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NATO Air Commander

NATO Air Commander Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Components
    • 2.1 Mapsheet
    • 2.2 Air Unit Counters
    • 2.3 Ground Force Counters
    • 2.4 Pilots
    • 2.5 Other Markers
    • 2.6 Resolution Cards
    • 2.7 Objective Cards
    • 2.8 Glossary
  • 3.0 General Set-Up
  • 4.0 Flow of Play
    • 4.1 Resolution Card Procedure
  • 5.0 Receive Objectives Phase
    • 5.1 Shuffling
    • 5.2 Overlapping Objectives
  • 6.0 Recon Phase
    • 6.1 Battlefield Surveillance
    • 6.2 Locate Headquarters
    • 6.3 Locate Staging Areas
  • 7.0 Air Planning Phase
    • 7.1 Primary Missions
    • 7.2 Support Missions
    • 7.3 PGMs
    • 7.4 Pilots
    • 7.5 Offensive Electronic Warfare Escort (OEW) Mission
  • 8.0 Raid Resolution Phase
    • 8.1 Air Interception Segment
    • 8.2 Ground Defense Segment
    • 8.3 Primary Mission Result Segment
    • 8.4 Objectives
  • 9.0 Ground Combat Phase
  • 10.0 Reinforcement Phase
    • 10.1 Warsaw Pact Reinforcements
    • 10.2 NATO Ground Reinforcements
    • 10.3 NATO Air Reinforcements
  • 11.0 Events Phase
  • 12.0 Resource Point Phase
    • 12.1 Accumulating Resource Points
    • 12.2 Spending Resource Points
  • 13.0 Turn End Phase
    • 13.1 Air Mission Display Step
    • 13.2 OEW Step
    • 13.3 DEAD/OCA Recovery Step
    • 13.4 Nuclear Escalation Step
    • 13.5 WP VP Step
  • 14.0 Victory and Defeat
  • 15.0 Scenarios
    • 15.1 Build-Up Scenario

1.0 Introduction

This is a solitaire strategy game in which you plan and execute missions, manage resources, and cope with the burdens of command.

2.0 Components

The game is played with a mapsheet, 96 counters, 50 cards, and these rules. No dice are required.

2.1 Mapsheet

The mapsheet depicts the terrain over which this battle was never fought, and is also home to several displays and informational tracks.

The map is dominated by six Thrust Lines, labeled using the NATO Phonetic Alphabet (Alpha, Bravo, Charlie, Delta, Echo, Foxtrot). Thrust Lines represent the general avenue of attack for each Warsaw Pact ground force (WP Force). Each Thrust Line is made up of several boxes connected by lines. The rightmost box is the Start Box for each WP Force. The other boxes are called FEBA Boxes (Forward Edge of Battle Area): it is here that the NATO ground forces will make their stand.

Some FEBA Boxes have a Victory Point Value (VP Value); these VP are accumulated by the Warsaw Pact, and it's your job to prevent this as much as you are able. FEBA Boxes with a VP Value of "3" are Major Cities, the loss of which impacts the resources available to you.

The Air Mission Display is used to assign missions to the units under your command. A group of related missions - a Primary Mission and its Support Missions - is called a Raid, and each numbered Raid has a corresponding marker that will be placed on the map to indicate its target.

When they're not flying missions, your Air Units will be in one of three holding boxes:

  • The Basing Box holds Air Units that are able to fly missions.
  • The Damaged Box holds Air Units that have sustained damage.
  • The Repair Box holds Air Units that are ready to return to the Basing Box.

Spaces exist on the edge of the mapsheet which indicate the placement of certain Resolution Cards off the map-edge.

Finally, there are the tracks. The Resource Points Track is used to track the accumulation and expenditure of Resource Points (RPs). The PGM Track is used to track the number of Precision Guided Munitions (PGMs) you have available. The DEAD Track indicates your current progress with regards to Destruction of Enemy Air Defenses (DEAD) missions, while the OCA Track does the same for Offensive Counter Air (OCA). Warsaw Pact Victory Points are recorded on the VP Track. The Game Turn Record Track is used to denote the current game turn.

2.2 Air Unit Counters

Each Air Unit represents a wing under your command and is represented by a double-sided counter. The front side represents a fresh Unit, while the reverse, with a background stripe and reduced factors, represents a Damaged Unit.

