Fifth Corps: The Soviet Breakthrough at Fulda
Fifth Corps: The Soviet Breakthrough at Fulda Rulebook
Table of Contents
Table of Contents
- Introduction
- How to Play the Game
- Game Equipment
- Sequence of Play
- Movement
- Zones of Control
- Stacking
- Combat
- Friction Points (FP's)
- Supply
- Artillery
- Attack Helicopters
- Airmobile Operations
- Air Power
- Airborne Units
- Engineers, Rivers and Bridges
- Reinforcements
- Electronic Warfare
- Optional Rules
- Scenarios
Introduction
Central Front is a series of games using the same game-system, in which each game may be played individually or may be joined together with others in various configurations to create larger games. The games cover potential warfare in West Germany during the 1980's. The scale is 4 km to a hex and 12 hours per turn. The game system is unique in that "losses" are measured in terms of Friction Points (FP's). FP's represent personnel and equipment losses, the expenditure of ammunition (particularly for artillery units) and fatigue. The removal of FP's from a unit represents the receipt of supply and replacements, and the accumulation of combat experience. The ability of units to have combat as a function of movement, plus the use of an "endless turn" (ending by mutual consent or the complete exhaustion of units) allows for very fluid play.
How to Play the Game
Central Front is a two-player game. One Player controls the NATO forces, while the other Player controls the Warsaw Pact forces. The Players agree on a scenario they wish to play, and playing pieces are placed on the game-map in accordance with the scenario instructions. Other playing pieces will be brought onto the map as play of the game proceeds.
The game is played in Game-Turns, each consisting of a theoretically endless number of Player Phases. Each Player Phase consists of one Player moving any number of his playing pieces (called units) and conducting attacks with each unit as he does so. The other Player then moves and attacks with his units in the next Player Phase. This alternates until neither Player wishes to move or attack with his units, thus ending the Game-Turn.
Combat results are expressed in terms of Friction Points gained by the defending and/or attacking units. When a unit surpasses its maximum FP level, it is considered destroyed. Unlike most games, a unit may be moved more than once per Game-Turn in Central Front. This, however, adds to a unit's fatigue (by adding Friction Points to the unit or stack of units).
Play continues for a set number of Game-Turns (depending on the scenario being played), after which the Victory Conditions are consulted to determine the winner.
Game Terms
Access Hexside: A hexside traversed by a minor road (not shown) that negates the cost of terrain in the hex being moved into.
Adjacent: A unit is considered adjacent to another unit when in a hex sharing a hexside with the hex occupied by the other unit.
Attack Strength: The relative strength of a unit when attacking.
Defense Strength: The relative strength of a unit when defending.
Direct Fire: Artillery support conducted by an artillery unit in combat when stacked with a non-artillery unit also participating in the combat.
Friction Point (FP): Every unit possesses a variable FP level, ranging from zero (fresh, full strength) to a maximum FP level (depleted and fatigued). When a unit's FP level exceeds its maximum FP level, it is destroyed.
Indirect Fire: Artillery support conducted by an artillery unit in a combat when not stacked with a non-artillery unit participating in that combat.
Mobile Combat: A special form of combat using the Mobile Combat Strengths of all the involved units (see 3.41).
Operation Point Allowance: The maximum number of Operation Points that may be expended when moving and conducting attacks with a particular unit during a Player Phase.
Range: The maximum number of hexes that may lie between the hex occupied by an artillery or attack helicopter unit conducting indirect fire (exclusive) and the hex it is firing into (inclusive).
Unit Designation: The historical identity numbers of the units. Each unit has either two or three identity numbers (separated by slashes). The leftmost number is the identity number of the unit itself. The rightmost number is the unit's parent Division (if in boldface), or other parent formation. If three numbers are used, the central number is usually the unit's parent Brigade identity.
Unit Size: The unit size is a standard military symbol: I = Company, II = Battalion, III = Regiment, X = Brigade.
Note: A brigade is considered smaller than a regiment.
Game Equipment
The Game Map
The game-map portrays an area of West Germany where the hypothetical confrontation occurs, and is based on current military maps at a 1:250,000 scale. It includes all the terrain significant to the battles. The Terrain Key explains the symbology used. A hexagonal grid is superimposed over the terrain features printed on the mapsheet in order to regularize movement and the positioning of the playing pieces. Each hexagon (or "hex") on the map has its own four-digit identity number. To make the map lie flat, back-fold it against the creases. Small pieces of masking tape may be used at the corners of the map to hold it taut.
Game Chart and Tables
Various visual aids are provided in order to simplify and illustrate certain game functions. These are the Operation Point Cost Chart, the Friction Point Average Chart, the Combat Results Table, the Airpower Table, and the Warsaw Pact March Order Diagrams.
The Playing Pieces
The cardboard pieces (called "units") represent the military units that could take part in the actual battles. The numbers and symbols on the pieces represent the Attack Strength, Defense Strength, Mobile Combat Strength, and the type of unit represented by that piece. The game also includes informational markers that are used to keep track of the state of certain units.
How to Read the Units
Combat Strength. If a unit's Attack Strength or Defense Strength appears under a mobile combat symbol (►), that strength also represents the unit's Mobile Combat Strength, used when attacking or defending in a mobile combat. A unit with no symbol possesses a Mobile Combat Strength of "1."
Soft Targets. A unit with a (§) symbol is considered a "soft" target (non-armored), which affects the losses it must take when involved in combat (see 8.87). All other units are "hard" targets.
Operation Point Allowance. Each unit has an Operation Point Allowance of 12. This value is not printed on the unit.
Backside of Units. The back-side of each unit is referred to as its "FP side." When this side of a unit is face-up, the unit does not operate as effectively as when it is face-down.
Summary of Unit Types: Armor, Armored Cavalry, Mechanized Infantry, Motorized Infantry (non-mechanized), Airborne Infantry, Airmobile Infantry, Engineer, Artillery (Field), Self-Propelled Artillery, Rocket Artillery, Airborne Artillery, Attack Helicopter.
Note: The Friction Point side of each combat unit is identical to the front except that it is printed in white.
Summary of Marker Types: Friction Point (front), Friction Point (back), Game Turn (front).
Sequence of Play
Each game is played in a variable number of Game-Turns, depending on the specific game being played. Each Game-Turn is composed of a number of alternating Player Phases, preceded by a Game-Turn Preparation Phase. The Player whose Player Phase is currently in progress is referred to as the Phasing Player; the other Player as the non-Phasing Player.
Each Game-Turn proceeds strictly as outlined below:
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Game-Turn Preparation Phase
A. Friction Point Removal Segment: The Players remove a Friction Point from each and every unit on the game-map by flipping each unit over from its FP side to its non-FP side. If a unit begins this Segment on its non-FP side, the FP is removed from it by adjusting its FP marker (see 9.2 and 9.3). Note: This Segment is not conducted on the first Game-Turn of the scenario.
B. Airpower Segment: The NATO Player rolls the die and consults the Airpower Table to determine which Player has air superiority and whether there is ground fog this Game-Turn.
C. Nuclear Attack Segment: Both Players may resolve nuclear attacks they plotted in the previous Game-Turn, and then may plot nuclear attacks to be resolved in the next Game-Turn (see the Exclusive Rules).
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Warsaw Pact Player Phase. The Warsaw Pact Player may move any number of his units or stacks of units. Each unit may be moved up to the limit of its Operation Point Allowance. As a unit is moved, it may be used to conduct attacks against adjacent enemy units, which also requires the expenditure of Operation Points. When the movement of each unit is completed and any attacks conducted by that unit have been resolved, it gains a Friction Point (see 9.3). If the player does not wish to move or attack with any of his units this Phase, he may pass.
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NATO Player Phase. The NATO Player may move any number of his units or stacks of units following the same restrictions and procedures as the Warsaw Pact Player, or may pass.
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Warsaw Pact Player Phase. The Warsaw Pact Player may move any number of his units again. However, he may only move those units that are currently on their FP side (that is, were moved in the Player's Initial Player Phase of the Game-Turn), or he may pass.
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NATO Player Phase. The NATO Player may move any number of his units again, following the same restrictions imposed on the Warsaw Pact Player in Step 4, or he may pass. The Players repeat Phases 4 and 5 until both Players pass in successive Player Phases, in which case the Game-Turn is over. The Game-Turn marker is moved one space along the Game-Turn Record Track, signaling the beginning of a new Game-Turn.
A unit may be moved any number of times during a single Game-Turn (unless it is at its maximum FP level). However, a unit may not be moved at all unless it is moved in the owning Player's Initial Player Phase of the Game-Turn.
The act of passing does not exclude a Player from moving his units in upcoming Friendly Player Phases of the Game-Turn (unless he passes in his Initial Player Phase).
Movement
General Rule: Each Player may move his units during his Player Phase only. In a Player's Initial Player Phase, he may move any of his units that he wishes and may bring any reinforcement units due him into play. In all subsequent Friendly Player Phases of the Game-Turn, he may only move those units that are on their FP-side. The movement of each unit requires the expenditure of Operation Points from the unit's Operation Point Allowance. As a unit is being moved, it may be used to conduct attacks, which also requires the expenditure of the Operation Points.
Procedure: Each unit has an Operation Point Allowance of twelve, representing the maximum number of Operation Points that may be expended for that unit in a single Player Phase. Each unit or stack of units is moved individually hex-by-hex in any direction or combination of directions. Movement of a unit into a hex "costs" a certain number of Operation Points. As a Player moves a unit, he keeps track of the number of Operation Points expended for each hex entered and for each attack conducted by the unit. When the unit has expended twelve Operation Points, its movement must cease for the Player Phase.
How to Move Units
A Player may expend as few or as many Operation Points as desired in moving a unit, up to the limit of the unit's Operation Point Allowance. Operation Points may not be saved from one Player Phase to the next, nor may unused Operation Points be transferred from unit to unit.
When the Operation Point Expenditure of a unit is completed in a given Player Phase, it gains a Friction Point. This is noted by flipping the unit over so that its FP side is face-up, or, if the unit is already on its FP side, by adjusting its FP marker.
[5.11] Each unit or stack of units is moved one at a time. All movement and combat conducted by a particular unit in a single Player Phase must be completed before beginning the movement of another unit. (Exception: See 5.14.)
[5.12] A unit on its FP side must expend one additional Operation Point for every hex it is moved into, for every attack it conducts, and for any other action listed on the Operation Point Cost Chart that it undertakes. Exception: A unit on its FP side must expend an additional ½ Operation Point to enter a hex through a hexside traversed by an Autobahn.
[5.13] If a unit is not moved per se, but is used to conduct an attack, it has expended Operation Points and thus must gain an FP when all its attacks are completed. Exception: An artillery unit or an attack helicopter unit does not expend Operation Points to support an attack or defense. It gains an FP each time it does so, but does not gain an FP for being moved (unless it actually moves).
[5.14] If the Phasing Player declares a multi-hex attack (see 8.33), he may have all his involved units expend Operation Points to participate in the attack, regardless of how many hexes they occupy. After the attack has been resolved, and any advances after combat have been completed, the Phasing Player may continue moving one participating unit (or stack) only. The movement of all other participating units is considered completed for the Phase.
[5.15] Retreats and advances after combat (see 8.8 and 8.9) are not considered movement and do not require the expenditure of Operation Points.
Movement Restrictions
A unit may be moved once per Player Phase only. A unit that has its non-FP side face-up in any Friendly Player Phase except the first of the Game-Turn may not be moved or expend Operation Points in any manner. However, see 7.33.
[5.21] Friendly units do not impede the movement of other Friendly units (however, see 5.32, and 5.33 and 7.0). A unit may not be moved into an Enemy-occupied hex.
[5.22] A unit that is moved into an Enemy-controlled hex (see 6.0) must stop. Such a unit may not be moved for the remainder of the Player Phase, unless the hex ceases to be Enemy-controlled as a result of attacks conducted by that unit. A unit in an Enemy-controlled hex may expend Operation Points to attack.
[5.23] A unit that begins a Player Phase in an Enemy-controlled hex may be moved out of that hex (see 6.2). A unit may never be moved from one Enemy-controlled hex directly to another.
[5.24] A unit that is at its maximum FP level may not be moved or expend Operation Points in any manner.
[5.25] An artillery unit or an attack helicopter unit that is on its non-FP side may always be used to aid an attack or defense, regardless of the Player Phase in progress. This does not require the expenditure of Operation Points (but does require the gain of a Friction Point). See 10.0
[5.26] No NATO unit may ever be moved or retreat into any hex of East Germany or Czechoslovakia. No NATO unit may ever be moved or retreat into any hex on the east edge of the map area, nor into any hex adjacent to such a hex.
[5.27] On the Hof Gap game-map, NATO units may not be moved into any hex on the north edge of the map east of hex 3926 (exclusive) or any hex adjacent to such a hex when playing the Covering Force or Seventh Army scenarios. In the VII Corps scenario, this restriction applies east of hex 3921 (exclusive).
Effects of Terrain on Movement
For each flat terrain hex (not containing woods) into which a Player moves a unit, one Operation Point is expended.
Other terrain costs more (or in the case of Autobahns and roads, less) to enter. These costs are detailed on the Operation Point Cost Chart (5.5).
[5.31] Autobahns. A unit or stack of units that is moved from a hex to an adjacent hex through a hexside crossed by an Autobahn expends ½ of an Operation Point regardless of the terrain in the hex entered or the presence of other Friendly units. Also see 5.12.
[5.32] Roads. A unit that is moved from a hex to an adjacent hex through a hexside crossed by a road expends ½ of an Operation Point regardless of the terrain in the hex entered. If the hex being moved into is Friendly-occupied, one Operation Point is expended instead. If a stack of units, or a regiment-sized unit is moved into a road hex (along a road) adjacent to a hex occupied by a Friendly unit(s) on the same road, expend one Operation Point. These effects are not cumulative.
[5.33] Access Hexsides. A unit moved from a hex to an adjacent hex through a hexside crossed by an access symbol expends one Operation Point, regardless of the hex terrain. If the hex entered is Friendly-occupied, the hex terrain cost must be expended instead. Non-motorized units treat roads and Autobahns as access hexsides.
[5.34] Rivers. A NATO unit may be moved across an unbridged river hexside at a cost of five Operation Points. A Warsaw Pact unit may be moved across an unbridged river hexside at a cost of three Operation Points. This cost is in addition to the cost of the terrain in the hex being entered. If the river hexside is crossed by a bridge, no Operation Point expenditure to cross the hexside is required. An artillery unit or attack helicopter unit may never cross an unbridged river hexside. (Note that this restriction does not apply to attack helicopters using their range in combat.)
[5.35] Multiple-terrain hex. A unit moved into a hex containing flat, broken and/or rough terrain expends the Operation Point Cost of the predominant terrain type in that hex. The Operation Point costs of all other terrain types are cumulative.
Entering and Exiting the Game Map
During the course of play, units may enter the map as reinforcements (see 17.0) while other units may exit the map to fulfil Victory Objectives, as noted in the Exclusive Rules.
[5.41] A unit may exit the map only if the Exclusive Rules of the game being played specifically allow it.
[5.42] A unit may only enter or exit the map from a hex containing a road or Autobahn that leads off the map from that hex. A unit exits the map from such a hex by expending the road or Autobahn Operation Point cost to enter an imaginary hex just off the map. A unit enters the map from such a hex in accordance with 17.1.
[5.43] A unit that exits the map is removed from play and may never be returned to the game. Such a unit is not considered eliminated; it may count towards the owning Player's victory conditions.
[5.44] A unit may not exit the map while retreating or advancing after combat.
[5.45] Enemy units may not enter the game-map in a hex from which a Friendly unit that exerts a Zone of Control has been exited, nor may such a hex be used as an Enemy supply source (see 10.1).
