for purposes of determining which enemy units are attacked in a single combat phase. (So you can use artillery bombardment as “diversionary attacks” against enemy units.) Note, too, you can fire bombardments against enemy units that are adjacent to friendly units without those adjacent friendly units being involved.
Unless otherwise stated in the scenario special rules, there is no limit on the number of artillery units that may fire into a hex. Artillery may also be combined with all types of air strikes, and vice versa; see section 12.0.
10.7 Bombardment takes place when artillery and/or air points attack non-adjacent enemy units and there are no other friendly involved units adjacent to the enemy occupied hex involved in that combat. There may be friendly units adjacent to the enemy, they just can’t be involved in the bombardment. Bombardment only takes place in friendly combat phases.
10.8 Bombardment Procedure
The procedure for resolving bombardments is similar to that for ground combat.
-
Designate the bombarding artillery units and their target hex, which must be within the ranges of all the involved artillery units.
-
Total the number of bombarding strength points.
-
The defense strength of a hex being bombarded is always zero.
-
Make any one normal shift for terrain (if any apply).
-
Resolve the bombardment on the Mobile CRT. Apply the modified results given in 9.15.
10.9 Bombardment is always resolved on the Mobile CRT, even if the terrain in the targeted hex normally precludes mobile attacks or if the attcking force normally cannot use the Mobile CRT.
10.10 When bombarding a hex containing more than one defending unit, resolve the attack individually for each unit. For example, if three bombardment factors are attacking two units defending in clear terrain, the attacker would actually resolve two bombardments, one against each unit, using the “+2,3” column. If those units were instead defending in a hilltop hex, each combat would be shifted one to the left, and resolved using the “+1” column.
10.11 Close Support
Artillery units may attack in concert with friendly units making adjacent attacks against enemy units. To do so, simply add the barrage strength(s) of the artillery to the attack. Close support may take place only in the friendly combat phase. When friendly units are attacking adjacent enemy units in more than one hex, the supporting artillery units need be within range of only one of the defending hexes in order to be able to add their barrage strength to the attack.
10.12 Adjacent Attacks
When an artillery unit is directly adjacent to one or more enemy units, it must participate in an attack against at least one of those adjacent enemy units; it may not use ranged fire. In making that attack the artillery unit uses its barrage strength as its attack factor.
10.13 Final Protective Fire (FPF)
Non-phasing artillery units may use their FPF Strength to supplement the defense strength of friendly units undergoing adjacent attack by enemy ground units. FPF points are added to the defense strength of the unit(s) receiving the FPF before the combat differential is calculated. Your own side’s FPF may take place only in the enemy combat phase. Note FPF may only be used to support friendly units being attacked by adjacent enemy units (which themselves may be receiving close support from artillery of their side). FPF points may not in any way be used to bombard a hex.
10.14 FPF Restrictions
An artillery unit may not fire FPF if: 1) it’s adjacent to an enemy unit; and/or 2) it has been subjected to a combat result that caused it to retreat or be suppressed earlier in that same combat phase.
The fact an artillery unit has merely been the target of a bombardment doesn’t negate its ability to use FPF.
A defending unit receiving FPF must be within range of the artillery unit firing the FPF. Range is counted to the hex occupied by at least one of the involved defending units.
FPF may not be used to supplement the defense strength of friendly units being subjected to simple bombardment.
10.15 Artillery Units Defending
When an artillery unit is attacked, it uses its defense strength, not its FPF. Other artillery units may contribute their FPF to the defense of an artillery unit being attacked by non-barrage combat.
10.16 Terrain Effects on Bombardment
Defending units may still receive a defensive terrain shifts when being attacked by enemy bombardment if they occupy certain types of terrain; see the TEC. Artillery fire doesn’t negate the effects of hexsides when applied as FPF; however, hexsides shifts don’t apply when a defending unit is being attacked by bombardment alone. Note that terrain shifts are always given in terms of combat differential columns. For example, if five factors are attacking two factors defending on a hilltop (“+2,3” column) it is shifted to the “+1” column.
10.17 Combat Results & Artillery
Artillery involved in making or and/or supporting any kind of non-adjacent attacks are not effected by adverse combat results. Artillery attacking enemy units from adjacent hexes are treated as normal maneuver units in such combats and are effected by adverse combat results. Use their barrage strength as their attack factor and for computing EX or AX results. Use their defense strength when defending and for computing EX or AX results.
10.18 Artillery Impact Markers may be used as memory aids to make it easier to recall which artillery units were allocated to which battles. They have no other impact on play unless you’re using optional rules section 23.0.
11.0 SUPPRESSION
11.1 Units are in one of two states; they’re either “combat effective” or “suppressed.” Combat effective units become suppressed due to certain combat results. Suppressed units regain combat effectiveness via “recovery.” All units of both sides always start every scenario in combat effective status unless otherwise specified.
11.2 Certain bombardment results cause suppression; see 9.15. Place a suppression marker on top of affected unit(s). Suppression only occurs in bombardment, not in close support, even if artillery and/or air points are used.
11.3 Suppression Effects
All suppressed units lose their ZOC while suppressed. A suppressed unit has its movement reduced to half its printed allowance (round down all remainders). They retreat normally but may never advance after combat. A unit’s movement may be halved only once; so a suppressed unit that’s disengaging would have its MF halved, not quartered.
A suppressed unit engages in combat normally, but any combat in which there are one or more suppressed units is shifted one in the enemy’s favor (left if you’re attacking, right if defending). If both sides have suppressed units, this effect is negated.
A suppressed artillery unit may not make any kind of ranged combat; it may attack into an adjacent hex.
If an already suppressed unit receives another suppression, it conducts a normal D1 retreat.
Suppressed HQ or communications units can’t provide any bonuses (see scenario rules).
11.3 Suppression Effects. Units with a "0" movement factor never retreat due to suppression results (that is, they remain in place).
11.4 Recovery
A player restores all his suppressed units to combat effective status during his own side’s Recovery Phase. Simply remove all suppressed markers from all friendly units at those times; no die rolling is involved.