  • BACKGROUND COLOR: Represents the Unit's nationality. Blue: United States. Tan: United Kingdom. Gold: Germany. Red: Canada. Orange: Netherlands. Yellow: Belgium.
  • LOSS NUMBER (UPPER RIGHT): Used when resolving Losses (8.1-8.2).
  • AIR RATING (LEFT): Measure of the unit's combat effectiveness in the air.
  • GROUND RATING (CENTER): Measure of the unit's combat effectiveness against ground forces.
  • STRIKE RATING (RIGHT): Measure of the unit's ability to hit mission-specific targets.
  • ILLUSTRATION: Represents the type of aircraft (16.0).

The Air Unit with the "S" on its counter (the F-117) is a Stealth Unit, a single-step unit which has certain special capabilities (8.1-8.2).

2.3 Ground Force Counters

Ground Forces on both sides have a Cohesion Value, a measure of its size, coordination, and command. Ground Force counters are rotated to display their current Cohesion Value, with 1-4 on one side of the counter and 5-8 on the other. Flip or rotate the counter as needed to accurately reflect the Ground Force's current Cohesion Value.

2.4 Pilots

Pilot markers represent exemplary personnel who make their own luck. Expending a Pilot marker that's been assigned to a mission will allow you to re-draw a card when resolving that mission. Pilots may only be assigned to Air Units that match their nationality (background color).

2.5 Other Markers

Raid Markers correspond to rows on the Air Mission Display and are placed as appropriate on the map to indicate the target of the Raid. Hit Markers indicate the number of Hits inflicted by a successful mission, rotated in the same fashion as NATO Ground Force counters, while PGM Equipped Markers (on the reverse side of the Hit Markers) are used to indicate possession of PGMs by an Air Unit. The Game Turn Marker, VP Marker, RP Marker, OCA Marker, DEAD Marker, and PGM Marker are used on their respective tracks.

2.6 Resolution Cards

Most of the cards included in the game are Resolution Cards. These multipurpose cards are used whenever there is an element of chance. Each Card has several ratings which are used at different times:

  • AIR INTERCEPT: The enemy's power in the air. The lower the better (for you!).
  • GROUND DEFENSE: The enemy's ground-based anti-air defenses. The lower the better.
  • ATTACK RESOLUTION: A measure of the attack power of NATO ground power. The higher the better.
  • WP REINFORCE: The unstoppable Soviet hordes; the lower the better.
  • NATO REINFORCE: Ground reinforcements for NATO formations. The higher the better.
  • CARD NUMBER: The number of the card in the lower right-hand corner, also used when resolving Losses (8.1-8.2).
  • EVENT: Each Resolution Card has an Event which is utilized only during the Events Phase. What the Event does, and when it takes effect (Immediately or Next Turn), are indicated.

2.7 Objective Cards

A separate deck of Objective Cards contains mission requests from NATO members and your superiors. The parameters of the mission are indicated, as well as rewards for success and penalties for failure.

2.8 Glossary

  • COHESION VALUE: This single number represents the overall size, coordination, and command for each Warsaw Pact ground force advancing along a thrust line, and the NATO troops opposing that advance.
  • FEBA BOXES: A series of spaces along a WP Force's thrust line that represents resistance to the attacking Warsaw Pact Force. The NATO Forces in each box not only represent military personnel, but a variety of factors that might hinder the attacker such as terrain and urban centers.
  • GROUND DEFENSE: Indicates ground-to-air defense and overall difficulty of attacking a target. The DEAD track shows damage to ground defense systems, reducing enemy air defense coordination.
  • MISSION: A mission is a task assigned to individual air units.
  • PGMs: Precision Guided Munitions. These represent guided weaponry that can be used to attack targets accurately at long range while minimizing danger to the firing aircraft.
  • RAID: A raid is a single group of air units designed to perform or support a primary mission. Different air units on the same raid may have different missions.
  • RESOURCE POINTS (RPs): A rough indication of the material, influence, and manpower placed at the disposal of the air commander to get things done.
  • STEP: An indication of air unit strength. All air units have two steps, except the F-117, which has one. After being damaged for the first time, an air unit loses a step and is turned over to its reverse side. If the air unit incurs a second step loss, it is considered destroyed and is removed from play.
  • THRUST LINE: A thrust line represents a general avenue of attack for a major Warsaw Pact ground force. There are six thrust lines on the map, labeled using the phonetic NATO alphabet (Alpha / Bravo / Charlie / Delta / Echo / Foxtrot).

3.0 General Set-Up

This game has three scenarios (15.0) which reflect different levels of surprise and readiness. Each scenario has its own, specific set-up instructions but the following applies to all scenarios.

Shuffle the Resolution Cards and place the deck, face-down, to the side of the mapsheet. Do the same for the Objectives Deck. Draw six Resolution Cards, keeping them face-down, and place them along the top of the map in the Warsaw Pact Reinforcement spaces - one card for each space.