Operation Point Cost Chart
| Terrain Type | Operation Point (OP) Cost to Enter |
|---|---|
| Flat | 1 |
| Woods | +2 (see note 1) |
| Broken | 2 |
| Rough | 6 |
| Marsh | 7 |
| Town | (see note 2) |
| City | NATO: 1; Warsaw Pact: 2 (see note 3) |
| Hexside Terrain | Operation Point Cost to Cross |
|---|---|
| River | NATO: +5; Warsaw Pact: +3; Engineer present: +1 (see note 4) |
| Bridge | +0 (use other terrain) |
| Access Hexside | 1 (see note 5) |
| Road | Motorized: ½; Non-Motorized: 1 (see note 6) |
| Autobahn | Motorized: ½; Non-Motorized: 1 |
| Other Activity or Status | Operation Point Cost |
|---|---|
| Unit on FP Side | +1 per hex entered or attack declared; +½ per Autobahn hexside (see 5.12) |
| Unit at Max FP's | No operations allowed |
| Prepared Attack | 6 |
| Hasty Attack | 3 |
| March Attack | 2 |
| Leave ZOC | +6 (see 6.2) |
Notes:
- OP cost is in addition to other terrain in the hex (flat, broken or rough).
- Defender in combat gains one column shift to the left.
- Warsaw Pact OP cost is for entering a city hex in West Germany and is not negated by any autobahn, road or Autobahn. NATO OP cost can be negated by a road or Autobahn. Warsaw Pact pays NATO OP cost if entering a city in a Warsaw Pact country.
- This cost is for crossing a river at an unbridged hexside. It is in addition to the terrain cost of the hex entered. If there is an Engineer unit present in an adjacent hex then the cost to cross is 1 OP as per 16.2.
- This cost is regardless of the terrain of the hex being entered. Pay the cost of other terrain in the hex if it is friendly occupied.
- Pay 1 OP instead if: a) the hex being entered is friendly occupied, or b) moving a stack or regiment into a hex adjacent to a friendly unit on the same road. These are not cumulative.
Zones of Control
General Rule: Each unit exerts a Zone of Control (ZOC) into all six hexes adjacent to the hex it occupies. (Exception: Artillery units, attack helicopter units and engineer units never exert a Zone of Control.) A hex into which a unit exerts a ZOC is called a controlled hex. Hexes controlled by Friendly units inhibit the movement of Enemy units. Terrain has no effect on Zones of Control (except for city hexes, see 6.15).
Effects of Zones of Control
[6.11] A unit may be moved into an Enemy-controlled hex at no additional Operation Point cost, but its movement must cease upon being so moved (see 5.22).
[6.12] Friendly ZOC's never affect Friendly units (however, see 5.32).
[6.13] There is no additional effect of more than one unit controlling a given hex. If Enemy and Friendly Zones of Control are exerted into the same hex, that hex is mutually controlled by both of the Players.
[6.14] The presence of a Friendly unit negates Enemy Zones of Control for purposes of tracing friendly Supply Lines (see 10.1) and conducting retreats of Friendly units (see 8.8) in the hex occupied by that unit. Friendly units do not negate Enemy Zones of Control for purposes of movement.
[6.15] Zones of Control never extend into city hexes. Zones of Control may extend out of city hexes (but not into other city hexes). A Friendly unit that occupies a city hex adjacent to an Enemy-occupied hex is not affected by the Enemy units Zone of Control until the Friendly unit is moved out of the city hex.
Exiting Enemy-Controlled Hexes
The Phasing Player may attempt to move a unit or stack of units out of an Enemy-controlled hex if those units have expended no Operation Points (have not yet attacked or moved) in the current Player Phase.
[6.21] If the Phasing Player wishes to move all the units in a particular Enemy-controlled hex out of that hex, the stack (or single unit) must expend six Operation Points, and the Player must roll a die. (Exception: See 6.24.) If the die result is three or less, the unit(s) may conduct the move (paying the six Operation Points and the cost of the terrain in the hex being entered). If the die result is four or higher, the move may not be conducted (or attempted again this Phase).
[6.22] If an attempt to exit an Enemy-controlled hex fails, the involved units must still gain an FP for attempting to do so. The movement of such units is considered completed for the Player Phase; they may not conduct an attack.
[6.23] If a stack of Friendly units is in an Enemy-controlled hex, the Phasing Player may move one or more of the units out of that hex, as long as at least one unit that exerts a Zone of Control remains in the hex. Such a move requires that the units being moved expend six Operation Points, but does not require the Phasing Player to roll a die; the attempt automatically succeeds.
[6.24] A unit or stack of units in a hex controlled by one Enemy company-sized unit only may exit that hex at a cost of six Operation Points. No die roll is required.
[6.25] A unit that is moved out of an Enemy-controlled hex may not be moved into an Enemy-controlled hex in the current Player Phase.
Stacking
General Rule: When more than one Friendly unit occupies a single hex, the units are collectively referred to as a stack. Both Players are limited in the number of units they may have in a hex at any one time. Stacking restrictions apply at the end of every Player Phase and at every instance when combat occurs. If there are more units in a hex than allowed, excess unit(s) of the owning Player's choice must be eliminated. Friction Point markers do not count against stacking limits.
Stacking Restrictions
[7.11] The Warsaw Pact Player may never have more than three units in a hex. In addition, a regiment-sized unit may never stack with another regiment-sized unit (such a unit could be in the same hex as one or two non-regiment units).
[7.12] The NATO Player may never have more than two units in a hex. NATO units of different nationalities may not be stacked together. A NATO unit of one nationality may be moved through a hex containing a NATO unit of another nationality, but may not end its movement or conduct an attack from such a hex.
Stacking and Movement
A stack of units is considered to be one unit for purposes of Operation Point expenditure.
[7.21] When the Operation Point expenditure of a stack is completed, all the units in the stack gain a Friction Point, shown by flipping the entire stack over, or by adjusting the stack's FP marker, if the stack is already flipped over. (Exception: 7.32).
[7.22] Units may pass freely through other stacks of Friendly units during movement. (Exceptions: 5.32 and 5.33.) Stacking restrictions apply only at the end of the Player Phase and during combat.
Stacking and Friction Points
When a unit completes its movement in a hex occupied by another unit, the newly formed stack is assigned one FP level. (Exception: See 7.32.) If the units in the stack now possess the same FP level, one FP marker (only) is used to show the FP level of the entire stack. If the units in the stack possess different FP levels, the two FP levels are averaged together to determine one FP level for the newly formed stack. One FP marker is then used to show this FP level. The Friction Point Average Table 7.4 provides the Players with all the possible averages that may occur.
[7.31] When averaging Friction Point levels, always round up (as is done on the table).
[7.32] Every artillery unit and attack helicopter unit always retains its own Friction Point level (and thus, its own FP marker), regardless of what type of units such a unit may be stacked with. If such a unit expends Operation Points as part of a stack, the owning Player must make sure to increase the unit's FP level separately upon completion of its expenditure.
[7.33] If a unit completes its movement in a hex occupied by a unit on its non-FP side, the unit in the hex is flipped to its FP side and its FP marker (if any) is reduced by one. The Friction Point Average Table is then consulted to determine the stack's new FP level. (Exception: See 7.32.)
[7.34] If Players wish, they may ignore the restrictions of 7.3 and keep track of the FP levels of stacked units on an individual basis. In this case, it is entirely possible that a given combat result will destroy some units in a hex and leave others (which began with a lower FP level) still in play.
[7.35] Players should always keep track of FP levels of stacked units on an individual basis (see 7.34) if, by averaging, any unit(s) in the stack would exceed its maximum FP level.
Friction Point Average Table
| FP Level of unit in hex | 0 | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|
| 0 | 0 | 1 | 1 | 2 | 2 | 3 |
| 1 | 1 | 1 | 2 | 2 | 3 | 3 |
| 2 | 1 | 2 | 2 | 3 | 3 | 4 |
| 3 | 2 | 2 | 3 | 3 | 4 | 4 |
| 4 | 2 | 3 | 3 | 4 | 4 | 5 |
| 5 | 3 | 3 | 4 | 4 | 5 | 5 |
(Rows are the FP level of the unit already in the hex; columns are the FP level of the unit being moved in. Not applicable to artillery and helicopter units.)
Combat
General Rule: Combat may occur (but is not required) between a unit or stack of units and all the enemy units in an adjacent hex. Combat is a function of movement requiring the expenditure of Operation Points. In a combat, the Phasing Player is termed the attacker and the non-Phasing Player is the defender, regardless of the overall strategic situation. The attacking units and/or the defending units may be required to gain Friction Points as a result of combat.
Procedure: When the Phasing Player initiates a combat, the following steps are undertaken, in order:
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The attacker states which Enemy-occupied hex is under attack, and which of his units adjacent to that hex are participating in the attack. He then declares what type of attack he is conducting; a march attack, a hasty attack, or a prepared attack and whether it is a normal or mobile attack. Finally, each of his involved non-artillery units must expend the appropriate number of the Operation Points.
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The attacker may commit non-adjacent artillery units, attack helicopter units and/or Air Points to the attack. He may also declare the use of smoke and chemicals. He may use his EW Points to conduct electronic warfare.
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This step is not undertaken if the attacker conducted successful electronic warfare in step 2. The defender may commit artillery units and/or attack helicopter units that are not under attack, and Air Points to aid his defense. He may also declare the use of chemicals. The use of items described in this step and step 2 of the Procedure are subject to their availability to the Player (see the scenario instructions).
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The Attack Strength of all the attacking units is totaled and compared to the total Defense Strength of all the Enemy units in the hex under attack. If a mobile attack has been declared, the Mobile Combat Strength of both Players' involved units is used. The comparison is stated as a ratio of the attacker's strength to the defender's strength. Round off the ratio in favor of the defender (e.g., 14 to 5 = 2 to 1) to conform to the simple ratios found on the Combat Results Table.
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The combat ratio is used to determine which column on the Combat Results Table (8.6) will be used to resolve the combat. The ratio should be located in the row of the Table corresponding to the terrain in the defending units' hex. The column referred to may be altered by the application of column shifts for various modifiers.
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The attacker rolls one die, cross-referencing the die result under the declared attack type with the determined column to yield a combat result. The effects of the combat result are applied at once.
Declaring Combat
The Phasing Player (only) may declare a combat. He may do so whenever a unit or stack of units that he is expending Operation Points with is in a hex adjacent to an Enemy-occupied hex that he wishes to attack, at the beginning of the Player Phase or during a unit's movement.
[8.11] When the Phasing Player declares a combat, he states whether it is a prepared, hasty or march attack. Each attack type costs a certain number of Operation Points to conduct (see the Operation Point Cost Chart), and is resolved on a different die result column of the Combat Results Table (8.6).
[8.12] The Phasing Player may declare that an attack is a mobile attack, regardless of which of the three attack types he chose, as long as the requirements of 8.7 are met.
[8.13] A Player may involve a unit or stack of units that he is moving in more than one attack in a given Player Phase (although each attack is resolved one at a time). As long as a unit's Operation Point Allowance is not exceeded, the unit may be involved in any number of attacks and may expend Operation Points to move before, between or after attacks. Remember that all movement and combat conducted by one unit (or stack) must be completed before beginning to move another.
[8.14] The Phasing Player may declare an attack against a given Enemy unit any number of times in his Player Phase, as long as he has units with the requisite Operation Points to conduct such attacks.
Which Units May Attack
[8.21] An attack may not be conducted solely by artillery units, attack helicopter units, Air Points or Electronic Warfare Points.
[8.22] An attack may not be declared if the combat ratio of that attack would be less than the lowest combat ratio listed on the Combat Results Table. For example, a unit in a broken hex may not be attacked at less than a 1-3 ratio. This restriction applies before column shifts for modifiers are taken into account.
[8.23] A unit that has reached its maximum FP level may not participate in an attack. Such a unit may defend.
Multiple Unit and Multi-Hex Combat
[8.31] No more than one Enemy-occupied hex may be attacked in a single combat. Furthermore, all the Enemy units in that hex must be attacked, if the hex is attacked at all. The defender may not withhold a unit in a hex under attack.
[8.32] If the attacker wishes to involve a unit that is part of a stack in an attack, he must include the entire stack in the attack. Exception: An artillery unit or attack helicopter unit in a stack including units involved in an attack need not be involved in that attack.
[8.33] The Phasing Player may use units in more than one hex in a single attack. Such an attack, called a multi-hex attack, may be conducted only if all the following conditions are met:
- All the attacking units have expended no Operation Points thus far in the Player Phase.
- All the attacking units are eligible to expend Operation Points in the current Player Phase.
- A prepared attack (normal or mobile) must be declared, requiring all the involved non-artillery units to expend six Operations Points to participate in the attack.
- If the Warsaw Pact Player is conducting the attack, all his involved units must be in the same division. Exception: Non-divisional units (those subordinate to an army) may be included with the units of a division.
- If the NATO Player is conducting the attack, all of his involved units must be of the same nationality.
[8.34] If a multi-hex attack is conducted, the attacker receives one column shift in his favor on the Combat Results Table for each hex in excess of one that contains attacking units adjacent to the defending units' hex. For example, if the adjacent attacking units were in three hexes, the attacker would receive two column shifts in his favor. Artillery and attack helicopter units taking part in the attack do not count towards these column shifts.
[8.35] After a multi-hex attack is resolved, and any advances after combat have been completed, the Operation Point expenditure of all the participating stacks, except for one stack (as deployed at the instant of combat) of the Phasing Player's choice, is considered completed (see 5.14).
Combat Modifiers
The column referred to on the Combat Results Table may be adjusted by modifiers, in terms of column shifts to the right or left. To calculate column shifts, locate the column corresponding to the determined combat ratio and then move right and/or left the appropriate number of columns. All combat modifiers and their resultant column shifts are explained on the Combat Results Table.
[8.41] If column shifts for more than one type of modifier are being applied to a combat, the defender should add together all the shifts to the left while the attacker adds together all the shifts to the right. The lesser of these two totals is then subtracted from the greater to determine how many of the column shifts in the greater's direction will be applied.
[8.42] If the column being used on the Combat Results Table reaches the highest (or lowest) ratio column, all further column shifts to the right (or left) are ignored.
[8.43] Most terrain effects are built into the "integrated" Combat Results Table and are not expressed in terms of column shifts. Exceptions include towns and rivers, as noted on the Table. Also note that the participation of an engineer unit in an attack reduces the effects of rivers and cities.
NATO Surprise Attack Bonus. In any NATO attack in which the defending Warsaw Pact unit(s) is completely surrounded by NATO units or their ZOC's, the Attack Strength of all adjacent attacking units and supporting attack helicopters is doubled. When conducting a mobile attack, the Mobile Combat strength is doubled in this situation. This bonus is in addition to column shifts that may be applied for surrounding the defending unit and for conducting a multi-hex attack.
Combat Resolution
All combat is resolved using the Combat Results Table. After locating the proper ratio column on the Table (referring to the terrain in the defending unit's hex), and applying any column shifts called for, the attacker refers to the column on the left side of the table matching his declared attack type. He then rolls the die, locating the die result in the proper attack type column. The die result is then cross-referenced with the determined combat ratio column to yield a two-part combat result. The result to the left of the slash is the number of FP's the attacker gains; the result to the right is the number of FP's the defender gains.
[8.51] A combat result calling for FP gain by the defender is applied to each and every defending unit.
[8.52] A combat result calling for FP gain by the attacker is applied to each and every attacking unit.
[8.53] An artillery unit conducting direct fire (see 11.1) is always affected by combat results. An artillery unit conducting indirect fire is never affected by combat results (see 11.2). An attack helicopter involved in a combat is always affected by combat results (see 12.0).
[8.54] When a combat result is achieved, its effects must be implemented immediately, before conducting any other movement or attacks.