12.0 AIRPOWER
12.1 Airpower is represented in the game by markers. There are four types of air markers: TAC (tactical), SAC (strategic), helicopter gunship and helicopter transport.
12.2 Air markers are kept off to the side of the mapsheet until generated. Each air marker may be used for one mission per game turn. Each air marker may potentially be reused each turn according to the scenario rules.
12.3 Airstrikes
TAC, SAC and helicopter gunship markers are used in the same general manner as artillery. They can function as bombardment, close support or FPF within the restrictions given below. Each airpower counter is worth one barrage, close support or FPF point. The following restrictions apply.
TAC may generally function as bombardment, close support and FPF. In Budapest ’56, Soviet TAC may only conduct bombardment. In Angola ’87, Communist TAC may only conduct bombardment.
SAC may function only as bombardment, but see 12.5.
Helicopter gunships may be used as close support and FPF. Helicopter transports have no combat strengths. They are used to give air mobility to certain types of ground units as explained in rules section 13.0.
12.4 Close Support & FPF
Simply add the air points to the ground strength of friendly units as if they were artillery. Both sides may add close support and FPF to the same combat (attacker declares first). In such cases, the air units don’t “dogfight” each other; just add in their strength points. Note that each air point counts as one combat factor, not as one shift to the combat differential column.
12.5 Aerial Bombardment
Air units may attack enemy hexes by themselves in the same manner as artillery bombardment. If TAC units are attacking, use the Mobile CRT. If SAC units are attacking, use the Assault CRT. SAC may not combine in the same attack with the other air types.
12.6 Limits
A player may generally combine any number and type of airstrikes against the same hex during the same phase. They may also be combined with artillery fire.
Budapest ‘56 exception: the Soviet player may use a maximum of three airstrikes against a single hex each turn.
Angola ‘87 exception: the Communist player may use a maximum of one airstrike against a single hex each turn.
12.7 Range
Airstrikes may be used anywhere on the map; they have unlimited range.
12.8 Airstrike markers may be reused each turn; however, unused airstrikes may not be accumulated from turn to turn. For example, a scenario might allocate six TAC airstrikes per turn. The player could therefore use up to six airstrikes each turn. If he used five in one turn, he couldn’t then use seven in the next turn; however, he still could reuse all six in the next turn.
12.9 Each air point may be utilized only once per complete game turn, as either bombardment, close support, or FPF, within the restrictions given above. That is, if you use an airstrike in the friendly player turn, you may not use it again in the enemy player turn as FPF, and vice versa.
12.10 Airstrike markers are never affected by the outcomes of ground combat.
12.11 Airstrikes are not units. They have no zones of control, don’t block the movement or retreat of enemy units, and may not advance after combat.
12.12 Air Defense
TAC and helicopter gunships conducting any mission within two hexes of an enemy air defense unit are affected as follows: their strength is cut in half, rounding down any remainder. That is, two TAC would equal one TAC; one TAC would equal zero TAC. Transport helicopters may not land in hexes within two hexes of enemy air defense units. Suppressed air defense units don’t count for any of the above. SAC are never affected by air defense units.
13.0 AIR MOBILITY
13.1 Airmobile Movement Procedure
Each transport helicopter unit can airmobile move one friendly airmobile-qualified unit per friendly movement phase. To indicate which airmobile-qualified unit is to be moved, anywhere on the map, place the helicopter transport on it. Pick up both units and move them to the desired hex. At the completion of the move, place the helicopter transport counter off to the side.
13.2 Only certain units may use airmobile movement. They are indicated in each scenario’s special rules.
13.3 Airmobile moves may be made across all types of terrain, enemy units and ZOC. Units may not, however, land in an enemy occupied hex or forbidden terrain. Further, the starting and ending hexes of an airmobile move may not be within two hexes of an unsuppressed enemy air defense unit. The moving unit may not otherwise move that turn, though it can perform all other game functions normally.
13.4 Airmobile Evacuation
If an airmobile-qualified land unit receives a retreat result of D1, D2, D3, D4 or A1 or A2 (but not Br) on the CRT in adjacent combat, the owning player may choose to use an available helicopter transport marker to evacuate it. Pick up the retreating unit and make an airmobile move to any hex on the map in the same manner as regular airmobile movement, with the following additional restriction: the unit may not land in a hex in any enemy ZOC. Similarly, a player may do the same for any airmobile-qualified unit that’s received a result allowing it to advance after combat.
13.5 Each helicopter transport may be used only once per complete game turn.
14.0 UNTRIED UNITS
14.1 Certain units are “untried.” They are indicated by a question mark printed on their reverse sides in place of combat factors. When initially deployed on the map, they are placed with their untried side showing.
14.2 Units remain in their untried status until the first time they engage in combat. They are then flipped up after all attacking units have been declared and committed to combat. That also applies to untried artillery units engaging in any kind of ranged or adjacent combat, as well as to units being targeted by ranged combat and/or airstrikes.
14.3 Neither player may examine the hidden side of units. Once an untried unit has been revealed, it remains face up for the remainder of the game.
Design Note: this rule reflects the fact many of the units committed to these battles were unknown quantities. Often commanders had exaggerated ideas about the effectiveness of their armies. On the other hand, some units proved better than expected in combat.
14.4 Zero defense factor units are eliminated when revealed. Zero attack factor units remain in play.
15.0 VICTORY CONDITIONS
15.1 Each scenario has its own particular victory conditions. In general, players accumulate victory points (VP) for fulfilling certain objectives during the course of the game, and for occupying certain terrain features at the end of the game. The player who has more VP at the end of play wins (usually). Players should keep track of their VP on a separate sheet of paper or by using the VP markers and index.
15.2 At the end of the game, the player whose side has fewer VP subtracts his total from his opponent’s total to determine the extent of the victory (if any). In the table below, tactical victories are the least, and strategic victories are the greatest, kind of victory.
Difference in VP Amounts / Game Outcome
| Difference in VP Amounts | Game Outcome |
|---|---|
| 0-9 | Draw |
| 10-19 | Tactical Victory |
| 20-29 | Operational Victory |
| 30 or more | Strategic Victory |
15.4 “Occupation” of objective hexes means the player has a unit physically in the hex at the time called for. Air points and/or markers don’t count.