Place the DEAD Marker on the leftmost space of the DEAD Track, and the OCA Marker on the leftmost space of the OCA Track. You start with zero Resource Points (put the marker on the "0" space) and PGMs equal to the number indicated for the scenario. Place the Game Turn Marker on the Turn 1 space.

Place the WP Force markers on their "Start" space of their appropriate Thrust Lines, set to their Scenario-specific Cohesion Values.

Place NATO Ground Force counters in each box of the Thrust Line according to the Scenario instructions. Place your Air Units on the map according to the Scenario instructions. Place the Pilots to the side of the board; they will enter play later.

4.0 Flow of Play

The game is generally played over the course of ten Game Turns, with each Turn consisting of the following Phases, always performed in this order. Note that the scenario rules may alter this Sequence of Play during the first Game Turn.

  1. Receive Objectives Phase
  2. Recon Phase
  3. Air Planning Phase
  4. Raid Resolution Phase
    • a. Air Interception Segment
    • b. Ground Defense Segment
    • c. Primary Mission Results Segment
  5. Ground Combat Phase
  6. Reinforcement Phase
  7. Events Phase
  8. Resource Points Phase
  9. Turn End Phase

4.1 Resolution Card Procedure

Over the course of the game, you will be called upon to draw Resolution Cards, consulting one piece of information on that card and ignoring all others. For the sake of brevity, this is called Resolving. For example, the phrase "Resolve using Air Intercept" means that you will draw the top card from the deck and use the Air Intercept number to determine what has occurred.

Many of these checks will involve comparing the combined relevant factors of the Air Units on a Mission with a number on the Resolution Card, and here the phrase "Resolve using [card value] and [Unit value]" will be used. For example, "Resolve using Air Intercept and Air" means that you will draw the top card from the deck and use the Air Intercept number to determine success or failure, comparing it to the Air rating(s) of the involved Unit(s). The number on the card may be modified by certain game factors, as might be the relevant factors of the Unit(s).

If the modified number on the card is less than the modified factors of the Unit(s), the mission succeeds.

If the modified number on the card is greater than or equal to the modified factors of the Unit(s), the mission fails.

Drawn Resolution Cards are placed face-up in a Discard pile. If a "Shuffle" card is drawn when making a check, place all discarded cards back in the deck and reshuffle it. If, for any reason, all cards are discarded and the "Shuffle" card is not reached, simply reshuffle all discarded cards to form a new deck.

5.0 Receive Objectives Phase

Pull two Objective cards and check the Objectives for the turn. Each card represents requests by commanders for air support for counter offensive operations to be conducted this turn. Successful completion of these Objectives during the current turn yields Resource Points and Warsaw Pact Force retreats.

5.1 Shuffling

If the "Shuffle" card is drawn, all Objective Cards in the discard pile and any Objective Cards already drawn this turn are returned to the Objective Card Draw Pile and reshuffled. Draw two new Objective Cards. If the "Shuffle" card is drawn a second time in the current turn, consider the "Shuffle" a null objective and discard it. The other Objective Card will be the only active Objective Card for this turn. When the end of the Draw Pile is reached, return all discarded Objective Cards to the Draw Pile, including the "Shuffle" card.

If the Objective Card refers to a Sector where the WP Force is already at the final position on the map board, redraw the Objective Card until an applicable card is drawn. If no valid Objective Cards remain in the Draw Pile, return all discarded Objective Cards to the Draw Pile and reshuffle them without redrawing.

5.2 Overlapping Objectives

The conditions required to fulfill objectives for one card can simultaneously be used to fulfill objectives required for another card. For example, you may create two raids that achieve the four CAS hits required to fulfill the "US VII Corps" Objective Card. These two raids can be counted towards the requirement for five raids with CAS missions needed to fulfill "The Big Push" Objective Card requirements.

6.0 Recon Phase

Recon Missions are flown to discover information about the enemy's disposition, command and communications, and major supply routes. Because reconnaissance missions deliver important and timely intelligence about the enemy, they play a central role in offensive air missions. For this reason, these missions are assigned and resolved prior to planning all other mission types.

Recon Missions are not assigned to actual Air Units, but to a group of assets (satellites, recon aircraft, intelligence) with a Recon Rating of "6": all Recon Missions are resolved using Air Intercept and comparing it to this Recon Rating. Or, to put it another way, Recon Missions succeed with an Air Intercept value of "5" or less. Subtract the current OCA modifier from the Air Intercept value before resolving.