[8.55] The defender (only) may reduce the FP gain required by a combat result if he elects to retreat his defending units. If he does so, however, the attacker's result may also be reduced (see 8.8).
[8.56] If a unit gains an FP or FP's so that it possesses more than its maximum FP level, it is considered destroyed; remove it from play.
Combat Results Table
Defender's Terrain — Combat Ratio (Attacker to Defender):
| Defender's Terrain | Combat ratio columns, left to right |
|---|---|
| City | 2-1 · 3-1 · 4-1 · 5-1 · 6-1 · 7-1 · 8-1 · 9-1 · 10-1 · 11-1 · 12-1 · 13-1 |
| Rough/Woods | 1-1 · 2-1 · 3-1 · 4-1 · 5-1 · 6-1 · 7-1 · 8-1 · 9-1 · 10-1 · 11-1 · 12-1 · 13-1 |
| Rough, Marsh, Broken/Woods | 1-2 · 1-1 · 2-1 · 3-1 · 4-1 · 5-1 · 6-1 · 7-1 · 8-1 · 9-1 · 10-1 · 11-1 · 12-1 · 13-1 |
| Broken, Flat/Woods | 1-3 · 1-2 · 1-1 · 2-1 · 3-1 · 4-1 · 5-1 · 6-1 · 7-1 · 8-1 · 9-1 · 10-1 · 11-1 · 12-1 · 13-1 |
| Flat | 1-3 · 1-2 · 1-1 · 2-1 · 3-1 · 4-1 · 5-1 · 6-1 · 7-1 · 8-1 · 9-1 · 10-1 · 11-1 · 12-1 |
Locate the row for the defending hex's terrain to find which combat ratio each results-table column (below) represents; the same 15 result columns serve every terrain row, shifted according to the table above.
Die Results (Attacker/Defender FP gain, by column position):
| Prepared die | Hasty die | March die | col 1 | col 2 | col 3 | col 4 | col 5 | col 6 | col 7 | col 8 | col 9 | col 10 | col 11 | col 12 | col 13 | col 14 | col 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | – | – | 1/1 | 1/1 | 1/1 | 0/1 | 1/2 | 1/2 | 0/2 | 1/3 | 0/3 | 1/4 | 0/4 | 0/5 | 0/5 | 0/6 | 0/6 |
| 2 | 1 | – | 1/0 | 1/1 | 1/1 | 1/1 | 0/1 | 0/1 | 1/2 | 1/2 | 0/2 | 0/3 | 1/4 | 0/4 | 0/5 | 0/5 | 1/6 |
| 3 | 2 | 1 | 1/0 | 1/0 | 1/1 | 1/1 | 1/1 | 0/1 | 0/1 | 0/1 | 1/2 | 0/2 | 0/3 | 1/4 | 0/4 | 1/5 | 0/5 |
| 4 | 3 | 2 | 1/0 | 1/0 | 1/0 | 1/1 | 1/1 | 1/1 | 0/1 | 0/1 | 1/2 | 0/2 | 0/3 | 0/3 | 0/4 | 0/4 | 0/5 |
| 5 | 4 | 3 | 1/0 | 1/0 | 1/0 | 1/0 | 1/0 | 1/1 | 1/1 | 0/1 | 0/1 | 1/2 | 0/2 | 0/3 | 0/3 | 0/4 | 0/4 |
| 6 | 5 | 4 | 2/0 | 2/0 | 1/0 | 1/0 | 1/0 | 1/0 | 1/1 | 1/1 | 0/1 | 0/1 | 1/2 | 0/2 | 1/3 | 0/3 | 0/4 |
| – | 6 | 5 | 2/0 |
Each row gives the die result for whichever of the three attack types (Prepared, Hasty, March) applies — a "–" means that die value does not occur for that attack type. Apply the result to the left of the slash to the attacking units; apply the result to the right of the slash to the defending units. Results are gain in FP's.
Combat Modifiers:
- City/Engineer: Defender in a city hex and attacking units include an engineer — use the Rough, Marsh row.
- Surrounded: Defender is not in a city hex and all six hexes around defender's hex are enemy occupied or controlled — 1 column shift right.
- Multi-hex: In a multi-hex attack, for each attacking hex after the first, not counting copters or non-adjacent artillery — 1 column shift right.
- Fog/Smoke: Attacker is conducting a Mobile Combat while ground fog is in effect or smoke laid into defender's hex — 1 column shift right.
- Town: Defender's hex contains a town — 1 column shift left.
- Across River: All attacking non-arty units attacking across river hexsides (even if bridged) & no engineer included — 4 column shifts left.
- At least one attacking non-arty unit attacking across a river hexside (even if bridged) & no engineer included — 2 column shifts left.
- All or some attacking non-arty units attacking across river hexsides (even if bridged) & engineer included — 1 column shift left.
- WP: Chemicals (For Grand Campaign only; scenarios differ): chemicals laid in defender's hex turns 1 to 4 — 3 column shifts, in favor of the Warsaw Pact Player; turns 5 to 8 — 2 column shifts; turns 9 & 10 — 1 column shift.
Mobile Combat
If the Phasing Player is attacking in flat or broken terrain, without woods or any other type of terrain (except roads and Autobahns) in the hex attacked, he may choose to launch a mobile attack. If the attacker does choose a mobile attack, his own attacking units and the defending unit(s) use their Mobile Combat Strengths.
[8.71] Artillery and attack helicopters, when supporting mobile combat, use a strength of 1, except Warsaw Pact artillery using direct fire, which is doubled to a strength of 2.
[8.72] If a mobile attack is conducted while ground fog is in effect or when an involved artillery unit is projecting smoke, a shift of one column to the right is applied to the CRT.
[8.73] Results against a defender in mobile combat is reduced by one.
Retreats
If the defender incurs an FP gain of two or more as a result of combat, he may choose to fulfil part of the result by retreating all the defending units, instead of gaining FP's. At least one FP must be gained whenever a combat result (except "0") is incurred. (Exception: See 8.87.) The Player may fulfil the remainder of the requirement by any combination of FP gain and hex retreat. For example, if the result is a 2, one FP could be gained and one hex retreated. If the result is a 4, one FP could be gained and three hexes retreated, or two FP's could be gained and two hexes retreated, etc.
[8.81] Retreats are always conducted by the owning Player. However, if the defender chooses to retreat, he must retreat all his units involved in the combat. Retreating does not require the expenditure of Operation Points. The attacker may never retreat.
[8.82] Retreating is never required; a unit may gain FP's instead (even if this would cause the elimination of the unit). However, a unit may not be retreated and eliminated to fulfil a single combat result.
[8.83] A unit may be retreated into any adjacent hex, as long as the following restrictions are adhered to (in order):
- A unit may not be retreated into an Enemy-occupied or controlled hex, or off the game-map (NATO units see 5.26).
- A unit may not retreat across a river hexside, unless the hexside is traversed by an intact bridge.
- A unit must retreat into a vacant hex, if possible. If no vacant hex is available, it may retreat into or through a Friendly-occupied hex, but not in violation of stacking restrictions.
- A unit must retreat into a connected Autobahn or road hex, if possible (defender's choice, if more than one hex fulfils this requirement).
- A unit must retreat into the hex requiring the fewest Operation Points to enter.
[8.84] If no permissible retreat route is open to a unit, no retreat may be conducted; the unit must gain FP's.
[8.85] A NATO unit may end its retreat in a hex occupied by a NATO unit of a different nationality only if no other hex is available. As long as they remain stacked, the units may defend together but may not be supported by any indirect fire (or attack helicopters), and may not attack.
[8.86] If a stack is being retreated, it may not be split up (that is, it may not be retreated to any different hexes).
[8.87] A unit with a soft target symbol must gain at least two FP's in a given combat before it may retreat. An attack helicopter unit, however, may never retreat.
[8.88] If the defender chooses to retreat, any combat result incurred by the attacker is reduced by one (e.g., a 1 becomes a 0). Also see 8.92.
[8.89] A unit must end up as many hexes away from its original hex as the number of hexes it retreats.
Advance After Combat
Whenever a defending unit is retreated or eliminated as a result of combat, it will leave a hex or path of hexes behind it called the path of retreat. After the attacker's combat result has been fulfilled (if any), any or all victorious attacking units are allowed to, or must do in the case of the Warsaw Pact (see 8.9A), advance along the Enemy Path of retreat, and may sometimes deviate from it. Advance after combat does not require the expenditure of Operation Points.
[8.91] The permissible length of an advance after combat is equal to the number of hexes the defending unit retreated.
[8.92] If all the defending units in a combat are eliminated, the length of the advance after combat equals the required FP gain of the defender's combat result that remains unfulfilled. For example, if a defending unit (with a maximum FP level of 5) possessing four FP's is required to gain four FP's as a result of combat, and is eliminated, the attacking units could be advanced two hexes. If the defender's entire combat result is fulfilled by unit elimination, no advance after combat is allowed. If part of an eliminated defender's combat result remains unfulfilled, the attacker's combat result is reduced by one, as if the defending unit retreated (see 8.88).
[8.93] Advancing units may ignore Enemy Zones of Control as long as they are being advanced along the path of retreat.
[8.94] If a unit is advanced after combat, the first hex entered in this advance must be the hex occupied by the defending unit at the instant of combat. If an advance of greater than one hex is allowed, the unit may then be advanced into any adjacent hex (Exception: see 8.9A). However, if a unit deviates from the path of retreat, its advance must stop upon entering an Enemy-controlled hex. In the case of advancing after eliminating the defending unit(s), any hex entered beyond the first hex is considered deviating from the path of retreat.
[8.95] Artillery units conducting indirect fire and attack helicopter units may not be advanced after combat. Artillery units conducting direct fire may advance after combat.
[8.96] A unit that did not participate in the current combat, but that is stacked with a unit that did, may be advanced after combat.
[8.97] The attacker may cease to advance his units at any point during their advance; he is never required to advance a unit. If more than one unit is being advanced, they may be advanced into the same or different hexes. However, stacking restrictions may not be exceeded at the end of any advance.
[8.98] A unit may be advanced across an unbridged river hexside only if it is entering the hex occupied by the defending unit at the instant of combat.
Soviet Doctrine
Whenever the NATO Player retreats a unit as a result of combat, at least one Warsaw Pact unit that participated in that attack must be advanced along the path of retreat of the NATO unit and end its advance adjacent to the retreated unit (exception to 8.94). If the NATO unit was retreated through another Friendly unit, at least one Warsaw Pact unit must advance along the path of retreat until blocked by the unit retreated through. If all NATO units defending in a combat are eliminated, and the Warsaw Pact Player is allowed to advance, at least one Warsaw Pact unit must be advanced into (or through) the vacated hex.
Friction Points (FP's)
A Friction Point (FP) is a measure of fatigue, wear and tear on equipment and personnel loss. A unit's "front line" combat strength never changes. Instead, the Friction Point system shows the reduction (and replenishment) of a unit's depth. When a critical point is reached, the unit ceases to exist as a cohesive combat force; but until that point, the unit will function close to its optimum capabilities.
General Rule: The number of FP's a unit possesses at any one time is called that unit's FP level. A unit's FP level is noted by the side of the unit that is currently face-up and by the use of FP markers. The Combat Strengths are printed in white on the back-side of each unit, when this side is face-down, the unit is on its non-FP side; when this side is face-up, the unit is on its FP side.
Maximum FP Levels
Each unit has a specific, maximum FP level which it cannot exceed without ceasing to exist. A unit that exceeds its maximum FP level is eliminated. Maximum FP levels, based on unit sizes, are as follows:
- All Regiments, and all Artillery and Attack Helicopter units have a maximum FP level of 5.
- All Battalions, including West German Territorial and Static Infantry Battalions, have a maximum FP level of 4.
- All Companies have a maximum FP level of 3.
Example: A US battalion with a current FP level of 4 is eliminated the instant it gains one additional FP (for a total of 5).
How FP's Are Gained
The FP level of a unit (or stack) may be increased as follows:
[9.21] When the Operation Point expenditure for a unit is completed for a single Player Phase, the FP level of the Unit is increased by one. This is done for any unit that expends Operation Points, regardless of how many attacks it may conduct.
[9.22] After any type of attack is resolved, the FP levels of all the involved attacking and defending artillery units (conducting direct or indirect fire) and attack helicopter units are increased by one, regardless of the outcome of the combat. Exception: If the defending units in a combat consist solely of artillery and/or attack helicopter units, the FP levels of the units in the hex under attack are not automatically increased.
[9.23] When a combat is resolved, an FP level increase for the involved attacking and/or defending units may be called for by the combat result. The required increase may be reduced if the defending Player chooses to retreat his units (see 8.8). This increase does not apply to artillery units conducting indirect fire, but it does apply to attack helicopter units.
How FP's Are Removed
During the Friction Point Removal Segment of each Game-Turn, the FP level of every non-artillery unit in play may be reduced by one. The FP level of every artillery unit may be reduced by two. If a unit is out of supply (see 10.0) during the Friction Point Removal Segment, its FP level may not be reduced.
Recording FP's
At the beginning of the Initial Player Phase of each Game-Turn, all the units in play have their non-FP side face-up. If a unit expends Operation Points in the owning Player's Initial Player Phase of the Game-Turn, the FP it must gain for doing so is recorded by flipping the unit over. Under all other conditions, any FP's a unit gains are recorded by placing the appropriate FP marker under the unit. (Exception: See 9.44.)
[9.41] Back-printed FP markers representing 1, 2, 3 and 4 FP's are provided. If the supply of FP markers is exhausted, similar markers of the Players' devising should be used.
[9.42] The current FP level of a unit on its non-FP side is the value of its FP marker only. If such a unit has no FP marker, its FP level is "0." The current FP level of a unit on its FP side equals the value of its FP marker plus one. If such a unit has no FP marker, its FP level is "1."
[9.43] When a unit (except an artillery or attack helicopter unit) is moved into a hex containing another Friendly unit (thus forming a stack), the FP levels of the units can be averaged together (see 7.3). Such a stack is considered to be one unit for purposes of FP gain and loss.
[9.44] If a regiment on its non-FP side possessing a "4" FP marker must gain an FP, it is recorded by flipping the unit over, regardless of the Player Phase in progress.
[9.45] The FP level of a unit that is out of supply during the Friction Point Removal Segment is not reduced (see 9.3). However, if the unit is on its FP side, it is flipped over (to its non-FP side) and the FP level shown by its FP marker is increased by one. (Exception: This is not done if the unit currently has reached its maximum FP level.)
Effect of FP's on Movement and Combat
A unit on its non-FP side may expend Operation Points in the owning Player's initial Player Phase of the Game-Turn only. A unit on its FP side must expend one additional Operation Point for every hex it enters when being moved (see 5.12).
[9.51] An artillery unit or attack helicopter unit may be used to support an attack or defense when on its non-FP side regardless of the Player Phase in effect.
[9.52] During a Player's Initial Player Phase of the Game-Turn, he may flip over any of his units from their non-FP side to their FP side, without having them expend Operation Points, so they can move in later Player Phases. Any unit so turned gains an FP by being flipped over, of course.
[9.53] A unit that has reached its maximum FP level may not expend Operation Points in any manner. If an artillery or attack helicopter unit has an FP level of five, it may not be used to support an attack or defense in any way. A unit that has reached its maximum FP level may defend when actually attacked. See also 11.13 and 11.33.
Friction Point Removal Chart
| Unit Type | In Supply? | At Max FP Level? | On FP Side? | Action |
|---|---|---|---|---|
| Non-Artillery | Yes | No | Yes | Flip to non-FP side |
| Artillery | Yes | No | Yes | Flip & reduce FP marker by 1 |
| Non-Artillery | Yes | No | No | Reduce FP marker by 1 |
| Artillery | Yes | No | No | Reduce FP marker by 2 |
| Any | No | No | No | Flip & increase FP marker by 1 |
| Any | No | No | Yes | Do nothing |
| Any | No | Yes | Either | Do nothing |
Supply
General Rule: In order to remove a Friction Point from a unit during the Friction Point Removal Segment, the unit must be in supply; if a unit is not in supply during this Segment, its FP level may not be reduced at all. This is the only effect of being out of supply. A unit is in supply if a Player can trace a supply line from the unit to a supply source during the Friction Point Removal Segment.