Scenarios: 16.0 Budapest ’56 and 17.0 Angola ’87 are both a maximum of nine game turns long.
16.0 BUDAPEST ’56 SET UP & SPECIAL RULES
16.1 Players & Sides
There are two players: Soviet (first player), and Hungarian (second player). The Hungarian player sets up first. No Soviet units begin the game in play on the map. Players will find it useful to keep track of the number of objective hexes they occupy on a piece of paper.
16.2 Game Scales
Each hex represents a third of a mile from side to opposite side. Each turn represents one day. Soviet units are battalions (maneuver units) and regiments (artillery and assault guns); Hungarian units are ad hoc groups, and American Pentomic battlegroups.
16.3 Soviet VP for Elimination of Enemy Units
(received immediately)
Hungarian Rebel Real HQ: +2 VP for each one eliminated.
Hungarian Rebel Dummy HQ: 0 VP for each one revealed.
All Other Hungarian Rebel Units: +1 VP for each one eliminated.
All Hungarian Army: +1 VP for each one eliminated when using standard rules; +2 VP for each one eliminated if the optional Hungarian army intervention rule is being used.
US Units: +3 VP for each one eliminated.
16.4 Soviet VP for Occupation of Hexes
(received at end of game)
Radio Station Objective Hex: +2 VP.
Other Objective Hexes: 1 VP each.
Stalin’s Statue Hex: 1 VP.
“To Tokol Airport” Hex: 2 VP.
16.5 Hungarian VP for Elimination of Enemy Units
(received immediately)
For every Soviet unit eliminated: +2 VP.
16.6 Hungarian VP for Occupation of Hexes
(received at end of game)
Radio Station Objective Hex: +4 VP.
Other Objective Hexes: +1 VP each.
Stalin’s Statue Hex: +2 VP.
“To Tokol Airport” Hex: +1 VP.
Every bridge hex occupied by Hungarian or US/NATO units, but only in the NATO overt intervention scenario: +1 VP each.
16.7 Other Hungarian VP
(received immediately)
For each hex turned into rubble by the Soviet: +1 VP.
Each time the Soviets use an air point against an urban or suburban hex: +1 VP per air point so used, but don’t apply this in the NATO overt intervention scenario.
16.8 VP Strictures
To receive VP for occupying a hex, you must have at least one friendly unit in that hex. ZOC of either sides’ units are irrelevant. Occupying a bridge requires you to have at least one unit on any one hex of that bridge and no enemy units are anywhere on the same bridge. If more than one hex of the same bridge is occupied, it still only counts for just one point.
16.9 Quick Game
The quick game automatically ends at the conclusion of any game turn in which the Soviets occupy all objective hexes, except the Soviet and US embassies. Players receive the following additional VP depending on when that happens:
Game Turns 1-4: +10 Soviet VP.
Turns 5: no extra VP.
Turns 6-9: +5 Hungarian VP.
16.10 Hungarian Commands & Strictures
Hungarian forces consist of three commands: Hungarian Rebels, the Hungarian Army, and (optionally) US/NATO. All three commands are controlled by the Hungarian player and are friendly for all game purposes, with the following exceptions.
NATO units may not stack with Hungarian Rebel and/or Army units. NATO artillery and air units may not be used to provide close support or FPF to any Hungarian units and vice versa, unless at least one NATO unit is involved in the battle. Exception: NATO special operations units (77 SF and CIA) may stack with Hungarian units.
16.11 Hungarian Initial Forces
Place all five of the Rebel HQ units on any objective hexes. Place all remaining Hungarian units in two opaque containers (the reinforcement pools). Put Rebel units in one pool and Hungarian army units in the second. Draw at random 15 Rebel and five army units and place them on the map on or directly adjacent to any objective and/or square hexes.
16.12 Hungarian Reinforcements
During each Rebel Reinforcement Phase, the Hungarian player picks the following number of units, based on the total number of objective and square hexes his units occupy.
| # of Occupied Squares & Objective Hexes | # of Rebel Unit Picks | # of Hungarian Army Picks |
|---|---|---|
| 1-5 | 0 | 0 |
| 6-10 | 1 | 0 |
| 11-15 | 2 | 1 |
| 16-20 | 3 | 1 |
| 21 or More | 4 | 2 |
Pick randomly (without first looking) the indicated number of units from both pools. Place Rebel reinforcements on or adjacent to any objective and/or square hexes that contain no enemy units or ZOC. Deployment hexes don’t have to be Hungarian occupied. Additionally, if any type of NATO intervention is in effect, the Hungarians get an additional Rebel reinforcement unit pick per game turn.
16.13 Hungarian Replacements
Whenever a Rebel unit is eliminated, place it back in the pool. Exceptions: Don’t place any Rebel headquarters or Hungarian Army units back in any pool once they’ve been eliminated.
16.14 Optional Hungarian Army Intervention
This rule allows players to examine the possible course of events had the Hungarian military more actively supported the revolt. When using this option, the Hungarian player places all Hungarian Army units on the map during initial deployment. When using this option, the Soviet player gains two VP for each Hungarian Army unit he eliminates.
16.15 Optional NATO Intervention
By mutual consent, the Rebel player may commit NATO forces to the scenario. This must be agreed on before the start of play. There are two levels of NATO Intervention: 1) covert, in which the Hungarian player receives the 77SF, and CIA special operations units and the Soviet player gets 10 VP; and 2) overt, in which the Hungarian players receives the 77SF and CIA special operations units, the 1-5/82nd Airborne infantry, the 82nd Airborne artillery, 82nd Recon, plus NATO airpower (see below), and the Soviet player immediately gets 20 VP.
16.15 NATO Intervention Scenario Reinforcements
Both levels of intervention give the Hungarian player one additional pick from his pools each turn. It may be from either pool. Placement: 77SF and CIA units are always placed on the map on or adjacent to any objective and/or square hexes. The 82nd Airborne units are entered on any turn using the Paratrooper Operations rule section 19.0. They may enter on one or more turns, in any combinations.