Determine and resolve the first Recon Mission; if it succeeds, you may perform and resolve another Recon Mission, continuing to do so until a mission is failed or until you choose not to attempt any further missions. When the first mission failure occurs, the Recon Phase immediately ends, and no further Recon Missions may be flown during the turn.

There are three Recon Missions: Battlefield Surveillance, Locate Headquarters, and Locate Staging Areas.

6.1 Battlefield Surveillance

The Battlefield Surveillance Recon Mission attempts to discover enemy intentions. This mission may only be performed once per Game Turn. If successful, reveal the next card from the Resolution Deck. Then, make a decision as to how you will use the intelligence you have collected:

  • You can place the card on the Battlefield Surveillance space, to be resolved for the Event during the Event Phase.
  • You can place the card at the bottom of the Resolution Deck.

6.2 Locate Headquarters

The Locate Headquarters Recon Mission attempts to pinpoint command and control structures and personnel in charge of Warsaw Pact forces in the field. This mission may only be performed once per Game Turn. If successful, this allows a Decapitation Strike mission to be assigned to Air Units in the Air Planning Phase; place the DECAP STRIKE marker on the map as a mnemonic.

6.3 Locate Staging Areas

The Locate Staging Areas Recon Mission attempts to discover information concerning enemy Reinforcements for a given Thrust Line. This mission may be performed once for each Thrust Line. If successful, flip that Thrust Line's Reinforcement Card face-up. Additionally, this allows a Follow-On Forces Attack (FOFA) Mission targeting that Thrust Line's Reinforcements to be assigned to Air Units in the Air Planning Phase; use the "Located" markers as a mnemonic.

7.0 Air Planning Phase

During the Air Planning Phase, you select targets, assign Missions to Air Units, and create Raids. A Raid is a group of Air Units working together to carry out or support a Primary Mission. Each Raid therefore is made up of one Primary Mission, and potentially up to two Support Missions meant to ensure the success of the Primary.

Only Air Units from the Basing Box may be assigned Missions. Determine the target of the Raid's Primary Mission by taking the corresponding Raid marker and placing it on the requisite space of the mapboard as indicated in 7.1 below. Then, assign Air Units from the Basing Box to its Primary Mission by placing the Units in the Primary Mission box for that Raid on the Air Mission Display. Up to three Units may be assigned to a Primary Mission. Additional Units may be assigned to one or more Support Missions (7.2), with the caveat that no more than five Air Units may participate in the same Raid. PGMs (7.3) and Pilots (7.4) may be assigned to specific aircraft on Primary or Support Missions.

Up to three Raids may target the same box or track each Game Turn. The first Raid targeting a track uses the corresponding section of the Air Mission Display; when targeting a track with a second or third Raid, simply place the raid marker near the track you are targeting.

At this time you may also assign up to two Air Units to an OEW Mission (7.5), which works somewhat differently.

When you have assembled all the Raid packages that you can or care to, it is time to move on to the Raid Resolution Phase.

7.1 Primary Missions

The five Primary Missions are as follows.

CLOSE AIR SUPPORT (CAS): Air Units assigned to CAS fly over the front lines and support friendly troops engaged with the enemy. Air Units on CAS Missions use their Ground Attack rating. Place the Raid Marker on the "CAS" space for the relevant Thrust Line. You cannot assign a CAS Mission to a Thrust Line if there are no NATO Forces remaining for that Thrust Line.

FOLLOW-ON FORCES ATTACK (FOFA): A successful Locate Staging Area Recon Mission against the target Thrust Line's Reinforcements during this turn's Recon Phase is required to assign Air Units to a FOFA Mission. Air Units assigned to a FOFA Mission attempt to destroy and disrupt Warsaw Pact Reinforcements and follow-up echelons. Air Units on FOFA Missions use their Ground Attack rating. Place the Raid Marker on the "FOFA" space for the relevant Thrust Line.

DESTRUCTION OF ENEMY AIR DEFENSES (DEAD): Air Units assigned to this mission are tasked with destroying enemy air defenses such as radar warning systems, SAM sites, and anti-aircraft artillery. Air Units on DEAD Missions use their Strike rating.

OFFENSIVE COUNTER-AIR (OCA): Air Units assigned to this mission are tasked with gaining control of the skies throughout the theater. This is done primarily through the destruction of enemy aircraft and facilities on the ground. Air Units on Offensive Counter Air Missions use their Strike rating.

DECAPITATION STRIKE: A successful Locate Headquarters Recon Mission during this turn's Recon Phase is required to assign Air Units to a Decapitation Strike Mission. Air Units assigned to this mission attempt to destroy the command and control apparatus of the Warsaw Pact armies. Air Units on Decapitation Strike Missions use their Strike Rating. A maximum of one Raid per turn may be a DECAP mission.