Line of Supply
A supply line consists of two segments. The first segment is composed of a path of hexes leading from the hex occupied by the tracing unit (exclusive) to a road or Autobahn hex (inclusive) which would not cost the unit more than 6 Operation Points to cross on its non-FP side (i.e., during an initial Player Phase). The second segment is composed of a path of connected road and Autobahn hexes leading from the last hex of the first segment to a Friendly supply source.
[10.11] A supply line may not be traced through an Enemy-occupied hex. A supply line may not be traced through an Enemy-controlled hex unless that hex is occupied by a Friendly unit that exerts a Zone of Control.
[10.12] A supply line may not be traced through a swamp, marsh, or rough hex (unless traversed by a road or Autobahn), and an unbridged river hexside unless a Friendly engineer unit is adjacent to the hexside.
[10.13] Refer to 10.3 to determine friendly supply sources.
[10.14] A hex from which an enemy unit has been exited may not be used as a friendly supply source (see 5.45).
[10.15] For victory purposes only, supply lines are not considered blocked by airmobile, airborne, and air-landed units and their ZOC's.
[10.16] No NATO units may trace a supply line through any hex of East Germany or Czechoslovakia.
[10.17] The Warsaw Pact Player may not trace a line of supply through a city hex which a Warsaw Pact unit was not the last to pass through.
Warsaw Pact Supply
Warsaw Pact units are automatically considered in supply for the first four Game-Turns. A Friction Point may be removed from every Warsaw Pact unit during the Friction Point Removal Segment, regardless of its supply situation. Exception: Warsaw Pact artillery units are never considered automatically in supply. If a supply line cannot be traced for a Warsaw Pact artillery unit, Friction Points may not be removed from it.
Supply Sources
Unless otherwise noted in scenario specific rules, supply sources are:
[10.31] NATO units must trace a line of supply to any road or Autobahn hex leading to the following map edges: Fifth Corps: North edge west of hex F3922, or west edge, or south edge west of hex F0122.
[10.32] Warsaw Pact units must trace a valid line of supply to any road or Autobahn hex to the following: Fifth Corps: East edge.
Artillery
General Rule: Artillery units may participate in combat by conducting direct or indirect fire. Artillery units may also be used to release chemicals and smoke and conduct counterbattery fire. Rocket artillery may increase its effectiveness by incurring FP gains.
Procedure: The attacker and the defender declare use of their artillery units in a combat during Steps 2 and 3 of the Combat Procedure (see 8.0). The functions described in this Section that these units may perform do not require the expenditure of Operation Points. However, these functions do require the gain of Friction Points.
Direct Fire
An artillery unit that is stacked with a non-artillery unit may participate in an attack against an adjacent Enemy unit by conducting direct fire. Warsaw Pact artillery is doubled in strength in direct fire. An artillery unit in a stack containing at least one non-artillery unit that is attacked by Enemy units must participate in the defense by conducting direct fire.
[11.11] An artillery unit conducting direct fire while attacking contributes its Attack Strength to that of the attacking non-artillery units. An artillery unit conducting direct fire while defending contributes its Defense Strength to that of the units under attack. If a mobile attack has been declared by the attacker, an artillery unit contributes its Mobile Combat Strength (1) when conducting direct fire (attacking or defending).
[11.12] Any number of eligible artillery units may participate in a combat using direct fire (however, see 8.21).
[11.13] An artillery unit that is under attack when alone in a hex, or stacked with only artillery or attack helicopter units, and/or when possessing five FP's is considered to have a Defense Strength of 1 (instead of its printed strength). Exception: A self-propelled artillery unit possesses a Defense Strength of 2 in these situations (unless its printed Strength is 1).
[11.14] The Attack Strength of all Warsaw Pact artillery units (except rocket) is doubled when conducting direct fire. Their Defense Strength is unaffected. This bonus is applied when a mobile attack has been declared; however, the unit's Mobile Combat Strength (1) is doubled instead.
[11.15] An artillery unit conducting direct fire is affected by any combat result incurred by the owning Player as a result of the combat.
Indirect Fire
An artillery unit that is not in an Enemy-controlled hex may participate in an attack against an Enemy unit by conducting indirect fire. In order to do so, the artillery unit must be within range of the Enemy unit. An artillery unit not in an Enemy-controlled hex may participate in the defense of a Friendly unit under attack by conducting indirect fire, if within range of the Friendly unit. The restrictions of 11.11 and 8.21 apply to indirect fire. Further restrictions inhibit use of indirect fire by the Warsaw Pact Player.
[11.21] An artillery unit is within range of a unit if the distance (in hexes) between the two units is less than or equal to the artillery unit's printed range. Range is counted by including the hex containing the "target" unit but not the hex containing the artillery unit. Range may be traced through Enemy-occupied or controlled hexes.
[11.22] An artillery unit that is in an Enemy-controlled hex and is not eligible to conduct direct fire may conduct indirect fire if all the Enemy units controlling the hex are involved in the current combat (Exception: See 11.13.).
[11.23] A Warsaw Pact artillery unit may conduct indirect fire only if all the following restrictions are met.
- The artillery unit may not be stacked with a non-artillery unit.
- A prepared attack is being conducted (this restriction applies only if the Warsaw Pact Player is attacking).
- The artillery unit is in the same division as all the divisional non-artillery units in the combat (this restriction does not apply if the artillery unit is designated as a non-divisional unit).
[11.24] A NATO artillery unit may not conduct indirect fire in a combat if any of the involved NATO non-artillery units are of a different nationality. Exception: NATO artillery units which do not have a boldface division identifier as part of their designation may be used to support NATO units of any nationality.
[11.25] An artillery unit conducting indirect fire is not affected by any combat results.
[11.26] A hex containing an artillery unit conducting indirect fire in a multi-hex attack does not count towards any column shift bonus received for that attack (see 8.34).
Artillery and Friction Points
Each and every artillery unit retains its own FP level; a separate FP marker is always used. Every time an artillery unit conducts direct or indirect fire, its FP level is increased by one. This increase is applied after any FP's the unit must gain because of a combat result have been applied.
[11.31] During the Friction Point Removal Segment of each Game-Turn, the FP level of each artillery unit is reduced by two (unless it is out of supply, see 10.0).
[11.32] An artillery unit gains an FP each time it is used to release chemicals and smoke (see 11.4). If an artillery unit is used to conduct direct or indirect fire, and to release chemicals and smoke in the same combat, it gains two FP's.
[11.33] An artillery unit that currently possesses five FP's may not conduct direct or indirect fire (see 11.14). An artillery unit that currently possesses four FP's may not conduct fire and release chemicals/smoke. Such a unit may perform one, but not both of these functions. It is possible that an FP gain required of an artillery unit for conducting direct fire would cause the unit's elimination, if a combat result it incurred also increased its FP level.
[11.34] If an artillery unit expends Operation Points in a Player Phase, it gains a Friction Point, just as a non-artillery unit would. (Direct fire, indirect fire, releasing chemicals and smoke, and retreating and advancing after combat do not require the expenditure of Operation Points.)
Chemicals and Smoke
Either Player may declare that an artillery unit is releasing chemicals and smoke in addition to or instead of conducting direct or indirect fire. Chemicals give the Player using them a certain number of column shifts in his favor on the Combat Results Table.
[11.41] Any artillery unit that is eligible to conduct direct or indirect fire in a combat may release chemicals and smoke. Case 11.23 does not apply (except for part 3). When such a unit does so, it gains an FP. If an artillery unit conducts direct or indirect fire, and releases chemicals and smoke in the same combat, it gains two FP's.
[11.42] A Player need not declare that an artillery unit is releasing both chemicals and smoke, if he wishes to use only one of these items. However, one Friction Point is gained regardless of whether chemicals or smoke or both are used.
[11.43] The Exclusive Rules of the game being played list the number of column shifts a Player receives in his favor on the Combat Results Table when using chemicals. These shifts vary depending on the Game-Turn currently in progress. Furthermore, the NATO Player may be restricted from using chemicals in certain Game-Turns.
[11.44] The release of smoke aids the attacker when he is conducting a mobile attack during a Game-Turn in which ground fog is not in effect. Smoke only aids the attacker under these conditions, and never aids the defender. If these conditions are met, the attacker receives a shift of one column to the right on the Combat Results Table when resolving the mobile attack.
[11.45] The effects of chemicals and smoke last for the duration of the combat they are released in only.
[11.46] A Player may receive the column shift bonuses applied for chemicals and smoke once per combat only, regardless of how many artillery units are releasing chemicals and smoke.
[11.47] A Player may use Air Points to release chemicals, but not to release smoke. An attack helicopter unit may not be used to release chemicals or smoke.
[11.48] The NATO Player may not release chemicals into a city hex.
Counterbattery Fire
Any number of Friendly artillery units may conduct counterbattery fire in a Friendly Player Phase, as long as none of them have yet expended Operation Points in the Phase and are not in Enemy ZOC's. Each artillery unit may conduct counterbattery fire against one Enemy artillery unit within its range. The Phasing Player declares and resolves each counterbattery attack, one at a time, as follows:
- The Phasing Player declares that a given artillery unit is conducting counterbattery fire, increases its FP level by one (optionally more; see 11.6), and declares the Enemy artillery unit under attack.
- The Attack Strength of the attacking artillery unit is compared to the Counterbattery Defense Strength of the Enemy artillery unit to determine a combat ratio. The Counterbattery Defense Strength is 1 if the defending artillery unit is soft, or 2 if it is hard.
- The attacker rolls the die, cross-referencing the die result with the proper ratio column, as if a prepared attack were being conducted in flat terrain, to yield a combat result. Combat results incurred by the attacker are ignored.
- If the defender's combat result is 1 or greater, the counterbattery fire succeeds (see 11.55).
[11.51] When resolving counterbattery fire, neither the attacker nor the defending artillery unit gains any benefit from terrain, Air Points, smoke, fog, attack helicopters, or other modifiers. The attacking artillery unit may, however, use chemicals.
[11.52] Counterbattery fire is selective. Any other artillery or non-artillery units stacked with the defending artillery unit are ignored when resolving counterbattery fire.
[11.53] No more than one attacking artillery unit and one defending artillery unit may be involved in a single counterbattery attack.
[11.54] Aside from gaining an FP, an artillery unit is not affected by conducting counterbattery fire. The unit may conduct additional counterbattery fire, expend Operation Points, and/or conduct normal fire during the Player Phase.
[11.55] An artillery unit that incurs any combat result (except 0) in a counterbattery attack may not be used to conduct any fire for the duration of the current Player Phase. Furthermore, the artillery must satisfy the combat result by FP gain and/or retreat, as in a normal attack. If the artillery unit is hard, it must gain at least 1 FP before retreating; if the artillery unit is soft, it must gain at least 2 FP's (if the combat result is 2 or greater).
[11.56] All Warsaw Pact non-divisional and DAG artillery units, and all NATO artillery units, may perform counterbattery fire.
Rocket Artillery
[11.61] In any Friendly Player Phase, rocket artillery units may increase their attack strength by increasing the number of FP's they gain. The following chart shows the effect on the unit's attack strength according to the number of FP's the owning Player chooses to gain:
| FP's Gained | Attack Strength |
|---|---|
| 1 | Normal |
| 2 | x2 |
| 3 | x3 |
| 4 | x4 |
| 5 | x5 |
Example: During the Warsaw Pact Player Phase, a rocket artillery unit with a strength of 5-5 is supporting an attack. The Warsaw Pact Player decides to triple the attack strength of the rocket artillery unit, making it a 15. He does so and conducts the attack - adjusting the unit's FP level to reflect an increase of 3 FP's.
[11.62] Rocket artillery units may use this special increase in strength only when supporting an attack or conducting counterbattery fire.
[11.63] Rocket artillery units do not have their strength doubled when conducting direct fire (exception to 11.14).
Attack Helicopters
General Rule: An attack helicopter unit may be used to support any type of attack or defense in a manner similar to indirect fire. The unit represents the base from which the helicopters operate. However, any time an attack helicopter unit is involved in a combat, it must gain any FP's required by the combat result.
Helicopters and Combat
[12.11] An attack helicopter has a printed range which the unit must be within to participate in combat (see 11.21).
[12.12] When an attack helicopter unit is attacked, it defends with a strength of 1, whether alone or stacked with other units. An attack helicopter unit (and any units stacked with it) may never be retreated; it must gain all FP's incurred by a combat result.
[12.13] An attack helicopter unit that is in an Enemy-controlled hex may never be used in the support of a combat.
[12.14] The restrictions of 11.24 and 11.26 apply to attack helicopters, while 11.23 does not. An attack helicopter may never be used to release chemicals or smoke.
Helicopters and FP's
Each attack helicopter unit retains its own FP level. The FP level of an attack helicopter is reduced by one (only) during the Friction Point Removal Segment (unless out of supply). The restrictions of Cases 11.33 and 11.34 apply to attack helicopters.
Airmobile Operations
General Rule: Both Players receive certain units, specified in the scenarios that are considered airmobile or convertible to airmobile. An airmobile unit may be "flown" from one hex to another by transport helicopters (which are not represented by counters). Every attack helicopter unit in the game is considered to include sufficient transport helicopters to move one airmobile unit per Friendly Player Phase. A Player may move airmobile units in this manner only during Game-Turns in which the Enemy Player does not have Air Superiority. The Exclusive Rules list the unit types available for conversion to airmobile status.
Procedure: During the Friendly Player Phase, each attack helicopter unit may transport one airmobile unit a number of hexes up to the limit of the helicopter unit's range allowance. This range is counted from the hex occupied by the helicopter unit (exclusive) to the hex occupied by the airmobile unit (inclusive) and then to the destination hex of the airmobile unit (inclusive). The Phasing Player must actually trace this range on the map as a "flight path"; if the path passes through an Enemy-occupied or Enemy-controlled hex, the airmobile unit and the helicopter unit are subjected to Enemy air defense fire (see 13.2). After the Phasing Player has completed this move, the helicopter unit immediately gains an FP.
Converting Units to Airmobile Status
The conversion of units to airmobile status is limited by the number of substitute counters provided for each nationality. Conversion to airmobile may take place at any time during the Friendly Player Phase. The Phasing Player simply removes the eligible unit from the map and replaces it with an airmobile substitute counter (of the same nationality) on the same hex. If the unit to be replaced is a battalion, a single substitute unit is placed; if the unit is a regiment, it is replaced by three airmobile substitute counters. Both Players should note the hex number where the conversion of a unit takes place. This hex is considered to contain heavy equipment and vehicles of the converted unit. Should the hex be subsequently entered by an Enemy unit, the equipment in the hex is considered destroyed, leaving the converted unit with no opportunity to "reconvert" to its original unit; in order to reconvert an airmobile unit to its original unit, move the unit back to the original conversion hex and substitute the original unit for the airmobile. In the case of Warsaw Pact regiments, three airmobile units originating from the same strength mechanized unit must be moved to the conversion hex.
Airmobile Eligibility. The following units are eligible for airmobile operations at all times: East and West German airborne infantry units, Soviet airborne artillery; British 15/Para and 100 RA/5 artillery units.
The following units may take part in airmobile operations after being converted: British (1-3) motorized infantry units; all US 2-8 mechanized infantry battalions; all East German, Czech, and Soviet motorized rifle regiments, all Soviet airborne mechanized battalions. A unit is not eligible for airmobile operations during the player phase in which it enters play as a reinforcement.