16.16 NATO Airpower
If using overt intervention, starting with the friendly reinforcement phase of Game Turn 1, the Hungarian player rolls a die and subtracts one from that result. That’s the number of air markers he receives that game turn, in any combination he chooses of TAC, SAC and/or helicopter points (that is from, zero to five air points). Also see the Soviet airpower rule, 16.30.
16.17 Hungarian HQ
Any Hungarian units within three hexes of a Hungarian HQ at the instant of combat receive a one column shift to the right (1R) when attacking, and left (1L) when defending. No more than one shift per combat may be received. If some units in a given battle are within HQ radius and others are not, the bonus is still received. The three hex radius may be traced through any kinds of terrain, enemy units and ZOC. Both untried and revealed HQ may be used to provide this kind of support, and an enabling untried HQ is not revealed by providing support. Untried Hungarian HQ may be used for support until such time as they are revealed and removed from play.
16.18 US Pentomic Battlegroups
US airborne infantry and artillery units may stack only one per hex, regardless of terrain type. Further, they may not stack with any other units. The US artillery group is a further exception to the normal rules in that it may split its total combat factor into as many different battles as the owning player desires. For example, it could make a single five-strength bombardment, or five one-factor bombardments, or any other combination up to five.
16.19 Air Mobility
The Hungarian player use helicopter transport only for NATO airborne and special forces units.
16.20 Airborne Entry
Each unit of the 82nd Airborne may make one airborne landing per game, and that is done to deploy on the map.
16.21 Untried Status
All units of both sides, in all scenario variants, are initially deployed in untried status.
16.22 Combat Results Tables
All units of both sides may use both the Assault and Mobile CRT within the terrain strictures given on the TEC.
16.23 Soviet Sub-Commands & Strictures
Soviet forces consist of one command, the Soviet Army. Within the Soviet Army, though, there are four separate sub-commands: 2nd Guards Mechanized Division (red), 33rd Guard Mechanized Division (orange), 128th Guards Infantry Division (yellow), and 8th Special Corps (white). Soviet units from different sub-commands may not stack with each other. If units of more than one command participates in the same combat, shift the odds one column in favor of the enemy. Artillery of different commands may not provide close support or FPF to units of another command. Exception: 8th Special Corps units may stack and enter combat with units of any other Soviet sub-commands without penalty.
16.24 Soviet Initial Forces
There are no Soviet initial forces; all Soviet units enter as reinforcements.
16.25 Soviet Reinforcements
Turn 1 (4 November)
North edge, east of the Danube River: 2nd Guards Mechanized Division, all units.
East map edge: 33rd Guards Mechanized Division, all units.
West map edge: 128th Infantry Division, all units.
Any map edges: 20th Engineers; 1/SC, 2/SC Recon; 1/Sp, 2/Sp Special Operations; 1/KGB, 2 KGB, 3 KGB Security.
Turn 2 (5 November )
East map edge: 1/100, 2/100, 3/100 armor; 1/381, 2/381, 3/381 airborne.
West map edge: 128/60 Self-propelled artillery; 1/80, 2/80, 3/80 airborne.
Any map edges: 1/4, 2/4, 3/4 Mechanized; SC rocket artillery; SC artillery.
16.26 Soviet Entry Specifics
Soviet units move onto the map via road hexes as if they were lined up off the map on a road leading to the map entry hex. If for some reason a scheduled entry hex is blocked, the units are placed on any hex of the same map edge as the road, within normal stacking restrictions, but they may then move no farther that phase.
16.27 Soviet Engineers
The Soviets have an engineer brigade that has the following special characteristics. If the engineer doesn’t move during a Soviet movement phase, all Soviet units may cross any river hexsides within two hexes of the engineers at no additional movement point cost. Those ‘temporary bridges’ remain in place judged on a movement phase by movement phase basis.
16.28 Soviet Air Mobility
The Soviet player may use helicopter transport only for Soviet airborne and special forces units.
16.29 No Soviet Airborne Landings
The Soviet player may not make any airborne landings.
16.30 Soviet Airpower
The Soviet player receives six TAC points per turn, plus one helicopter. If NATO overt intervention is in effect, roll a die and that is the number of Soviet air points (TAC and/or helicopter) received.
16.31 Zones of Control never extend into objective hexes. That’s true even if an objective hex is turned into rubble.
16.32 Rubble
Whenever a player conducts any kind of attack using artillery or airpower against an objective, suburban, urban or square hex, there is a possibility of rubble.
Upon completion of every such combat, roll a die. On a six, rubble occurs: place a rubble marker in the hex. If more than one hex was involved (in the case of close support or FPF), roll once for each hex. Each time a rubble marker is placed, the Hungarian player gets a VP. The effects of rubble are shown on the TEC. Once a rubble marker is placed in a hex, it may not be removed, but no further effects for more rubble are checked against it (no more than one marker is ever placed per hex) . A rubble objective hex still is an objective hex.
16.33 Embassies
Units of both sides may generally not end any phase in the hexes of the Soviet or US embassies. They may move through those hexes, including retreat or advance after combat, but they may not end any phase in them. This restriction is lifted, and those hexes are treated as other objective hexes, if NATO overt intervention is used.
16.34 Hungarian Army Artillery units are always treated as maneuver units. The reason is they represent detachments that joined the Rebels but lacked the ammunition and other support necessary to conduct sustained fire missions.
16.35 Budapest ’56 Unit Abbreviations
CIA: Central Intelligence Agency
G: Guards
KGB: Transliteration of the Russian-language abbreviation for “Commissariat for State Security”
NG: National Guard
RAFC: Revolutionary Armed Forces Committee
RC: Revolutionary Committee
SC: Special Corps
SF: Special Forces
SP: Spetsnaz
WU: Writer’s Union
17.0 ANGOLA ’87 SET UP & SPECIAL RULES
17.1 Players & Sides
There are two players, Communist and South African. The South African player sets up first, the Communist player sets up second. The Communist player is the first player in every game turn.
17.2 Game Scale
Each hex represents five miles from side to opposite side. Each turn represents anywhere from one to four weeks. Units are mainly battalions or equivalent groups of irregulars.