7.2 Support Missions

The two Support Missions are as follows.

AIR ESCORT: Air Units assigned as Air Escort for a Raid attempt to counter enemy aircraft interception during the Air Interception segment of the Raid Resolution Phase. Air Units on Air Escort Missions use their Air rating.

SUPPRESSION OF ENEMY AIR DEFENSES (SEAD): Air Units assigned to SEAD for a Raid attempt to counter enemy ground defenses during the Ground Defense segment of the Raid Resolution Phase. Air Units on SEAD Missions use their Ground Attack rating.

IMPORTANT NOTE: You are not required to assign Support Missions to a Raid, but the chances of a mission succeeding without them are usually quite low.

7.3 PGMs

You may choose to equip your Air Units with Precision Guided Munitions (PGMs). PGMs encompass a variety of advanced weaponry designed to effectively destroy enemy units from stand-off distances in an attempt to minimize danger to both the pilot and his plane. PGMs will double the mission-relevant factor of the specific Air Unit to which it is assigned.

To assign a PGM, place a PGM marker on top of the specific Unit that is equipping the PGM, and reduce the number of PGMs you have available on the PGM Track by one. Obviously, if you have zero PGMs, you cannot assign PGMs. Each Air Unit can only receive one PGM marker, but multiple Air Units within a Raid can each receive a PGM marker.

At the conclusion of the Raid, any PGMs assigned to Air Units in that Raid are removed, regardless if the Mission was successful or aborted.

7.4 Pilots

You may assign any available Pilots to Air Units of the same nationality (the same background color as the Pilot chit). Each Air Unit may only have one Pilot (any more than that, and it starts to get a little cramped). A maximum of one Pilot may be assigned to a given Raid. When Resolving any Mission for that Raid (including a Mission that the Pilot's Air Unit isn't assigned to), you may expend the Pilot chit, permanently removing the Pilot from the game, to draw a second Resolution Card, using whichever of the two cards' Mission-relevant ratings you find more advantageous.

7.5 Offensive Electronic Warfare Escort (OEW) Mission

A special Mission type that exists outside the normal Raids, the Offensive Electronic Warfare Escort (OEW) Mission supports a notional OEW aircraft. This Mission is available from Turn 2 onwards. To undertake this mission, you must assign two (2) Air Units, each with an Air rating of at least "1", placing them in the OEW Box on the map. This Mission does not need to be checked for in the Raid Resolution phase as it automatically succeeds. Upon assigning the air units to this mission, immediately move the OCA marker one space to the right along the OCA track. (Note that this is temporary; see 13.2.) For purposes of meeting the conditions of the "Major Air Offensive" Objective Card, this Mission counts as a single Raid. This Mission does not count as part of the three hit limit against the OCA track; thus, it is possible for the OCA marker to be moved four spaces in a single turn.

8.0 Raid Resolution Phase

During the Raid Resolution Phase, each Raid is resolved, one after another, in any order that you choose. A Raid is resolved completely, and the effects of that Raid implemented, before moving onto the next Raid. The order in which raids are conducted can have significant impact in determining overall mission success. For example, you may choose to conduct a DEAD Raid early in the turn in order to reduce the potency of enemy Ground Defenses that later Raids will encounter.

Each Raid is resolved in the same way, by performing the following three steps in order: Air Interception, Ground Defense, and Primary Mission Results.

8.1 Air Interception Segment

Resolve the Raid's Air Escort Mission using Air Intercept and the combined Air factors of any Units assigned to the Air Escort Mission. Before comparing, subtract the OCA modifier from the Air Intercept value on the Resolution Card. Any individual Air Units assigned to Air Escort that are equipped with PGMs double their Air rating.

If the Air Escort Mission is successful, the Raid continues (proceeds to the Ground Defense Segment) and suffers no losses.

If the Air Escort Mission fails, the Raid is aborted. Draw another Resolution Card and compare the Card Number to the Loss Numbers for all Air Units participating in the Raid. The Air Unit whose Loss Number is closest to the Card Number suffers a Step Loss (is Damaged or, if already Damaged, Eliminated). If the Loss Numbers for two Air Units are equidistant, both Air Units suffer a Step Loss. If a Pilot is assigned to an Air Unit that suffers a Loss, the Pilot is removed from play.

If the modified Air Intercept value is zero or lower, the Air Escort Mission automatically succeeds, even if there are no actual Air Units assigned to it.

SPECIAL RULE - STEALTH UNIT: A Stealth Air Unit operating alone on a Raid does not draw for Air Intercept. If it is in a Raid with other non-stealth Air Units, draw for Air Interception as you would normally.