Air Defense Fire
When an airmobile unit is being transported to its destination hex, it may be subject to Enemy air defense fire. If the flight path of an airmobile unit passes through an Enemy-controlled or Enemy-occupied hex, the airmobile unit and the transporting helicopter each gain one FP immediately. FP's are gained in this manner for every hex in the flight path which is Enemy-controlled or Enemy-occupied. Hexes in the flight path lying between the helicopter unit and the unit to be transported do not count for air defense fire.
Special Rules for Airmobile Units
[13.31] An airmobile unit is considered a non-motorized, infantry unit and is subject to the provisions of 5.33.
[13.32] An airmobile unit may expend only 6 Operation Points in any Phase in which it is transported (these may be expended before and/or after transport). A unit that is transported gains one FP, regardless of whether or not it expends Operation Points.
[13.33] Airmobile units must trace either a normal supply line, or they may be supplied by airheads in the same manner as airborne units (see 15.5).
[13.34] Warsaw Pact airmobile units are not subject to Soviet Doctrine restrictions (see 8.9A), or NATO Surprise Attack Bonus (8.44), unless they are stacked with non-airmobile or non-airborne Warsaw Pact units.
[13.35] Airmobile units are considered non-divisional units for the purpose of 8.33 and 11.23.
[13.36] Airmobile units may not exit the map.
[13.37] A Warsaw Pact attack helicopter unit that is located off-map may not be used to transport airmobile units.
[13.38] An airmobile unit may be transported to any non-Enemy-occupied hex.
[13.39] Players may convert eligible units to airmobile status and simply use them as leg infantry units without initiating an airmobile operation. All normal airmobile rules apply to such units, which begin their movement in the hex of their conversion.
Air Power
General Rule: Air Points of either Player may be used in an indirect fire role. They may also be used by either Player to release chemicals.
Warsaw Pact Initial Air Supremacy
Prior to the start of the game, the Warsaw Pact Player rolls the die to determine the extent of his initial air supremacy. The number rolled on this die represents the number of Game-Turns (beginning with Game-Turn 1) in which the Warsaw Pact Player automatically possesses air superiority. During Game-Turns of automatic Warsaw Pact superiority, the Airpower Table is not used. (Exception: The Table is consulted each AM Game-Turn to determine if ground fog is in effect only.) Players will note that the period of Warsaw Pact supremacy is the only time when the Warsaw Pact can have air superiority when ground fog is in effect.
Warsaw Pact Pre-Emptive Airstrike
During the Airpower Segment of Game-Turn 1 only, the Warsaw Pact Player may conduct a pre-emptive strike against a number of hex groups specified by the scenario instructions. Each hex group consists of a target hex and the six hexes adjacent to it. NATO units occupying the hexes within a hex group will gain a variable number of FP's as a result of the pre-emptive strike.
The Warsaw Pact Player chooses the appropriate number of hex groups anywhere on the map(s) by declaring the target hex's number. No hex may be in more than one hex group (they may not overlap). The Warsaw Pact Player rolls the die once for each NATO unit in a hex group, then subtracts 1 from the die roll for every unit except artillery and helicopters. If the die result, after subtraction, is less than or equal to the unit's max FP level, the unit gains that number of FP's (no retreats allowed). A roll that exceeds a unit's max FP level is treated as though it equaled the unit's max FP level, except in the case of artillery and helicopters, a roll of 6 for one of these units eliminates the unit completely (remove it from the game). FP's gained by a unit as a result of a pre-emptive strike may be removed normally in the ensuing Friction Point Removal Segment. The pre-emptive strike does not require the expenditure of Warsaw Pact Air Points and is not considered nuclear warfare.
Air Superiority
During the Airpower Segment of the Game-Turn Preparation Phase of turns when Warsaw Pact Air Supremacy is not in effect, the NATO Player rolls the die and refers to the Air Power Table to determine if either Player has air superiority this Game-Turn. A Player who has air superiority (only) may use a certain number of Air Points to aid his units that are involved in combat during the Game-Turn. Results received from the Air Power Table may also cause ground fog to be in effect during a Game-Turn (see 14.3).
[14.11] The number of Air Points that a Player with air superiority receives is listed in the Exclusive Rules and should be jotted down on a separate sheet of paper when they are received. As the Player uses his Air Points, the number of Air Points at his disposal is adjusted.
[14.12] A Player may not save Air Points from one Game-Turn to another. If Air Points are not used during the Game-Turn in which they are received, they are lost.
[14.13] A Player may use Air Points to aid an attack or defense simply by adding any number of the Air Points he has available during the Game-Turn to the total strength of his units that are involved in the combat.
[14.14] A Player may use Air Points to release chemicals in a combat, simply by declaring that he is expending the Air Points to do so. A Player may use no more than one Air Point for this purpose in any one combat (see 11.46), and if an Air Point is used in this fashion, it does not add to the strength of the friendly units involved in the combat.
Air Interdiction
Air interdiction is another way that a Player may use his Air Points. Interdiction represents independent strikes conducted against units when they are most vulnerable — in transit. Air interdiction may be used only by the Player with Air Superiority. To undertake Air Interdiction, follow this procedure:
- Immediately after determination of Air Superiority (during the Airpower Segment), the Player with Air Superiority may place FP markers (as Air Interdiction markers) of a value from 1 through 4 on any hex not occupied by an Enemy unit.
- For each individual FP represented, the Player reduces his number of available Air Points for that Game-Turn by one.
- During the remainder of the Game-Turn, the first Enemy unit or stack of units to enter the hex as a result of movement or combat gains the number of FP's represented by the marker, and the marker is removed from play.
- Should no Enemy unit enter the hex during the course of the Game-Turn, the marker is removed from play at the end of the Game-Turn.
Air Interdiction Placement. Air Interdiction markers may be placed in any hexes on the map except those occupied by Enemy units. The number of hexes in which a Player may place Air Interdiction markers is limited only by the number of Air Points he has. However, no more than 4 FP's worth of Air Interdiction may ever be placed in a single hex.
[14.22] Air Interdiction markers may be placed on a Player's own units in anticipation of Enemy movement into the hex through advance after combat or normal movement. Friendly units may always enter or leave a hex containing Friendly Air Interdiction without gaining the FP's.
Air Interdiction and Reinforcements. If the Enemy Player places an Air Interdiction marker on a reinforcement entry hex, Friendly units scheduled to enter at that hex may instead be brought into play at an alternate entry hex.
Ground Fog
On A.M. Game-Turns, it is possible to receive a ground fog result from the Air Power Table, in addition to an air superiority result. Ground fog has no direct effect on airpower, other than the listed result. If a mobile attack is conducted during a ground fog Game-Turn, the attacker receives a combat bonus. This is the only effect of fog.
Airpower Table
| Die Result | Result |
|---|---|
| 1 | Warsaw Pact Superiority |
| 2 | Warsaw Pact Superiority |
| 3 | Warsaw Pact Superiority |
| 4 | NATO Superiority |
| 5 | NATO Superiority*; Ground Fog (AM) |
| 6 | No Superiority; Ground Fog (AM) |
*If AM Game-Turn, NATO receives one third of available Air Points.
Airborne Units
General Rule: Players receive airborne units as reinforcements as designated by scenarios. Airborne units enter play according to the air drop procedure. Once in play, airborne units may trace supply to an airhead, which may additionally be used as an entry hex for non-airborne Warsaw Pact reinforcements.
Procedure: At the beginning of the Phasing Player's initial Phase, each airborne unit that is eligible to enter play in the current Game-Turn is placed in a drop hex by the Phasing Player. After all such units are placed, the Phasing Player consults the Airdrop Table, rolling the die once for each unit, to determine how many FP's the unit gains as a result of the airdrop.
When Airborne Units Are Placed
The Phasing Player may bring airborne units into play during his initial Player Phase of any Game-Turn in which he possesses air superiority (see 14.1), or when neither Player has air superiority and ground fog is not in effect.
[15.11] Airborne units must be placed in drop hexes before any other Phasing units have been moved in a Player's initial Phase. The airdrop procedure and any Operation Point expenditure by the units must be completed before moving other Phasing units or bringing normal reinforcements into play.
[15.12] Entering airborne units into play does not require the expenditure of Air Points.
Drop Hex Restrictions
Any hex in play may be used as a drop hex, with the following exceptions:
- A city or rough terrain hex.
- An Enemy-controlled or Enemy-occupied hex.
- A Friendly-occupied hex or a hex assigned as a drop hex for another airborne unit.
Any other hex may be used as a drop hex but, depending on the terrain in the hex, the FP gain required as a result of the airdrop procedure may be increased (see 15.3).
How to Use the Airdrop Table
After placing the airborne units, the Phasing Player consults the Airdrop Table (15.6). For each airborne unit placed, he rolls the die and locates the die result on the Table to determine how many FP's the unit immediately gains. The die result may be modified, depending on the terrain in the drop hex, as explained on the Table.
[15.31] Each unit placed in a drop hex is rolled for individually by the Phasing Player. He may roll for these units in any order.
[15.32] Any FP gain called for by the Airdrop Table is recorded with an FP marker, not by flipping the unit over (see 15.4).
[15.33] When a unit is airdropped on a Game-Turn in which neither Player has air superiority, one is added to the die roll when using the Airdrop Table. This is in addition to any modifiers for terrain in the drop hex.
Restrictions on Airborne Units
During the Player Phase in which an airborne unit is first placed on the map, it may expend only 6 Operation Points. At the conclusion of that Phase, the airborne unit gains an FP (shown by flipping the unit over) whether it actually expended Operation Points or not.
[15.41] Warsaw Pact airborne units are not subject to the restrictions of Soviet Doctrine (8.9A), and the NATO Player never receives the Surprise Attack Bonus (8.44) when attacking such units, unless they happened to be stacked with non-airborne Warsaw Pact units.
[15.42] Warsaw Pact airborne units may only be supported by the artillery brigade organic to their division and by non-divisional artillery units.
[15.43] Airborne units of both sides may always be supported by attack helicopter units and Friendly Air Points unless victims of EW.
[15.44] Airborne units may never exit from the game-map.
[15.45] British, West German and East German airborne infantry units are non-motorized, and when being moved they treat all road and Autobahn hexsides as access hexsides instead. Furthermore, they are treated as company-sized units for the purposes of exerting a Zone of Control.
Airheads and Airborne/Airmobile Supply
Any airfield hex that is occupied by a Friendly unit, or was once occupied by a Friendly unit and has not since been occupied or controlled by an Enemy unit, is considered a Friendly airhead. During each Game-Turn that the Friendly Player has air superiority (or neither Player has air superiority), an airhead is considered operative, and may be used as a supply source for airborne and airmobile units, and (for Warsaw Pact units only) as an entry hex for non-airborne/airmobile mechanized or artillery units.
[15.51] An airborne/airmobile unit may trace a line of supply to any valid supply source (as listed in scenario instructions) or to an operative Friendly airhead.
[15.52] During the initial Warsaw Pact Player Phase of any Game-Turn in which he has air superiority, he may place one motorized rifle unit or one artillery unit (only) on one operative Warsaw Pact airhead hex (assuming such a unit is scheduled to enter as a reinforcement in the current Game-Turn). A unit so placed is considered an air-delivered reinforcement.
[15.53] An air-delivered reinforcement unit may not expend any Operation Points during the Player Phase of its entry, but is flipped over (to its FP side) upon being placed. A unit so placed is removed from the march order of its division (if assigned to one).
[15.54] An air-delivered reinforcement must trace a line of supply to a valid supply source. Operative airhead hexes may be used to supply up to two air-delivered reinforcement units per Game-Turn (in addition to any number of airborne units). Regardless of how many airheads the Warsaw Pact Player controls, no more than two air-delivered units may use them as supply sources in a single Game-Turn.
Airdrop Table
| Die | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| FP's Gained | 0 | 1 | 1 | 1 | 2 | 2 | 3 |
Modifiers to Airdrop Table (cumulative):
- −1 if drop hex contains an airfield
- +1 if drop hex contains broken terrain
- +1 if drop hex contains a town
- +1 if drop hex contains a river hexside
- +1 if neither player has Air Superiority
- +2 if drop hex contains woods
Treat modified die rolls higher than "7" as "7."
Engineers, Rivers and Bridges
General Rule: Both Players may attempt to destroy bridges. Friendly engineer units may be used to repair destroyed bridges and aid Friendly units in crossing unbridged river hexsides. Engineer units may also provide column shifts for Friendly attacks into city hexes or across river hexsides (see Combat Results Table).
Bridge Demolition
Each player may attempt to destroy any bridge in West Germany during any Friendly Player Phase. There are two forms of bridge demolition: close and long range demolition.
[16.11] Each player may make one close range demolition attempt per Game-Turn on any bridge adjacent to a Friendly unit during any part of the player phase when the condition is met. When a friendly unit is adjacent to the bridge that is to be destroyed the player rolls a die. On a die roll of 1-5 the bridge is destroyed. On a roll of 6, the bridge remains intact.
[16.12] Each player may make one long range demolition attempt per Game-Turn on each bridge on the map, regardless of whether a Friendly unit is adjacent to it. The player announces during any part of his player phase that the attempt is being made, and rolls a die. On a die roll of 1 the bridge is destroyed. All other rolls leave the bridge intact.
[16.13] No markers are provided to note a destroyed bridge hexside or failed demolition attempts. Players should keep track of this on a separate piece of paper or use a small coin.
Engineers and River Crossings
[16.21] When an engineer unit or a stack containing an engineer unit is moved across an unbridged river hexside or a destroyed bridge hexside, only 1 Operation Point is expended, in addition to the cost of the terrain in the hex entered.
[16.22] An engineer unit occupying a hex with an unbridged river or destroyed bridge as one of its hexsides reduces the cost to cross that hexside to 1 additional Operation Point for any Friendly unit moved through that hexside in either direction.
[16.23] If an engineer unit remains adjacent to a destroyed bridge for one complete Game-Turn (i.e., it has not moved at all), and is adjacent to no Enemy units at the end of that Game-Turn, then the destroyed bridge is considered repaired when the Game-Turn is ended. In the event that an engineer unit is adjacent to more than one destroyed bridge hexside for a complete Game-Turn, all such hexsides are considered repaired. Once a bridge has been repaired, it may only be destroyed by the opposing Player through another successful bridge demolition attempt.
Reinforcements
General Rule: Both Players receive units as reinforcements during the course of the game. Reinforcements may appear during the owning Player's Initial Player Phase of their Game-Turn of entry. Units that are to appear as reinforcements, their Game-Turn of entry, and the hexes in which they may appear are listed in the scenario instructions.
Procedure: A reinforcement unit may be initially placed in any entry hex listed for it in the reinforcement schedule. All entry hexes contain either a road or Autobahn leading off the map. ½ of an Operation Point must be paid to place the unit in its chosen entry hex. The remaining Operation Point expenditure for that unit is then carried out, before moving another unit (or bringing on other reinforcements). Warsaw Pact reinforcement units are subject to the special restrictions of march order.
How Reinforcements Enter the Map
When more than one reinforcement unit is entering the map in the same hex in the same Game-Turn, the units should be imagined as a column of units entering the map from a chain of off-map road or Autobahn hexes. If an Autobahn leads off the map in the entry hex, the first unit brought onto the map expends ½ of an Operation Point, the second unit expends one Operation Point, the third unit expends 1-and-½ Operation Points, and so on. If a road leads off the map in the entry hex, the first unit expends ½ of an Operation Point, the second unit expends 1-and-½ Operation Points, the third unit expends 2-and-½ Operation Points, and so on.
[17.11] Reinforcement units may not enter play as a stack; they must be brought on individually.
[17.12] If more than one unit is scheduled to enter in more than one entry hex, they may be placed at any or all appropriate hexes. (Exception: 17.2.) There is no limit to the number of units that may be placed on the map in a single entry hex.