17.3 Communist Victory Points VP for Eliminating Enemy Units
(received immediately)
Each eliminated UNITA unit: +1 VP.
Each eliminated SADF unit: +3 VP.
17.4 Communist VP for Occupying Hexes
(received only once at the end of the game)
Cuito Cuanavale: + 3 VP.
Mavinga: +5 VP.
Other towns and villages: +1 VP each.
South and/or east map edge trail hexes: +1 VP each.
17.5 South African VP for Eliminating Enemy Units
(received immediately)
Every eliminated MPLA unit: +1 VP.
Every eliminated Cuban unit: +2 VP.
Every eliminated East German or Soviet unit: +4 VP.
17.6 South African VP for Occupying Hexes
(received once at the end of the game)
Cuito Cuanavale: +5 VP.
Mavinga: +3 VP.
Other towns and villages: +1 VP each.
West and/or north map edge trail hexes: +1 VP each.
17.7 To receive the occupation VP for occupying a hex, you must have at least one friendly unit in it, and there may be no enemy ZOC being projected into that hex, at the end of the game.
17.8 Communist Commands
Communist forces are divided into two commands, the MPLA (Popular Movement for the Liberation of Angola, the Angolan government), and the Cuban Army. Both those commands are controlled by the Communist player and are friendly with each other for all game purposes, with the following exceptions.
Units from the two commands may never be stacked together at the end of any phase. They may move freely through each other’s hexes during movement phases, and they may be involved in the same attacks from different hexes.
MPLA artillery may not provide close support or FPF to Cuban Army units and vice versa, unless there is at least one unit of the same force as the artillery involved in the battle. This doesn’t effect pure bombardment missions. Also, Communist air units may provide close support and FPF to either command.
The Soviet and East German special operations units may stack with units of both commands, and may use either command’s artillery for close support and FPF.
The Communist player may not combine more than one artillery unit in the same close support or FPF attack. He may do so for bombardment and for adjacent attacks. This does not affect airstrikes.
Design Note. The brigade identifications on Communist units are for historical interest; they don’t have any impact on play.
17.9 Communist Initial Deployment
In Cuito Cuanavale: one base unit, one air defense unit.
Within four hexes of Cuito Cuanavale:
MPLA: 2 x tactical groups, 4 x tank units, 4 x mechanized infantry, 8 x light infantry, 2 x rocket, 2 x artillery, 4 x armored cavalry.
Soviet: 1 x communications unit.
17.10 Communist Reinforcements
Turn 5 (December 1987):
MPLA: 1 x tank unit, 1 x mechanized infantry, 2 x light infantry, 1 x artillery, 1 x armored cavalry, 1 x SSM unit (the "Frog" unit).
Cuban: 1 x tank unit, 3 x mechanized infantry, 1 x artillery, 1 x armored cavalry.
Contingency Reinforcements: Received once per game during any Communist Reinforcement Phase there are one or more South African maneuver units on or directly adjacent to Cuito Cuanavale.
MPLA: 1 x tank unit, 1 x mechanized infantry, 2 x light infantry, 1 x artillery, 1 x recon.
Cuban: 1 x tank unit, 3 x mechanized infantry, 1 x artillery, 1 x recon.
Place all MPLA Reinforcements on any hexes on the north or east edge within five hexes of Cuito Cuanavale. Special forces units may be brought in by helicopter from off map.
17.11 Communist Airpower
Starting with the friendly reinforcement phase of Game Turn 1, the Communist player rolls on the Airstrike Generation Table to receive air points. The rolled number may be taken in any combination of air points, as that player chooses.
17.12 Optional Communist Reinforcements
The Communist player may call in additional reinforcements, either at the start of the game or at the start of any reinforcement phase. For each additional unit, roll a die and divide that result by two. Round up any remainders, so you get a final result of one, two or three. The rolled for unit is received that number of game turns later. Units are placed in the friendly reinforcement phase according to normal rules.
The MPLA player may receive any, some, or all of the following units as additional reinforcements: East German special operations units, at the cost of three VP per unit.
17.13 Soviet Communications Unit
All Communist units within two hexes of this unit receive a column shift to the right when making any kind of attack, and a column shift to the left when defending. If more than one unit is involved in the same combat, only one needs to be within two hexes. Artillery units receive the bonus only if firing from within two hexes of the communications unit. Airstrikes receive the bonus if the target hex is within two hexes of the communications unit. The two hex range is not affected by intervening units, ZOC, terrain, etc.
17.14 Communist Air Mobility
The Communist player may use helicopter transport only for special forces units.
17.15 Communist Untried Unit Status
All Communist units are deployed in untried status.
17.16 Combat Results Tables
Communist units may generally only use only the Assault CRT. If, however, at least one East German or Soviet maneuver unit is involved in an attack, the Communist player may then choose to use the Mobile CRT. To use the Soviet communications unit to trigger this choice, it must be adjacent to the attacked enemy unit, not merely within the usual two hex radius.
17.17 First Turn Special Communist MF
During Game Turn 1, the movement factors of all Communist ground units are doubled.
17.18 South African Commands
South African forces are divided into two commands: South African Defense Force (SADF), and UNITA (Angolan resistance). Both commands are controlled by the South African player and are friendly with each other for all game purposes, with the following exceptions.
Units from the two commands may never be stacked together at the end of any phase. They may move freely through each other’s hexes during movement phases, and they may be involved in the same attacks from different hexes. Exception: South African special forces units may stack with UNITA units.
UNITA artillery may not provide close support or FPF to SADF units unless there is at least one SADF unit involved in that battle. SADF artillery and air strikes may always support UNITA forces.
17.19 South African Initial Forces
SADF
On or adjacent to Mavinga: one base unit; 32 infantry, TG32 artillery.
Within nine hexes of Mavinga: Omega special forces unit.
UNITA
Place all UNITA units in an opaque container, which is henceforth referred to as the pool. The South African player then draws at random 16 of those units and deploys them on the map as follows, placing them untried side up without examining their face up side.
Guerilla units: anywhere on the map, except no unit may be placed within eight hexes of Cuito Cuanavale.