8.2 Ground Defense Segment

Resolve the Raid's SEAD Mission using Ground Defense and the combined Ground Attack factors of any Units assigned to the SEAD Mission. Before comparing, subtract the DEAD modifier from the Ground Defense value on the Resolution Card. Any individual Air Units assigned to SEAD that are equipped with PGMs double their Ground Attack Rating.

If the SEAD Mission is successful, the Raid continues (proceeds to the Primary Mission Result Segment) and suffers no losses.

If the SEAD Mission fails, the Raid is aborted. Draw another Resolution Card and compare the Card Number to the Loss Numbers for all Air Units participating in the Raid. The Air Unit whose Loss Number is closest to the Card Number suffers a Step Loss (is Damaged or, if already Damaged, Eliminated). If the Loss Numbers for two Air Units are equidistant, both Air Units suffer a Step Loss. If a Pilot is assigned to an Air Unit that suffers a Loss, the Pilot is removed from play.

If the modified Ground Defense value is zero or lower, the SEAD Mission automatically succeeds, even if there are no actual Air Units assigned to it.

SPECIAL RULE - STEALTH UNIT: A Stealth Air Unit operating alone on a Raid, resolves this segment by drawing a Resolution Card and checking both the Air Intercept and Ground Defense ratings on the card. If either or both of these ratings are a "10", the Raid is aborted and the Stealth Air Unit is Eliminated (no need to draw an additional card). If the Stealth Air Unit is in a Raid with other non-stealth Air Units, resolve Ground Defense as you would normally.

8.3 Primary Mission Result Segment

Having evaded the enemy's defenses in air and on land, the final segment determines the success of the Primary Mission.

Total the Mission-relevant factors of all Air Units assigned to the Primary Mission; double the factor of any Air Unit equipped with PGMs. Divide the modified total by five, discarding any remainders. The final result of the calculation is the total number of Hits inflicted by the mission; the effects of these Hits depend on the type of Mission.

If the total, modified Mission-relevant factors of all Air Units assigned to the Primary Mission are less than five, but the Raid makes it to the Primary Mission Result Segment, one Hit is inflicted.

Hit Markers are placed on the relevant target box, and will be removed when their effect has been implemented.

CAS MISSION (USES GROUND ATTACK): Each hit temporarily (this turn only) increases the Attack Resolution number when Resolving the Ground Combat Phase for the appropriate Thrust Line. The effect is resolved during the Ground Combat Phase.

DEAD MISSION (USES STRIKE): Each hit immediately moves the DEAD marker one space to the right along its track. There is a maximum of three hits per turn; anything above that has no effect.

OCA MISSION (USES STRIKE): Each hit immediately moves the OCA marker one space to the right along its track. There is a maximum of three hits per turn; anything above that has no effect. (Note, however, that a successful OEW Mission [7.5] will temporarily move the OCA marker but does not count against this total.)

DECAPITATION STRIKE MISSION (USES STRIKE): The first hit allows you to choose any one Resolution Card (from either the Discard pile or the deck) and remove it from the game. If the chosen card comes from the deck, reshuffle the Discards into the deck. There is a maximum of three hits per turn; anything above that has no effect. The second and third hit gives you the capability to draw a second Resolution Card in the Raid Resolution Phase, Ground Combat Phase, or Reinforcement Phase during that same turn only whenever the first card drawn is not to your liking. Reduce one of the Hit Markers when you do so, and then choose whichever of the two cards' relevant ratings you find more advantageous.

FOFA MISSION (USES GROUND ATTACK): Each hit reduces the Reinforcement value of the targeted Thrust line. The effect is resolved during the Reinforcement Phase.

8.4 Objectives

After resolving all Raids, determine if you have met your Objectives for this turn. If you have met one or both of the Objectives, advance the RP marker accordingly. Then, if you have failed to meet one or both of the Objectives, move the RP marker back along its track, flipping it over to its Negative side as necessary. Discard failed Objectives but hold successful ones until the end of the Ground Combat Phase, where further effects may be implemented.

9.0 Ground Combat Phase

Beginning with the Alpha Thrust Line, resolving it completely and moving in order, resolve each Thrust Line by drawing a Resolution Card and utilizing its Attack Resolution rating. Modify the rating on the card by adding the Cohesion Value of the NATO Forces in the right-most NATO-occupied FEBA Box, as well as all Hits scored in CAS Missions targeting that Thrust Line. This modified total is the NATO Defense Value.