[17.13] Reinforcements may only be brought into play during the owning Player's Initial Player Phase of their scheduled Game-Turn of entry.
[17.14] A reinforcement unit may not be placed in an entry hex occupied by an Enemy unit, but may be placed in one that is Enemy-controlled (in which case the movement of the reinforcement unit must cease, see 6.11).
[17.15] A reinforcement unit may not be placed in an entry hex from which an Enemy unit that exerts a Zone of Control has been exited.
Warsaw Pact March Order
When the units of a Warsaw Pact division enter play as reinforcements, they must be brought onto the map in a certain order. Each reinforcement division is divided into two columns and the units in each column are assigned a march order. The column organizations and march orders for each type of Warsaw Pact division is shown in the March Order Diagrams in the Exclusive Rules.
[17.21] Each column of a Warsaw Pact division must be assigned to an entry hex by the Warsaw Pact Player. More than one column may be assigned to the same entry hex in a single Game-Turn. Both columns of a Warsaw Pact division may enter into play from the same entry hex. All the units of a column must enter in that column's assigned entry hex. The columns of a single division must be assigned to entry hexes that are within eight hexes of one another (when counting the distance between entry hexes for this purpose, include both entry hexes).
[17.22] All entry hexes for reinforcement units that the Warsaw Pact Player is entering in a given Game-Turn must be assigned at the beginning of his Initial Player Phase, before moving any of his units. The Warsaw Pact Player may note the various entry hexes he has chosen for his columns simply by placing the units in the column just off the playing area, adjacent to their entry hex.
[17.23] When the units of a single column are brought into play, they must all be moved along the same route. The Warsaw Pact Player may move some units in the column further than others. However, when the movement of all the units in the column is completed for the Player Phase, the path of hexes moved through by the unit that is furthest away (in hexes) from the entry hex must contain all the other units in the column.
[17.23A] When entering columns from the same division through the same entry hex, every unit of one column must be brought into play before bringing on any units of the second column. The movement penalties incurred for entering additional units in the same entry hex must be adhered to (see 17.1).
[17.24] The routes traversed by different columns that the Warsaw Pact Player brings into play in the same Game-Turn may cross each other. Units of the same column may complete their movement stacked, but may not be stacked with units of a different column.
[17.25] Non-divisional units received by the Warsaw Pact Player as reinforcements (those with no boldface division designation) may be "attached" to any divisional columns entering play that Game-Turn. Each such unit is assigned to the end of a column and is entered into play with those units, subject to the restrictions of these Cases. If more than one non-divisional unit is assigned to a single column, they may be entered in any order desired (but always after the divisional units in the column).
[17.25A] Soviet artillery divisions may enter from any entry hex, and is not subject to the restrictions of 17.21. If the artillery division is entered from an entry hex which is also being used by another division, it must be brought on behind that division. Units of an artillery division are not assigned a specific march order and may be entered in any order the Warsaw Pact Player wishes.
[17.26] Warsaw Pact march order and column assignments are in effect for the Initial Player Phase of the division's entry only. In all subsequent Player Phases these restrictions are ignored. Warsaw Pact reinforcements are also subject to the restrictions of 17.1.
Electronic Warfare
General Rule: Both Players receive a number of Electronic Warfare Points (EWP's) each Game-Turn, according to the Electronic Warfare Chart (18.3). The Phasing Player may use his assigned EWP's to aid his attacks by preventing Enemy use of indirect fire.
Assignment and Use of Electronic Warfare Points
At the beginning of each Game-Turn, the Electronic Warfare Point Chart is consulted to determine how many EWP's each Player receives that Game-Turn. The number listed is the number the Player receives for his initial Player Phase and again throughout the rest of the Game-Turn. For example, a listing of 4 EWP's entitles a Player to 4 Points to use during his initial Player Phase and 4 more Points to use throughout the remainder of the Game-Turn.
[18.11] When using the Electronic Warfare Point Chart, cross-reference the current Game-Turn with the map being used. If more than one map is in use, the results in two columns of the Chart are used. However, EWP's assigned to one map may be used only against Enemy units on that map.
[18.12] EWP's may not be accumulated. If they are not used during the Phase for which they are assigned, they are lost. Each Player must keep track of his available EWP's on scrap paper.
Conducting Electronic Warfare (EW)
Each EWP may be used by the owning Player to conduct Electronic Warfare whenever he is resolving any type of attack. During Step Two of the Combat Procedure, the attacker declares that he is conducting EW and records the expenditure of one EWP. He then rolls one die. If the NATO Player is conducting the attack, a die result of 1 through 4 indicates the EW is successful. If the Warsaw Pact is conducting the attack, a die result of 1 through 3 indicates the EW is successful.
[18.21] EW is always resolved after the participation of all Friendly units, including artillery and attack helicopters, has been announced. Additional Friendly units may not join an attack after the result of an EW attempt has been determined.
[18.22] EW may be conducted during the resolution of any combat in any Friendly Player Phase, providing unused EWP's are available. However, no more than one EWP may ever be used in a single attack.
[18.23] If an EW attempt is successful, Step 3 of the Combat Procedure is skipped. Thus, the defender may not conduct indirect fire, nor may he use attack helicopters, Air Points, or chemicals to aid the units under attack.
[18.24] The effects of a successful EW attempt last only for the duration of a single attack. All subsequent attacks, even if involving the exact same units, would require the expenditure of another EWP in order to attempt EW.
[18.25] When a Player conducts EW, he must immediately record the expenditure of one EWP, whether the attempt is successful or not.
Electronic Warfare Point Chart
| Turn | Fifth Corps: WP | Fifth Corps: N |
|---|---|---|
| 1 | 4 | 4 |
| 2 | 5 | 4 |
| 3 | 8 | 4 |
| 4 | 8 | 4 |
| 5 | 8 | 4 |
| 6 | 8 | 4 |
| 7 | 8 | 4 |
| 8 | 8 | 4 |
| 9 | 8 | 4 |
| 10 | 8 | 4 |
("WP" is the Warsaw Pact Player's EWP allotment; "N" is the NATO Player's.)
Optional Rules
Nuclear Warfare
General Rule: Nuclear warfare may be initiated by either Player during the Nuclear Attack Segment of any Game-Turn. Nuclear warfare is not simultaneous; the Warsaw Pact Player resolves any nuclear attack he wishes to conduct in a single Nuclear Attack Segment before the NATO Player resolves any of his. If the NATO Player is the first Player in the game to actually resolve a nuclear attack, the Warsaw Pact Player may conduct his nuclear attacks after the NATO Player (in that Nuclear Attack Segment only). Each Player may conduct nuclear attacks against Enemy units with nuclear weapons fired from his artillery units or delivered by air power.
Procedure: The number of nuclear weapons available to each Player for the duration of the game, the strength of each, and the method of their employment is listed on the Nuclear Weapons Charts (24.6). As a Player uses his available weapons, he notes their expenditure on a separate sheet of paper.
Use of Nuclear Weapons
The Nuclear Weapons Chart lists the method by which each type of nuclear weapon is employed, either fired from a certain type of artillery unit or delivered by air.
[24.11] An artillery unit may fire a nuclear weapon which it is eligible to deliver into any hex within its range. Certain artillery units possess a special range for firing nuclear weapons (as listed on the chart) which represents battlefield missiles which are attached to the artillery unit and for which separate counters are not provided. An artillery unit does not gain an FP for firing a nuclear weapon, but must be in supply to do so. A single artillery unit is allowed to fire only one nuclear weapon per Game-Turn.
[24.12] A Player may use a nuclear weapon deliverable by air anywhere on the Game-Map. This does not require the expenditure of an Air Point, but may only be executed if the opposing Player does not possess air superiority. Within these restrictions, any number of eligible nuclear weapons may be delivered by air per Game-Turn.
Resolution of Nuclear Attacks
Each nuclear weapon is assigned an Attack Strength on the Nuclear Weapons Chart. To resolve a nuclear attack, the strength of the weapon is compared to the Nuclear Defense Strength of the unit under attack. This strength is "1" if the unit is soft, or "2" if the unit is hard. The comparison, stated as a ratio, is located on the Combat Results Table as if a prepared attack was being conducted in flat terrain (regardless of the terrain actually in the hex under attack). The die is then rolled and the defender's combat result is applied to the unit being attacked. The attacker's combat result is ignored.
[24.21] Any number of nuclear weapons (within the restrictions of those available) may be assigned to attack a given hex or unit. However, a separate attack is conducted for each nuclear weapon used.
[24.22] If more than one unit occupies a hex in which a nuclear attack is being resolved, each unit is attacked separately by the full strength of the nuclear weapon(s).
Effects of Nuclear Attacks
[24.31] Any combat result incurred by a unit defending in a nuclear attack must be applied as an FP gain. No retreat is possible.
[24.32] A unit subjected to a nuclear attack (whether it suffers any FP gain or not) may not expend any Operation Points in the next Friendly Player Phase. The unit may be flipped to its FP side during the Phase however.
[24.33] NATO units are prohibited from entering any hex subjected to a nuclear attack (by either Player) in the first NATO Player Phase following the attack.
[24.34] The Operation Point cost for entering a hex subjected to a nuclear attack is doubled for the entire Game-Turn in which the attack is resolved. Players may use facsimiles of markers to indicate the effects of a nuclear attack in a hex.
NATO Assignment of Nuclear Weapons
The NATO Player must plot nuclear weapon expenditure one Game-Turn in advance of actual employment. During the Nuclear Attack Segment, the NATO Player secretly writes down the identity number of a target hex or the designation of a target unit for each nuclear weapon he wishes to employ. He must also note the type of nuclear weapon used and the method by which it will be delivered (naming the specific artillery unit if the weapon will be fired by artillery). During the Nuclear Attack Segment of the next Game-Turn, the attacks of all nuclear weapons so assigned are resolved. If a Warsaw Pact unit is the assigned target of an attack, and the unit has been moved adjacent to a NATO unit or into a city hex, the attack is cancelled. Likewise, if the chosen delivery system is no longer available (i.e., the Warsaw Pact has air superiority or the assigned artillery unit is not within range), the attack must be cancelled.
[24.41] The NATO Player may not choose a hex that contains a West German city, or that is occupied by, or adjacent to, a NATO unit as a target hex.
[24.42] A cancellation of a nuclear attack is considered an expenditure, and the assigned nuclear weapon is no longer available.
[24.43] The NATO Player may plot as many nuclear attacks as he wishes in a single Game-Turn, up to the limit of weapons provided by his Nuclear Weapons Chart.
Warsaw Pact Assignment of Nuclear Weapons
Nuclear attacks conducted by the Warsaw Pact Player are resolved in the same Nuclear Attack Segment in which they are declared. Each nuclear attack is declared against a specific target hex containing any number of NATO units (see 24.22). As long as a target hex is not adjacent to Warsaw Pact units, any hex may be chosen as a target. The Warsaw Pact Player must adhere to a rigid schedule of nuclear weapon expenditure. In the first Nuclear Attack Segment that the Warsaw Pact Player conducts nuclear warfare, he may expend up to 33 nuclear weapons. In each of the next six Nuclear Attack Segments that follow, he may expend up to 6 nuclear weapons. At the end of this period, the Warsaw Pact Player may expend a maximum of 3 nuclear weapons per Game-Turn for the duration of the game. The limits on expenditure given above are maximums; the Warsaw Pact Player is free to expend fewer than allowed but doing so does not allow him to expend more in subsequent Game-Turns.
Nuclear Weapons Chart
NATO Nuclear Weapons
| Type / Yield | No. per map | Strength (vs soft / vs hard) | Delivery |
|---|---|---|---|
| Bomb, 100KT | 3 | 15/7 | Air |
| Bomb, 50KT | 3 | 12/6 | Air |
| Bomb, 10KT | 3 | 7/4 | Air |
| Bomb, 3KT | 4 | 4/2 | Air |
| Missile, 100KT | 2 | 15/7 | US 4(5)4; UK 4(4)4; Bel 3(4)3 hard SP; WG 5(6)5 (see note 1) |
| Missile, 50KT | 6 | 12/6 | US 4(5)4; UK 4(4)4; Bel 3(4)3 hard SP; WG 5(6)5 (see note 1) |
| Missile, 10KT | 3 | 7/4 | US 4(5)4; UK 4(4)4; Bel 3(4)3 hard SP; WG 5(6)5 (see note 1) |
| Missile, 3KT | 7 | 4/2 | US 4(5)4; UK 4(4)4; Bel 3(4)3 hard SP; WG 5(6)5 (see note 1) |
| Cannon, 2KT | 7 | 7/4 | US 4(5)4; UK 4(4)4; Bel 3(4)3 soft SP; NL 3(4)3; WG 5(6)5 |
| Cannon, 1KT | 14 | 4/2 | US 3(5)3; UK 4(4)4; Bel 3(4)3 hard SP; NL 3(4)3; WG 5(6)5 |
| Cannon, 0.2KT | 21 | 2/1 | US 3(5)3; UK 4(4)4; Bel 3(4)3 hard SP; NL 3(4)3; WG 5(6)5 |
| ADMs | 6 | — | Any unit |
Warsaw Pact Nuclear Weapons
| Type / Yield | No. per map | Strength (vs soft / vs hard) | Delivery |
|---|---|---|---|
| Bomb, 100KT | 4 | 15/7 | Air |
| Bomb, 10KT | 4 | 7/4 | Air |
| Missile, 100KT | 5 | 15/7 | Non-divisional artillery units (see note 2) |
| Missile, 50KT | 14 | 12/6 | Non-divisional artillery units (see note 2) |
| Missile, 10KT | 5 | 7/4 | Non-divisional artillery units (see note 2) |
| Missile, 3KT | 7 | 4/2 | Non-divisional artillery units (see note 2) |
| Missile, 20KT | 21 | 11/6 | DAG units (see note 3) |
| Missile, 5KT | 21 | 6/3 | DAG units (see note 3) |
| Cannon, 2KT | 14 | 12/6 | All arty except RAG/DAG (see note 4) |
Notes:
- All units are assumed to have an attached Lance missile battery with a range of 27 hexes.
- Non-divisional artillery units are assumed to have an attached SCUD-B missile battalion with a range of 70 hexes.
- DAG artillery units are assumed to have an attached FROG-7 missile battalion with a range of 17 hexes.
- Cannon nuclear weapons may be fired by divisional artillery which has a numerical identifier instead of a "RAG" or "DAG" designation.
Atomic Demolition Munitions (ADM's)
Atomic Demolition Munitions (ADM's) may be used by the NATO Player only. They are nuclear weapons designed to enhance the obstacle value of the terrain.
[24.71] ADM's may only be assigned to friendly NATO units, and only during the Nuclear Attack Segment of the Game-Turn prior to the Game-Turn of use.
[24.72] On the Game-Turn following the turn of assignment of an ADM, the holding unit may detonate the ADM in any one hex that it passes through during the course of its first Movement Phase.
[24.73] A hex in which an ADM has been detonated costs a unit twice the normal number of OP's to enter. In addition, the effects of Autobahns, roads, and access hexsides are nullified by the ADM.
[24.74] An engineer unit that enters a hex subjected to ADM demolition restores the normal entry cost of that hex.
West German Territorial Units
General Rule: The NATO Player receives two types of German territorial (reservist) units: Heimatschutzenkommando (HSK) motorized infantry battalions and Wehrbereichskommando static infantry battalions. All units of these types may be supported by West German artillery and attack helicopter units and possess Zones of Control. However, even though each unit is battalion sized, its Zone of Control is considered to be like that of a company-sized unit (see 6.24). The FP level of a territorial unit (of either type) may be reduced by one during the Friction Point Removal Segment. The static infantry battalions (only) are not represented by counters; they are deployed hidden and may never be moved.