All other units: within two hexes of any town or village other than Cuito Cuanavale.
17.20 South African Reinforcements
SADF
Turn 1 (August 1987): 101st Infantry, 1st Airborne
Turn 2 (September): 61st Mechanized
Turn 3 (October): 1st SSB Armor, 4th Mechanized, 7th Infantry, 301st Infantry, TG A Artillery, TG B Artillery, RC special forces unit
Turn 4 (November): nothing
Turn 5 (December): 1st Infantry
Turn 6 (January 1988): Begin SADF Unit Rotation; PSt/82 Armor, RK/82 Mechanized, DLR/82 Infantry
Turn 7 (February): nothing
Turn 8 (March): nothing
Turn 9 (April): nothing
17.21 SADF Placement
Place arriving SADF on any hexes on the south map edge, or on Mavinga if it’s South African occupied and not in an enemy ZOC. Airmobile units may be brought in by helicopter from off map.
17.22 South African Airpower
Starting with the friendly reinforcement phase of Game Turn 1, the South African player rolls on the Airstrike Generation Table to receive air markers. They may be taken in any combination of air points that player chooses.
17.23 SADF Unit Rotation
The SADF 82nd Mechanized Brigade units (PSt/82 Armor, RK/82 Mechanized, DLR/82) are received only if the South African player first withdraws seven attack factors of SADF units. The withdrawal occurs at the start of any South African Reinforcement Phase (see below). The 82nd Brigade units are received that same phase.
Units may be withdrawn in any 1988 South African Reinforcement Phase. Units to be withdrawn are simply picked up from anywhere on the map and removed from play. The only restriction is there must be a path of hexes of any length from their position(s) to either Mavinga or the southern map edge that’s free of enemy units and ZOC. The hex(es) they are in may be in an enemy ZOC, but no other hex in the path may be so. (Friendly units don’t negate enemy ZOCs.) Airborne and special forces units simply may be picked up and removed, regardless of ZOC considerations.
Withdrawn units don’t count as units eliminated. The units may be withdrawn over more than one turn, but the 82nd units are received on the turn the withdrawal of seven factors is completed.
The 82nd Brigade units have their movement factors doubled on the turn they enter play. They engage in combat normally.
17.24 UNITA Reinforcements
Each South African Reinforcement Phase, that player picks at random one UNITA unit from the pool and places it as follows. Guerrilla units are placed on any hexes on the map not occupied by enemy units and not closer than eight hexes to Cuito Cuanavale. Non-guerilla units must be placed on the east map edge, or adjacent to Mavinga. Units must be placed within stacking restrictions. If placed adjacent to Mavinga, that hex must have a friendly base unit in it and may not be in an enemy ZOC.
Eliminated UNITA units are returned to the pool; however, the Communist player gets the VP for them each time they’re eliminated.
If there are no units available in the pool, no unit is picked.
17.25 Optional SADF Reinforcements
One of the big “what ifs” of this war was the possibility of the South African government giving full support to winning a military victory in Angola. Such an open intervention would have had political ramifications, as well as incurring the economic costs of mobilizing and supplying a larger force. To examine that possibility, use the following rules.
The South African player may call in additional reinforcements at either the start of the game or at the start of any friendly reinforcement phase. Units are placed in the friendly reinforcement phase according to normal rules. The South African player may receive any, some, or all of the following units as additional reinforcements, but each such unit entered brings with it a cost in VP.
2nd Para Battalion – 4 VP
2nd Mechanized Battalion – 3 VP
6th Infantry Battalion – 3 VP
21st Infantry Battalion – 3 VP
911th Infantry Battalion – 2 VP
91st Armored Cavalry – 2 VP
2nd SWA Special Forces – 1 VP
K Police Unit –1 VP
TGC Artillery – 4 VP
17.26 Victory Point Costs
If, at the instant the South African player calls for any optional reinforcements, there are any Communist units occupying or adjacent to Mavinga, the Communist player receives the VP listed above for that newly received unit. Otherwise, the Communist player receives twice the listed points. Those points are assessed at the instant each particular unit is called for.
The 2nd Para and 2nd SWA special forces units are received the turn of the declaration. (If called for during initial setup, they’re received in the Game Turn 1 reinforcement phase.) For every other unit, roll a die and divide by two. Round up any remainder; so you get a final result of one, two or three. That unit is received that number of game turns later. If that leads to a unit being received after the game ends, it’s not received at all; its VP are, however, still awarded to the Communist player.
17.27 Airpower
The South African player may choose to roll twice on the Air Power Generation Table. He receives that total in air points. The second die roll costs an three VP if, at the instant the die roll is made, there are any Communist units occupying or adjacent to Mavinga, and six VP otherwise. The South African player may never deploy more air points than he has markers available.
17.28 South African Air Mobility
The South African player may use helicopter transport for SADF airborne, light infantry and special forces units. Additionally, once per game, the South African player may make an airborne drop with any one SADF parachute or special forces unit. The unit must start the turn in Mavinga, and that hex may not be in an enemy ZOC.
17.29 UNITA Untried Status
All UNITA units are deployed in their untried status. All SADF units are deployed face up.
17.30 Combat Results Tables
All SADF units may use both the Assault and Mobile CRTs. UNITA units may only use the Assault CRT, unless one or more South African maneuver units are also involved in the attack.
17.31 Supply Shortages
Cuito Cuanavale is the Communist main supply base. Mavinga is the South African main supply base. If a player: 1) doesn’t have a base unit in his main supply base; and/or 2) there is an enemy ZOC projected into the main supply base hex, his forces suffer from a “supply shortage.” Supply shortages go into effect the instant either of those conditions pertain, and cease the instant they are alleviated (any number o times per game).
All attacks (adjacent and ranged) by forces suffering a supply shortage are shifted one column to the left; however, supply shortages don’t affect bombardment made solely by air points. Units do not have to trace a supply path to be in supply. This is because of the game scale and use of air supply by both sides.
17.32 Refitting
Once per game, each player may declare a “refit.” He does so at the start of any one of his own player turns. During a refit player turn, the player may not move any of his units into enemy ZOC, though units that begin in enemy ZOC may remain in place there. Any combats he initiates that player turn are shifted three columns to the left, and that applies to all types of combat.