Compare the NATO Defense Value to the Cohesion Value of that Thrust Line's WP Force. If the WP Force's Cohesion Value is greater than or equal to the NATO Defense Value, the defense fails:

  • Remove the NATO Ground Force counter from the right-most NATO-occupied FEBA Box.
  • Move the Warsaw Pact Force into the now-empty FEBA Box, adjusting VP as necessary.

If the WP Force's Cohesion Value is less than the NATO Defense Value, the defense is successful:

  • Reduce the Cohesion Value of the Warsaw Pact Force by one (but it cannot be reduced to less than one).

If the NATO Defense Value is more than double the WP Force's Cohesion Value, that NATO Ground Force has counterattacked; in addition to the above WP Force Cohesion Value reduction for a successful defense:

  • The WP Force moves one box to the right, adjusting VP as necessary.
  • The counterattacking NATO Ground Force is moved into the now-empty FEBA Box.
  • A new NATO Ground Force counter, with a Cohesion Value of "1", is placed into the box that the Ground Force vacated.
  • If the Warsaw Pact Force already occupies its Starting Box when a counterattack occurs, neither it nor the NATO Ground Force counter moves, but the Warsaw Pact Force suffers an additional reduction to its Cohesion Value (total of 2 points, but again it cannot be reduced to less than one).

As you Resolve each Thrust Line in this manner, remove the Hit Markers that were inflicted by the CAS Mission(s).

OBJECTIVE RETREATS: Retreats caused by successful completion of Objectives are implemented after resolving all Ground Combats, and are in addition to the effects above. For each Retreat:

  • The WP Force moves one box to the right, adjusting VP as necessary.
  • The counterattacking NATO Ground Force is moved into the now-empty FEBA Box.
  • A new NATO Ground Force counter, with a Cohesion Value of "1", is placed into the box that the Ground Force vacated.
  • If the WP Force already occupies its Starting Box when a Retreat occurs, neither it nor the NATO Ground Force counter moves, but the WP Force suffers two reductions to its Cohesion Value (but never reduced below "1").
  • The Objective Card is Discarded.

10.0 Reinforcement Phase

Beginning with the Alpha Thrust Line, resolving it completely and moving in order, resolve each Thrust Line as follows. Then, friendly reinforcements arrive for ground and air.

10.1 Warsaw Pact Reinforcements

If a successful Locate Staging Area Mission targeted the Thrust Line during the Recon Phase, the Reinforcement Card for that Thrust Line should be face-up. From that card's WP Reinforce number, subtract any Hits inflicted in a successful FOFA Mission targeting that Thrust Line. The modified total is then added to the Cohesion Value of that Thrust Line's WP Force (if the number is negative, add nothing). Then, discard the Resolution Card and flip the WP Force's counter back to its front side.

For any Thrust Line that was not the target of a successful Locate Staging Area Mission, flip over its Resolution Card and Resolve using the WP Reinforce number; add this number to that WP Force's Cohesion Value before discarding the Resolution Card.

No WP Force's Cohesion Value can be greater than 8, or less than 1; any excess is discarded.

If a "Shuffle" Resolution Card is drawn for a Thrust Line, that Thrust Line receives zero Reinforcements. Hurray! Do not Shuffle at this time.

After resolving all Warsaw Pact Reinforcements, draw and place face-down Reinforcement cards for the next turn.

10.2 NATO Ground Reinforcements

After resolving all Warsaw Pact Reinforcements, draw one Resolution Card and Resolve using the NATO Reinforce number. This value is the total number of NATO Reinforcements that arrive during the turn. The player may assign this many points, divvied up as they see fit, to the Cohesion Value of any NATO Ground Force(s). No NATO Ground Force may ever exceed a Cohesion Value of 8.

10.3 NATO Air Reinforcements

Air Units scheduled to arrive this turn according to scenario instructions are placed in the Basing Box.

11.0 Events Phase

First, if there are any Resolution Cards on the Next Turn space, Discard that card. Then, draw a Resolution Card and Resolve using the Event. Each Event's description will explain how to implement it.

  • Some are implemented immediately and the card Discarded.
  • Some take effect throughout the Next Turn; place the card on the Next Turn Event space, being mindful of its effects as you play through the next turn.

If you flew a successful Battlefield Surveillance Recon Mission this turn, do not draw a Resolution Card, but use the Event on the Resolution Card in the Battlefield Surveillance space.

12.0 Resource Point Phase

During this phase, you will accumulate, and can then spend, Resource Points (RPs). RPs are vital to maintaining an effective fighting force in the air. RPs can be saved from turn to turn.