Deploying Static Battalions
Before the start of play, the NATO Player secretly writes down the hex numbers of each city hex in which he wishes to place a static infantry battalion. During play, as soon as a Warsaw Pact unit moves adjacent to a city hex containing a static battalion, the NATO Player must declare that unit's presence. If the Warsaw Pact unit occupies a hex controlled by that static battalion, it must cease its movement as per 5.22. Players may make facsimiles of the counters to use during play.
Properties of Static Battalions
Each static infantry battalion is treated as a soft unit possessing an Attack Strength of "0" and a Defense Strength of "1." Static battalions may neither move, attack, nor expend Operation Points in any manner. Static battalions may never retreat; they must absorb all adverse combat results by gaining FP's.
[25.21] NATO units of any nationality may be stacked in a hex occupied by a static battalion. The static infantry unit does not count for purposes of stacking, although it may add its Defense Strength to that of any units stacked with it.
[25.22] If units which are stacked with a static battalion are retreated as a result of combat, the static battalion is automatically eliminated.
[25.23] Static infantry battalions may never participate in an attack nor contribute toward the application of column shifts when resolving a NATO attack.
[25.24] The current FP level of each static infantry battalion is shown by placing the appropriate FP marker in the hex it is considered to occupy. The FP level of a static battalion is never averaged with other units occupying the same hex. Each static battalion may possess from 0 to 4 FP's; when such a unit is called upon to gain a fifth FP, it is eliminated. Remove the FP marker from play.
Availability of Static Battalions
The following static battalions are available for use, and must be placed within the limits of the cities listed: Fifth Corps: VBK 41 (Koblenz), VBK 43 (Wiesbaden).
Deploying HSK Infantry Units
Each scenario provides the NATO Player with a certain number of HSK infantry units. Prior to the commencement of Game-Turn 2, the NATO Player may place each such unit in any city hex in West Germany which has not yet been entered by a Warsaw Pact unit, within the restrictions of 5.27. Only one such unit may be placed per hex. If, and only if, there are not enough eligible city hexes in which to place the units, as many units as necessary may enter play from the west map edge, as normal reinforcements. Once placed, each HSK infantry unit may expend Operation Points normally and is considered a normal West German unit for playing purposes.
Note: The HSK units were in Fifth Corps and Hof Gap but were discarded for BAOR and were missing from the revised Master Unit Deployment List. The designer's reasoning for this was that the Territorial units would be guarding the rear areas in anticipation of Warsaw Pact airborne attacks. They have been placed back in the NATO order of battle as another option.
West German Doctrine
Current West German tactical thought is heavily influenced by the political concept of "forward defense." With the advent of this doctrine, traditional German excellence in mobile defense has been sacrificed to the idea of holding as much ground, as far forward, as possible.
General Rule: No West German unit may retreat to fulfil combat loss requirements until it is within 2 FP's of being destroyed. Therefore, a West German mechanized or armored battalion could not retreat until it had a cumulative total of 3 FP's. Similarly, a West German company could not retreat until it had absorbed at least 2 FP's, and an artillery unit could not retreat until it had accumulated 4 FP's (except when being attacked by counterbattery fire only).
Polish Unreliability
Polish forces are among the best trained and equipped units in the Warsaw Pact. While they would undoubtedly be very tenacious in the defense of their homeland, their enthusiasm for a Soviet war of aggression might be of a low order.
Combat Losses
To simulate deteriorating morale, double all combat losses against Polish units from the Combat Results Table.
Determining Unreliability
All Polish non-artillery units participating in attacks are subject to unreliability. For each such unit or stack, the Warsaw Pact Player must roll one die on the Polish Unreliability Table at the time he declares combat. Based on the number of FP's the unit/stack in question currently possesses, the Table will yield a result which either allows or denies the unit the ability to participate in the attack. This procedure is initiated separately for each stack for each attack throughout the game.
Polish Unreliability Table
| FP Level | Current Die Roll Needed to Attack |
|---|---|
| 0 | 1-5 |
| 1 | 1-4 |
| 2 | 1-3 |
| 3 | 1-2 |
| 4 | 1 |
| 5 | Not allowed |
Doctrinal Victory Conditions
Victory conditions for the Central Front Series are based on relative criteria regarding Warsaw Pact advance rates and NATO's ability to retain control of urban areas. These victory conditions have been modified for game balance. Actual "victory conditions" for the Warsaw Pact, based on their announced goals (i.e., planned rate of advance) are presented below. As an additional comment, the West Germans would consider the loss of 100 km of terrain, about half of the game map, as a devastating defeat.
General Rule: Soviet victory conditions may be judged according to the following rates of advance (given as the last two digits of the advance hex number reached by a given Game-Turn):
| Game-Turn | Marginal Victory | Substantive Victory | Strategic Victory |
|---|---|---|---|
| 4 | 34 | 30 | 26 |
| 5 | 30 | 25 | 20 |
| 6 | 26 | 20 | 14 |
| 7 | 22 | 15 | 08 |
| 8 | 18 | 10 | 2 |
| 9 | 14 | 05 | Exit |
| 10 | 10 | Exit | none |
Exiting Enemy Controlled Hexes
If the Phasing Player is attempting to move all the units in a particular Enemy-controlled hex out of that hex in accordance with 6.2, his die roll is modified as follows:
"1" is subtracted from the die roll during a P.M. night turn or during ground fog; or if the unit is separated from all Enemy units' ZOC's by a river hexside.
"1" is added to the die roll for each adjacent hex in excess of one, which contains an enemy unit exerting a Zone of Control over the Phasing unit or stack.
Scenarios
Three scenarios are provided for Fifth Corps, of increasing length: the Introductory Scenario, The Battle for Fulda, and the full Fifth Corps game.
Introductory Scenario: The Rhein-Main Raid
Three days after the next war began, the Soviets had not crossed into the Fulda/Frankfurt area. All Warsaw Pact lines of advance had been to the north and south of Fifth Corp's area of operations. Thus, NATO vacated the area to reinforce other hard-hit sectors. NATO was surprised then, when two Soviet motorized rifle divisions entered the Fulda Gap supported by attack helicopters, aiming to seize a NATO nuclear site at Giessen, the Wiesbaden Airfield and the critical Rhein-Main Airbase. Responding with what they had available, NATO rushed the already bloodied 11th Cavalry Regiment back to the area followed by what could be spared of the German 5th Panzer Reserve. Despite chemical interdiction laid down by Soviet air power, the U.S. and German forces raced to intercept. A mobile, confusing engagement ensued, independent of the major battles along the rest of the front.
General Rule: The Rhein-Main Raid scenario is played on the entire Fifth Corps game-map and takes about two hours to complete. The scenario begins on Game-Turn One (an A.M. Game-Turn) and is three Game-Turns long. No units begin play on the game-map.
Warsaw Pact Reinforcements
All Warsaw Pact reinforcements may enter the map in any road or Autobahn hex on the east edge of the game-map and are subject to the restrictions of 17.2.
Game-Turn One (17 units): All eight units of 20 Guards Motorized Rifle Division; all eight units of 39 Guards Motorized Rifle Division; 20/8GA (attack helicopter).
NATO Reinforcements
All NATO reinforcements may enter the map in any road or Autobahn hex (or hexes) on the north edge of the game-map, west of hex 3922.
Game-Turn One (14 units): All units of the U.S. 11th Cavalry Regiment. Every unit of the cavalry regiment enters play with an FP level of "1." This is shown by placing the appropriate FP marker under each unit (not by flipping the unit over) before moving it onto the map. When the movement of each unit is completed, it will gain another FP (shown by flipping the unit over, in accordance with 9.4). Remember that since these units enter play on their non-FP side they do not pay the Operation Point cost penalties described in 5.12.
Game-Turn Two (three units): German units: 132J/5P (mech inf), 134/5P, 136/5P (armor).
Warsaw Pact Interdiction Strike
The Warsaw Pact Player may conduct a chemical interdiction strike during the Game-Turn Preparation Phase of Game-Turn 1 (only).
[34.31] The Warsaw Pact Player chooses four hexes anywhere on the game-map in which he wishes to conduct a strike. In each hex chosen, he places a "4" FP marker. A hex that contains a marker so placed is considered interdicted.
[34.32] Any NATO unit that enters an interdicted hex at any point during Game-Turn 1 must expend four Operation Points (in addition to the normal cost of entering the hex).
[34.33] At the beginning of Game-Turn 2, the "4" FP marker is removed from each interdicted hex and replaced with a "2" FP marker. Any NATO unit that enters an interdicted hex during Game-Turn 2 must expend two additional Operation Points. At the beginning of Game-Turn 3, the "2" FP markers are removed from the interdicted hexes; they are no longer considered interdicted.
[34.34] Interdicted hexes have no effect on the tracing of NATO supply. Warsaw Pact units are not affected by interdicted hexes.
Special Rules
[34.41] There is no airpower or ground fog in this scenario. The Airpower Table is not used.
[34.42] The Warsaw Pact Player may use chemicals. When doing so, he receives a shift of two columns in his favor on the Combat Results Table. The NATO Player may not use chemicals.
[34.43] All Warsaw Pact non-artillery units are automatically considered in supply for the entire game (see 10.3). Any road or Autobahn hex on the east edge of the game map may be used as a supply source for Warsaw Pact artillery units. The NATO Player may use any road or Autobahn hex on the north, west or south edge of the game-map as a supply source for all his units.
[34.44] There is no nuclear or electronic warfare in this scenario.
Victory Conditions
Victory is determined by the number of Victory Points (VP's) the Warsaw Pact Player possesses at the end of Game-Turn 3. The NATO Player does not earn Victory Points. The Warsaw Pact Player earns VP's for occupying objective hexes and for destroying NATO units. He loses VP's if Soviet units are destroyed.
[34.51] In order for the Warsaw Pact Player to occupy an objective hex, a Soviet unit must be in the hex at the end of the game. If no units are in an objective hex at this time, the hex is considered NATO-occupied. VP's for occupying objective hexes are earned as follows: Hex 1114: 8 VP's; Hex 2621: 6 VP's; Hex 1409: 6 VP's.
[34.52] The Warsaw Pact Player earns one VP for each German unit destroyed. He earns ½ of a VP for each U.S. unit destroyed. (Exception: The U.S. attack helicopter unit and artillery unit are worth 1 VP each.)
[34.53] The Warsaw Pact Player loses one VP for each Soviet unit destroyed.
Levels of Victory
After the Warsaw Pact Victory Point total has been calculated in accordance with 34.5, the Levels of Victory are consulted to determine which player has won, and the Level of Victory that has been achieved.
- Warsaw Pact Operational Victory: 21 or more VP's
- Warsaw Pact Tactical Victory: 16 to 20½ VP's
- NATO Tactical Victory: 10 to 15½ VP's
- NATO Operational Victory: 9½ or less VP's
The Battle for Fulda
At the outbreak of the next war, few areas were harder hit than the Fulda Gap. Here, an entire Soviet Army and various support units, including an airborne regiment, were committed on the first day. The struggle to hold the NATO line was fought initially only by the U.S. 11th Cavalry Regiment, a brigade from the West German 2nd Jaeger Division, and West German reservists. Their job was almost ended before it began by a devastating Soviet pre-emptive strike against NATO support units in the area. Those that survived were ordered to "contain all enemy break-outs" until the arrival of the 5th Panzer Division.
General Rule: The Battle for Fulda scenario is played on the eastern half of the game-map, and takes about five hours to complete. The scenario begins on Game-Turn One (an A.M. Game-Turn) and is four Game-Turns long. No Warsaw Pact units begin play on the map.
NATO Initial Deployment
The NATO Player places the following units on the map before the start of play. If he is directed to place a unit within a certain number of hexes of a given hex, by enclosing it in brackets (), this is counted by including the hex the unit is placed in but not the hex being counted from. No units may be set up already stacked with other units:
U.S. Units:
| Designation | Type | Location |
|---|---|---|
| D/1/11C | Armor | F1738 |
| A/1/11C | Arm Cav | F1738(4) |
| B/1/11C | Arm Cav | F1738(4) |
| C/1/11C | Arm Cav | F1738(4) |
| H/2/11C | Armor | F0340 |
| E/2/11C | Arm Cav | F0340(4) |
| F/2/11C | Arm Cav | F0340(4) |
| G/2/11C | Arm Cav | F0340(4) |
| M/3/11C | Armor | F2641 |
| I/3/11C | Arm Cav | F2641(4) |
| K/3/11C | Arm Cav | F2641(4) |
| L/3/11C | Arm Cav | F2641(4) |
| HOW/11 | SP Arty | F1637 |
| Air/11 | Attck Heli | F1737 |
German Units:
| Designation | Type | Location |
|---|---|---|
| 3/III | Attck Heli | F3737 |
| 161/16 | Mot Inf | Any town or city hex |
| 162/16 | Mot Inf | Any town or city hex |
| 163/16 | Mot Inf | Any town or city hex |
| 164/16 | Mot Inf | Any town or city hex |
| 51/2J | Mech Inf | F3340(5) |
| 53/2J | Mech Inf | F3340(5) |
| 52J/2J | Mech Inf | F3340(5) |
| 54/2J | Armor | F3340(5) |
| 56/2J | Armor | F3340(5) |
| 55/2J | SP Arty | F3340(5) |
Three static territorial units (see 25.1).
NATO Reinforcements
All NATO reinforcement units may enter the map in any road or Autobahn hex (or hexes) on the west edge of the game-map. All NATO reinforcements in this scenario are German.
Game-Turn Two (six units): 131/5P (mech inf), 132J/5P (mech inf), 133/5P (mech inf), 134/5P (armor), 135/5P (SP arty), 136/5P (armor).
Game-Turn Three (twelve units): All remaining units of the 5th Panzer Division.
Warsaw Pact Reinforcements
All Warsaw Pact reinforcements may enter the map in any road or Autobahn hex on the east edge of the game-map. All Warsaw Pact reinforcements in this scenario are Soviet, and are subject to all of the restrictions of 17.2 and 8.9A.
Game-Turn One (24 units): L/8GA, H/34, L/34 (arty), 206/8GA, 27/8GA (engnr), 20/8GA, 39/8GA, 57/8GA (attck heli); all eight units of 20 Guards Motorized Rifle Division; all eight units of 39 Guards Motorized Rifle Division. Note: One of these divisions must enter north of hex 2348.
Game-Turn Two (15 units): All eight units of 57 Guards Motorized Rifle Division; all seven units of 79 Guards Tank Division.
On any Game-Turn (except Game-Turn 1) in which the NATO Player does not possess air superiority and in which ground fog is not in effect (three units): 1/393/103, 2/393/103, 3/393/103 (airborne mech inf).
[35.31] The three airborne units are placed on the map in accordance with 15.0. The Warsaw Pact Player is not required to bring these units into play, but if he does so, all three units must be entered on the same Game-Turn.
[35.32] The Soviet Player need not deploy his three attack helicopter units on the game-map. Instead, he may place them off-map (which does not require the gain of a Friction Point), where they may support any combat within 20 hexes of the east map-edge.
Supply Sources
All Warsaw Pact non-artillery units are automatically considered in supply for the entire game (see 10.2). Any road or Autobahn hex on the east edge of the game-map may be used as a supply source for Warsaw Pact artillery units. The NATO Player may use any road or Autobahn hex on the west edge of the game-map as a supply source. The west edge for this scenario being the xx26 hex row.
Airpower
When the Warsaw Pact Player possesses air superiority, he receives 8 Air Points. When the NATO Player possesses air superiority, he receives 12 Air Points. The Warsaw Pact Player automatically has air superiority on Game-Turn One. The Warsaw Pact Player may expend all his Air Points received on Game-Turn One (only) to conduct a pre-emptive strike (14.B). If he does so, all his Air Points are considered expended for that Game-Turn. This is an exception to the last sentence of 14.B.