During the reinforcement phase of a refit player turn, the player may take replacements. To do so, roll a die and receive back from the dead pile that number of units. The player chooses which units he will take, without showing them to the enemy. Untried units are picked at random from among their general type and are redeployed in their untried state. Replacements are placed in the same manner as reinforcements on the turn of refitting.
Any VP originally awarded to the enemy for replaced units are not restored. The South African player may take a maximum of two SADF units as replacements, along with the number of UNITA units equal to the die roll minus the replaced number of SADF units.
The refitting player may also choose to, but is not required to, flip any of his units already revealed on the map to their untried status. All other game functions are performed normally. (Exception: SADF units always remain face up.)
You may only replace an eliminated base unit if you occupy the hex on which it was originally deployed. Place the base unit in that hex.
17.33 Weather
Game Turns 6, 7 and 8 (January-March) are Monsoon turns. During monsoons make the following rules changes: 1) use the die roll modifier noted for these turns on the Airpower Generation Table; 2) all attacks of all types are shifted one column to the left; 3) streams are treated as minor rivers; and 4) treat all trails as the other terrain in the hex. (Bridges are not affected, and units may still stack two high in trail hexes.)
17.34 Angola ’87 Unit Abbreviations
AK: Angola Kommando
DLR: De La Rey
K: Koevet (“Crowbar”)
Om: Omega
PSt: President Stein
RC: Reconnaissance Commandoes
RK: Root Karoo
TG: Task Group
SADF: South African Defense Forces
SSB: Special Service Battalion
SWASU: Southwest Africa Special Unit
SWA: Southwest Africa Territorial Force
18.0 CHARTS & TABLES
(Tables below are taken from the official Charts & Tables sheet; the Terrain Effects Chart is the later printed version, including the notes about mechanized defenders.)
18.1 CWB Terrain Effects Chart
| Terrain Type | Movement Cost | Combat Effects | Notes |
|---|---|---|---|
| Clear (A & B) | 1 | NE | - |
| Savanna (A) | 1 | 0 or 1L | 1L if all attacking units are mechanized or artillery; 0 if at least one attacking unit is a non-mechanized unit. |
| Marsh (A) | 2 or 3 | 1L | Movement is 3 in Monsoon; 2 otherwise. |
| Hilltop (A & B) | 2 | 1L | Artillery firing from a hilltop generates a 1R shift when attacking alone or in support. |
| Suburban (B) | 1 | 1L | May not use Mobile CRT against defenders in suburban hexes (exception: bombardment). If all defenders are mechanized, then there is no shift for defensive combat. Artillery FPF does not change this |
| Urban (B) |
Notes:
A = Present on Angola map.
B = Present on Budapest map.
NE = No Effect.
OTiH = Cost is determined by the Other Terrain in (that) Hex.
1L, 2L, 3L = shift combat differential that number of CRT columns to the left.
1R = shift combat differential that number of CRT columns to the right.
Defender always receives only the single best terrain or water barrier shift available.
18.2 CWB Assault Combat Results Table
| Die Roll | -7 | -6,5 | -4,3 | -2 | -1 | 0 | +1 | +2,3 | +4,5 | +6,7,8 | +9,10,11 | +12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | AE | AE | A2 | A2 | A2 | A2 | A1 | BR | BR | EX | EX | EX |
| 2 | AE | A2 | A2 | A2 | A1 |
Note: Final differentials greater than +12 are resolved at +12. Final differentials less than –7 are resolved at –7.
18.3 CWB Mobile Combat Results Table
| Die Roll | -7 | -6,5 | -4,3 | -2 | -1 | 0 | +1 | +2,3 | +4,5 | +6,7,8 | +9,10,11 | +12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | AE | A2 | A2 | A2 | A2 | A2 | A1 | BR | BR | BR | D1 | D1 |
| 2 | A2 | A2 | A2 | A2 | A1 |
Note: Final differentials greater than +12 are resolved at +12. Final differentials less than –7 are resolved at –7
18.4 CWB Angola Airpower Generation Table
| Die Rolls | 0 or less | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|
| South African | 0 | 0 | 2 | 3 | 4 | 5 | 6 |
| Communist | 0 | 0 | 0 | 1 | 2 | 2 | 3 |
Die Roll Modifiers
South African: If Mavinga is not occupied by at least one South African base unit and/or it’s in an enemy ZOC, subtract one from the die roll.
Communist: If Cuito Cuanavale is not occupied by at least one Communist base unit and/or is in an enemy ZOC, subtract one from the die roll.
Both: Game Turns 6, 7 and 8, subtract one for Monsoon weather.
Results
# = the number of air points the player receives and may be used until the following friendly reinforcement phase. Players may select any combination of TAC, helicopter gunships and helicopter transports available.
18.5 CWB Angola Random Events Chart
| Die Roll | Event |
|---|---|
| 1-4 | No Event. |
| 5 | If one side currently has 10 or more VP than the other, all adjacent attacks this turn by the side with more VP receive a bonus 1R shift. That’s so even if the VP difference goes below 10 during the turn. |
| 6 | UN attention focused: for the remainder of this turn, each player receives one additional VP for each enemy unit he eliminates. |
18.6 CWB Budapest Random Events Chart
| Die Roll | Event |
|---|---|
| 1 | World War III: this event occurs only if using the optional NATO intervention rule; otherwise, treat as “No Event.” Roll another die. If covert intervention is in effect and the new die roll result is one or two, World War III breaks out. If overt intervention is in effect and the new result is one through four, World War III breaks out. Other results are “No Event.” If WW3 breaks out, the game ends and players tally their VP. |
| 2-3 | No Event |
| 4 | Morale Check: if the Soviet player currently has 10 or more VP than the Hungarian player, the Hungarian player must remove two rebel units of his choice from the map and return them to the pool. They don’t count as eliminated units for VP. If the Hungarian player currently has 10 or more VP than the Soviet player, the Hungarian player picks two reinforcement units from any of his available pools. |
| 5-6 | UN Attention Focused: count the number of Soviet-occupied objective hexes. If the number is less than the number listed for the present game turn, the Hungarian player receives five VP. Turns 2-3: 5; Turns 4-5: 10; Turns 6-7: 15; Turn 8-9: 20 |
Angola Turn Record Track (from the Charts sheet)
| Turn | Month | Arrivals |
|---|---|---|
| 1 | August 1987 | SADF reinforcements, UNITA* |
| 2 | September | SADF reinforcements, UNITA* |
| 3 | October | SADF reinforcements, UNITA* |
| 4 | November | UNITA* |
| 5 | December | Cuban, MPLA, SADF reinforcements, UNITA* |
| 6 | January 1988 [monsoon] | SADF reinforcements, begin SADF unit rotation, UNITA* |
| 7 | February [monsoon] | UNITA* |
| 8 | March [monsoon] | UNITA* |
U* = UNITA reinforcements (see Scenario)
Budapest Turn Record Track (from the Charts sheet)
Turn 1: 4 November (USSR reinforcements); Turn 2: 5 November (USSR reinforcements); Turn 3: 6 November; Turn 4: 7 November; Turn 5: 8 November; Turn 6: 9 November; Turn 7: 10 November; Turn 8: 11 November; Turn 9: 12 November.