12.1 Accumulating Resource Points

You gain one RP during this Phase for each of the following:

  • Warsaw Pact Force occupying its Start Box.
  • Major City (3 VP FEBA Box) still held by NATO.
  • DEAD marker on right-most space of its track.
  • OCA marker on right-most space of its track.

Note additionally that RPs are gained or lost earlier in the turn when resolving Objectives.

The RP Track cannot be increased beyond ten. If after accumulating the above, the RP Track is less than "0" (due to failure to meet Objectives earlier in the turn), the RP Track is adjusted to "0".

12.2 Spending Resource Points

RPs may be spent on the following, with the costs indicated in parentheses:

  • REBUILD ELIMINATED UNIT (2 RP): Place an Eliminated Unit in the Damaged Box, on its Damaged side.
  • BEGIN REPAIRS (1 RP): Move an Air Unit from the Damaged Box into the Repairs Box.
  • FINISH REPAIRS (1 RP/2 RP): Move an Air Unit from the Repairs Box into the Basing Box, flipping it to its full strength side. If the Air Unit began the phase in the Repairs Box, it costs 1 RP to do this. If the Air Unit was moved there earlier this phase, it costs 2 RP.
  • RECRUIT PILOT (2 RP): Place a Pilot that has not yet entered play into the Pilots box.
  • PGMs (3 RP): Increase the PGM marker on its track by one.

Each of the above expenditures may be made multiple times - you can purchase multiple PGMs at 3 RP each, for example, or Repair multiple Air Units.

Note again that you are not required to expend all your RPs; you can save them for the following turn.

13.0 Turn End Phase

The Turn End Phase consists of several maintenance steps, performed in the following order:

  1. Air Mission Display Step
  2. OEW Step
  3. DEAD/OCA Recovery Step
  4. Nuclear Escalation Step
  5. WP VP Step

13.1 Air Mission Display Step

Return all used Raid Markers to their respective areas of the Air Mission Display. All full strength Air Units in the Air Mission Display are moved to the Basing Box. Damaged Air Units may either be placed in the Basing Box (allowing them to function next turn, but at reduced strength) or they may be placed in the Damaged Box.

13.2 OEW Step

Place Air Units that were assigned the OEW Mission in the Basing Box or Damaged Box as you would in 13.1. Then, flip the OCA/OEW marker back to its OCA side, and regress it one space along its track.

13.3 DEAD/OCA Recovery Step

Draw a card for each of these tracks; if the Air Intercept rating is an even number, move the marker one space to the left (if odd, no effect).

13.4 Nuclear Escalation Step

If the Warsaw Pact VP total is 20 or more, draw a Resolution Card. If its card number is less than the number of Warsaw Pact VP, your failures as Air Commander have left your superiors no choice but to use nuclear weapons, ending the game - and the world - in your defeat. Boo!

13.5 WP VP Step

Generally, Warsaw Pact VPs are gained and lost immediately, when a FEBA Box with a VP value falls or is retaken. During this step of Turns 1-6, however, the Warsaw Pact scores one VP for each WP Force that is at the end of its Thrust Line.

14.0 Victory and Defeat

Unless the game ends in nuclear annihilation (13.4) or an Instant Defeat (see below), at the conclusion of Turn 10, consult the Warsaw Pact VP Track to determine your level of Victory or Defeat:

  • 0-4 VP: Overwhelming Victory
  • 5-9 VP: Decisive Victory
  • 10-14 VP: Minor Victory
  • 15-19 VP: Minor Defeat
  • 20-25 VP: Decisive Defeat
  • 26+ VP: Humiliating Defeat

Instant Defeat: If at any point all Warsaw Pact Forces have reached the end of their Thrust Lines, the game immediately ends in a Humiliating Defeat.

15.0 Scenarios

The game is Scenario-based. The Scenarios are arranged in order of difficulty, with Scenario 1 being the easiest.

15.1 Build-Up Scenario

In an attempt to divert attention at home from growing ethnic division and a stagnant economy, the Politburo engages in a poorly calculated series of military adventures, culminating in the invasion of Pakistan. Western governments loudly condemn the Soviet actions and strict sanctions are declared. Throughout the spring, tensions heighten between the superpowers as negotiations fail. Throughout March and early April, the Red Army suffers a string of humiliating defeats to the US-backed Pakistani military. On 1 May 1987, a battlefield nuclear weapon is detonated over Islamabad. The Soviet Union is universally condemned by its own client states and human rights groups as the world looks on in horror. Two Soviet republics unilaterally announce their intention to hold a referendum for independence. During an emergency United Nations meeting, the US declares its support for the breakaway republics. The next day, the Soviet Union, citing US-led NATO as an "existential threat" to its security and borders, declares war after a long period of growing tensions.