[35.51] To conduct a strike, the Warsaw Pact Player designates six NATO units only (not hex groups) as strike targets (another exception to 14.B). He then follows the procedure as per 14.B.
Chemical, Electronic and Nuclear Capabilities
[35.61] The Warsaw Pact Player receives three column shifts in his favor when using chemicals on Game-Turns 1 and 2, and two column shifts in his favor when using them on Game-Turns 3 and 4.
[35.62] The NATO Player may not use chemicals at all on Game-Turns 1 through 3. He receives one column shift in his favor when using chemicals on Game-Turn 4.
[35.63] The Warsaw Pact Player receives 4 EW Points on Game-Turn 1, 5 EW Points on Game-Turn 2, and 8 EW Points every Game-Turn thereafter.
[35.64] The NATO Player receives 4 EW Points every Game-Turn.
[35.65] The Warsaw Pact Player receives the following Nuclear Weapons: Bomb — 100KT ×1, 10KT ×1; Missile — 100KT ×1, 50KT ×3, 10KT ×1, 20KT ×5, 5KT ×5; Cannon — 8KT ×3.
[35.66] The NATO Player receives the following Nuclear Weapons: Bomb — 10KT ×1, 3KT ×1; Missile — 10KT ×1, 1KT ×1; Cannon — 2KT ×1, 1KT ×3, 0.2KT ×5; ADMs ×2.
Note: These & the EW values differ from the original publication due to those rules changing in the 2nd Edition.
Victory Conditions
Victory is determined by the number of Victory Points (VP's) the Warsaw Pact Player possesses at the end of Game-Turn 4. The NATO Player does not earn Victory Points. The Warsaw Pact Player earns VP's for exiting Soviet units off the west edge of the game-map and for destroying NATO units. He loses Victory Points if Soviet units are destroyed.
[35.71] A Soviet unit may be exited off the map from any road or Autobahn hex on the west edge of The Battle for Fulda playing area. When a Soviet unit is exited, the Warsaw Pact Player immediately determines how many Victory Points he receives for doing so. Once the Warsaw Pact Player earns VP's for exiting units those VP's may never be lost.
[35.72] When the Warsaw Pact Player exits a unit, he subtracts the number of FP's the unit currently possesses (including the FP the unit gains for expending Operation Points to exit the map) from the unit's attack strength. If this number is zero or less, the Warsaw Pact Player receives one VP for exiting the unit only. If the number is greater than zero, he multiplies it by a number ranging from one to four, depending when and where the unit exited (see 35.73). This product is the number of VP's the Warsaw Pact Player receives for exiting the unit.
[35.73] The Attack Strength of an exited Soviet unit (minus its FP level) is multiplied as follows, if it exits:
- South of hex 2026 (exclusive): times four on Game-Turn 1, times three on Turn 2, times two on Turn 3, times one on Turn 4.
- North of hex 2026 (exclusive): times three on Game-Turn 1, times two on Turn 2, times one on Turn 3 or 4.
[35.74] The Warsaw Pact Player receives ten VP's if the German 3/III attack helicopter unit is destroyed. He receives four VP's for every other German unit destroyed. Exceptions: He receives one VP for each unit of the 16th HSK Brigade destroyed and no VP's for each hidden territorial destroyed.
[35.75] The Warsaw Pact Player receives one VP for each U.S. unit destroyed. Exception: He receives four VP's each for destroying the U.S. artillery or attack helicopter unit.
[35.76] The Warsaw Pact Player loses four VP's for the destruction of each Soviet unit.
Levels of Victory
After the Warsaw Pact VP total has been calculated, the Levels of Victory are consulted to determine which Player has won, and the Level of Victory he has achieved.
- Warsaw Pact Strategic Victory: 156 or more VP's
- Warsaw Pact Operational Victory: 116 to 155 VP's
- Warsaw Pact Tactical Victory: 76 to 115 VP's
- NATO Tactical Victory: 46 to 75 VP's
- NATO Operational Victory: 16 to 45 VP's
- NATO Strategic Victory: 15 or fewer VP's
Fifth Corps
Following the initial attack by 8th Guards Army (see The Battle for Fulda, above), the Soviets sought to seal the fate of NATO in the Fulda/Frankfurt area by committing the 1st Guards Tank Army to the action. The remainder of 103rd Guards Airborne Division dropped far to the rear of the front, entangling movements by the German 5th Panzer Division and the U.S. 3rd Armored Division. Although NATO front line forces managed to hold most of the first Soviet wave within 70 kilometers of the border, the arrival of another army blew the front wide open. The race was on for the important Pomcus and Reforger sites.
General Rule: The Fifth Corps scenario is played on the entire game-map, and takes about twelve hours to complete. The scenario begins on Game-Turn One (an A.M. Game-Turn) and is nine Game-Turns long. No Warsaw Pact units begin play on the map. No NATO units enter play as reinforcements.
NATO Initial Deployment
The NATO Player places the units listed below on the map before the start of play. If he is directed to place a unit within a certain number of hexes of a given hex, this is counted by including the hex the unit is placed in but not the hex being counted from. No units may be set up already stacked with other units.
The German attack helicopter unit (3/III), the four units of the HSK Brigade, the six units of the 2nd Jaeger Division, and the 14 units of the U.S. 11th Cavalry Regiment are deployed in accordance with 35.1 (the Battle for Fulda deployment). A "/" with a number following the location indicates the number of OP's that unit begins the Initial Player Phase of Game-Turn 1 with.
U.S. Units:
| Designation | Type | Location |
|---|---|---|
| 2/5/41 | SP Arty | F1316 |
| 2/75/41 | SP Arty | F1020 |
| 2/83/41 | SP Arty | F0613 |
| 2/36/3A | Mech Inf | F2220(1) |
| 3/36/3A | Mech Inf | F2220(1) |
| 2/32/3A | Armor | F2220(1) |
| 2/33/3A | Armor | F2220(1) |
| 3/33/3A | Armor | F2220(1) |
| 2/3/3A | SP Arty | F2220(1) |
| 1/48/3A | Mech Inf | F1125(1) |
| 2/48/3A | Mech Inf | F1125(1) |
| 1/33/3A | Armor | F1125(1) |
| 2/6/3A | SP Arty | F1125(1) |
| 1/36/3A | Mech Inf | F1819(1) |
| 1/32/3A | Armor | F1819(1) |
| 3/32/3A | Armor | F1819(1) |
| 2/27/3A | SP Arty | F1819(1) |
| 1/40/3A | SP Arty | F1019 |
| 3/12/3A | Arm Cav | F1317 |
| 503/3A | Attck Heli | F1114 |
| 2/10/4 | Mech Inf | F1509(1) |
| 3/28/4 | Mech Inf | F1509(1) |
| 6/32/4 | Armor | F1509(1) |
| 2/20/4 | SP Arty | F1509(1) |
German Units:
| Designation | Type | Location |
|---|---|---|
| 131/5P | Mech Inf | F2718(2)/6 |
| 133/5P | Mech Inf | F2718(2)/6 |
| 132J/5P | Mech Inf | F2718(2)/6 |
| 134/5P | Armor | F2718(2)/6 |
| 136/5P | Armor | F2718(2)/6 |
| 135/5P | SP Arty | F2718(2)/6 |
| 142/5P | Mech Inf | F2901(4)/6 |
| 143/5P | Armor | F2901(4)/6 |
| 144/5P | Armor | F2901(4)/6 |
| 146/5P | Armor | F2901(4)/6 |
| 145/5P | SP Arty | F2901(4)/6 |
| 152/5P | Mech Inf | F2901(4)/6 |
| 153/5P | Armor | F2901(4)/6 |
| 154/5P | Armor | F2901(4)/6 |
| 156/5P | Armor | F2901(4)/6 |
| 155/5P | SP Arty | F2901(4)/6 |
| 5/5P | Arm Cav | F2508(1)/6 |
| 5P Artillery | Artillery | F2508(1)/6 |
Six static territorial units (see 25.1).
Warsaw Pact Reinforcements
All Warsaw Pact reinforcements may enter the map in any road or Autobahn hex on the east edge of the game-map. All Warsaw Pact reinforcements in this scenario are Soviet, and are subject to all of the restrictions of 17.2 and 8.9A. (Exception: See 36.21.)
Game-Turn One (24 units): L/8GA, H/34, L/34 (arty), 206/8GA, 27/8GA (engnr), 20/8GA, 39/8GA, 57/8GA (attck heli); all eight units of 20 Guards Motorized Rifle Division; all eight units of 39 Guards Motorized Rifle Division.
Game-Turn Two (15 units): All eight units of 57 Guards Motorized Rifle Division; all seven units of 79 Guards Tank Division.
Game-Turn Four (16 units): 27/1GTA (attck heli), 120/1GTA (engnr); all seven units of 7 Guards Tank Division; all seven units of 9 Guards Tank Division.
Game-Turn Five (15 units): All seven units of 11 Guards Tank Division; all eight units of 27 Guards Motorized Rifle Division.
Any Game-Turn (except Game-Turn 1) in which the NATO Player does not possess air superiority and ground fog is not in effect: all ten units of 103 Airborne Division.
[36.21] The airborne units are placed on the map in accordance with 15.0. The Warsaw Pact Player is not required to bring all his airborne units into play on the same Game-Turn. However, the three airborne units of each regiment (the middle number in the Designation) must be airdropped on the same Game-Turn and within 3 hexes of each other. The airborne artillery unit may not be airdropped separately; it must be airdropped with one of the regiments (Warsaw Pact Player's choice).
[36.22] The Warsaw Pact Player need not deploy his attack helicopter units on the game-map. Instead, he may place them off-map (which does not require the gain of a Friction Point), where they may support any combat within 20 hexes of the east map-edge. The Warsaw Pact Player decides whether to enter an attack helicopter unit into play or leave it off map on the Game-Turn it is scheduled to enter. If he decides to leave it off-map, he may not enter it into play in another subsequent Game-Turn.
Supply Sources
All Warsaw Pact non-artillery units are automatically considered in supply for the entire game (see 11.2). Any road or Autobahn hex on the east edge of the game-map may be used as a supply source for Warsaw Pact artillery units. The NATO Player may use any road or Autobahn hex on the west edge, on the north edge west of hex F3925 or on the south edge west of F0122 as a supply source. A NATO supply line may not be traced through any hex of East Germany.
Airpower
When the Warsaw Pact Player possesses air superiority, he receives 8 Air Points. When the NATO Player possesses air superiority, he receives 12 Air Points. The Warsaw Pact Player automatically has air superiority on Game-Turn One. The Warsaw Pact Player may conduct a pre-emptive strike (14.B) against nine hex-groups. If he does so, all his Air Points are considered expended for that Game-Turn. This is an exception to the last sentence of 14.B.
Chemical, Electronic and Nuclear Capabilities
[36.51] The Warsaw Pact Player receives three column shifts in his favor when using chemicals on Game-Turns 1 and 2, two column shifts in his favor when using chemicals on Game-Turns 3 through 6, and one column shift in his favor when using chemicals on Game-Turns 7 through 9.
[36.52] The NATO Player may not use chemicals at all on Game-Turns 1 through 4. He may use chemicals on any one Game-Turn thereafter only. At the beginning of any one Game-Turn, the NATO Player declares that he wishes to use chemicals. For the duration of that Game-Turn only, the NATO Player may use chemicals within the restrictions of 11.48. When doing so, he receives one column shift in his favor.
[36.53] The Warsaw Pact Player receives EW Points as per the Electronic Warfare Point Chart (18.3).
[36.54] The NATO Player receives EW Points as per the Electronic Warfare Point Chart (18.3).
[36.55] The Warsaw Pact Player receives Nuclear Weapons as per 24.6. The attack value of any Warsaw Pact weapons committed to a hex occupied by a U.S. unit (only) west of hexrow xx27 is halved (rounded down) if the attack is resolved on Game-Turn 2, 3 or 4. Thus, if a 10KT missile (Attack strength 7) was committed to hex 1114 on Game-Turn 2, the attack would be resolved on the 3-1 column of the Combat Results Table (instead of the 7-1 column). Any Warsaw Pact attack plotted against such U.S. units on Game-Turn 4 or after is resolved normally.
[36.56] The NATO Player receives Nuclear Weapons as per 24.6.
Special U.S. Movement and Combat Restrictions
All U.S. units are subject to special movement and combat restrictions during Game-Turns 1 through 3 (inclusive). At the beginning of Game-Turn 4 and thereafter, the restrictions of these Cases do not apply. Exception: The fourteen units of the U.S. 11th Cavalry Regiment are not subject to these restrictions.
[36.61] No U.S. unit may expend Operation Points in any manner. No U.S. artillery or attack helicopter unit may support a combat. If attacked, a U.S. unit may retreat (under the normal retreat restrictions).
[36.62] If attacked, a U.S. unit defends with its Mobile Combat Strength, regardless of how the attack is resolved. The Warsaw Pact Player receives a shift of one column to the right on the Combat Results Table when attacking any U.S. unit.
[36.63] The Friction Point level of a U.S. unit may not be reduced during the Friction Point Removal Segment.
Victory Conditions
Victory is determined by the number of Victory Points (VP's) the Warsaw Pact Player possesses at the end of Game-Turn 9. The NATO Player does not earn Victory Points. The Warsaw Pact Player earns Victory Points for exiting Soviet units off the west or south edge of the game-map, for occupying objective hexes, and for destroying NATO units.
[36.71] A Soviet unit may be exited off the map from any road or Autobahn hex on the west edge of the game-map (excluding 3901) or the south edge, west of hex 0111. (Exception: Airborne units, see 15.44.) When a Soviet unit is exited, the Warsaw Pact Player immediately determines how many Victory Points he receives for doing so, in accordance with 36.72. Once the Warsaw Pact Player earns VP's for exiting units those VP's may never be lost.
[36.72] When the Warsaw Pact Player exits a unit, he subtracts the number of FP's the unit currently possesses (including the FP the unit gains for expending Operation Points to exit the map) from the unit's Attack Strength. If this number is zero or less, the Warsaw Pact Player receives one VP for exiting the unit only. If the number is greater than zero, and the unit exited from an Autobahn hex, he receives this number of VP's. If the unit exited from a road hex, he receives half this number of VP's (rounded up).
[36.73] In order for the Warsaw Pact Player to occupy an objective hex, a Soviet unit must be in the hex at the end of the game. If no units are in an objective hex at this time, the hex is considered NATO occupied. VP's for occupying objective hexes are earned as follows: Hex 2220: 3 VP's; Hex 1125: 3 VP's; Hex 1819: 3 VP's; Hex 1509: 5 VP's; Hex 2718: 3 VP's; Hex 2901: 5 VP's; Hex 1114: 8 VP's; Hex 1409: 6 VP's; Hex 3513: 5 VP's; Hex 1306: 5 VP's; Hex 3737: 5 VP's; Hex 2621: 6 VP's.
[36.74] The Warsaw Pact Player receives two VP's for the destruction of each NATO unit, with the following exceptions — the destruction of each armored cavalry and armor unit of the U.S. 11th Cavalry Regiment, and each motorized infantry unit of the German 16th HSK Brigade is worth one VP. The Warsaw Pact Player receives no VP's for the destruction of hidden territorial units. The Warsaw Pact Player does not lose VP's for the destruction of Soviet units.
Levels of Victory
After the Warsaw Pact VP total has been calculated, the Levels of Victory are consulted to determine which Player has won, and the Level of Victory he has achieved.
- Warsaw Pact Strategic Victory: 130 or more VP's
- Warsaw Pact Operational Victory: 105 to 129 VP's
- Warsaw Pact Tactical Victory: 85 to 104 VP's
- NATO Tactical Victory: 65 to 84 VP's
- NATO Operational Victory: 40 to 64 VP's
- NATO Strategic Victory: 39 or fewer VP's