Optional Rules
19.0 PARATROOPER OPERATIONS
19.1 Some scenarios allow paratroop-qualified units to enter the map via airborne landing. Only units with the airborne symbol may conduct airborne landings. This rule is used only if airborne operations are called for by the scenario. Otherwise, airborne units function as normal infantry.
19.2 Procedure. Place the airborne units on any hexes on the map. Roll a die on the Airborne Landing Table. Make any called for die roll modifications. Units may make airborne landings only as part of their initial movement onto the map as reinforcements. Once on the map, they are treated as normal infantry unless the scenario rules specify otherwise.
19.3 Airborne landings are made during the friendly movement phase. Units making airborne landings may not perform normal movement in the turn of landing. They perform all other game functions normally, including retreats and/or advances after combat.
19.4 Airborne units may not land atop enemy units, though they may land in enemy zones of control. Note: airborne landings don’t require use of transport air points. They are considered to be jumping from additional transport aircraft.
19.5 Airborne Landing Table
| Die Roll | Outcome |
|---|---|
| 1 | AL |
| 2 | AL |
| 3 | AL |
| 4 | AL |
| 5 | AL |
| 6 | SC |
| 7 | SC |
| 8 | EL |
19.6 Airborne Landing Table Die Roll Modifiers (use all that apply)
-1: unit is landing on an airfield.
0: unit is landing in clear terrain, including villages and towns, savannah or park.
+1: unit is landing in any other type of terrain.
+1: unit is landing in the ZOC of one or more enemy units other than anti-aircraft. (Maximum of +1 regardless of number of ZOC.)
+2: unit is landing in the ZOC of one or more enemy antiaircraft units. (Maximum of +2 regardless of number of antiaircraft ZOC.)
+1: US/NATO units in Budapest.
19.7 Airborne Landing Table Results
AL: unit lands without adverse affect.
EL: a unit landing in Angola ’87 is suppressed; in Budapest ‘56 it’s eliminated and counts for VP.
SC: unit scatters. Roll a die; a result of one means the unit is placed one hex north of the intended landing hex; a two means it’s placed one hex northeast of the intended landing hex, etc. If the unit lands atop an enemy unit or in prohibited terrain, or overstacked, it’s eliminated.
20.0 RECON
20.1 Certain units may perform “recon” at the end of their movement or, if they don’t move, at any one time in their player turn. The player declares "recon," and may then examine all untried enemy units in adjacent hexes. The enemy units are not flipped face up, and the owning player is not informed of their strengths. Note that recon is executed at the end of a unit's move, not the end of the movement phase; so you can bring in other units to exploit the reconnoitered situation. You may not recon your own untried units.
20.2 The following units can perform recon: 1) special forces; 2) armored cavalry; and 3) police.
20.3 Aerial Recon. Air units may also perform recon. Simply place the marker on top of an enemy occupied hex at any time during movement and then examine the untried enemy units beneath it. The air point can perform no other function that game turn. Air recon may not be conducted in hexes containing or adjacent to an unsuppressed enemy antiaircraft unit. In B’56, only NATO TAC and helicopters may perform recon. In A’87, both players' TAC and helicopters (either type) may perform recon.
21.0 SCREENING
21.1 If the only defending units in a combat are a combination of armored cavalry and/or special forces and/or guerrillas (plus any FPF), the defending player chooses which CRT will be used instead of the attacker. This applies only to adjacent combat, not bombardment defense.
22.0 SPECIAL FORCES & GUERRILLAS
22.1 Movement. Special forces and guerillas always pay only one movement point to enter a hex, regardless of terrain. Hexside costs are paid normally. They don’t receive road/trail movement bonuses.
22.2 ZOC. Special forces and guerilla units: 1) don’t exert ZOC; and 2) are never affected by enemy ZOC.
22.3 Security Forces Exception: Special forces and guerillas are affected normally by the ZOC of enemy special forces and police units.
22.4 Combat. Attacking is always optional for special forces and guerillas. They may attack (or not) each combat phase they are adjacent to an enemy unit(s). They are never affected by any kind of artillery fire or air points firing bombardment into their hex. (They are affected by close support and FPF when they engage in combat.)
23.0 FIRE CONTROL
23.1 Certain armies had poor fire control systems. In B’56, this rule applies to all Soviet artillery and air units. In A’87, this rule applies to all UNITA, MPLA and Cuban artillery and air units.
23.2 A force bound by this rule must allocate all air and artillery attacks at the start of the combat phase. This is done as follows: 1) the attacker places all air strikes and artillery impact markers he will be committing for any bombardment, close support or FPF missions; 2) the defender then places all air strikes and artillery impact markers he will be committing for any bombardment, close support and FPF missions; and 3) resolve combat normally. Once placed, air and artillery markers may not be switched to other targets. They do not block retreat, etc. Remember, this is all done at the start of the combat phase, not each individual combat.