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World At War 85: Storming the Gap

World At War 85: Storming the Gap Rulebook

Table of Contents

Table of Contents

  • Introduction
    • Community, Support & Resources
    • How to use this manual
  • Counter Reference
    • Formation Card (2.8, 6.2 & 7.0)
    • Markers
  • 1.0 General Concepts
    • 1.1 Unit Scale
    • 1.2 Time Scale
    • 1.3 Map Scale
    • 1.4 Scenarios
    • 1.5 Game Play
    • 1.6 Components
      • 1.6.1 Dice
      • 1.6.2 Game Board(s)
      • 1.6.3 Player Aids & Tracks
      • 1.6.4 Units
      • 1.6.5 Color bands and Attachments
      • 1.6.6 Unit types
    • 1.7 Markers
      • 1.7.1 Unit and Map Markers
      • 1.7.2 Game Turn & Weather Track Markers
      • 1.7.3 Artillery Strike/Strength
    • 1.8 Cards
    • 1.9 UNIT and CARD VALUES
      • 1.9.1 AP Firepower (AP FP dice)
      • 1.9.2 HE Firepower (HE FP dice)
      • 1.9.3 To-Hit number (To-Hit)
      • 1.9.4 Range Value
      • 1.9.5 Armor Value and Save Value for Heavy Armor
      • 1.9.6 Armor Value and Save Value for Light Armor
      • 1.9.7 Soft Targets – Vehicles and Troops
      • 1.9.8 Movement Points (MP)
      • 1.9.9 Assault Firepower (Assault FP dice)
      • 1.9.10 Assault To-Hit Value
      • 1.9.11 Headquarters (aka HQs)
      • 1.9.12 Special Ability Triangles
      • 1.9.13 Leaders
  • 2.0 Sequence of Play
    • 2.1 Initiative Phase (Turn 1 only)
    • 2.2 Operations Phase
      • 2.2.1 Formation Card
      • 2.2.2 Designated Formation or Scratch Force Card
      • 2.2.3 End Operations Card
      • 2.2.4 Close Air Support Card
      • 2.2.5 Electronic Warfare Card
      • 2.2.6 Battlefield Event/Friction Card
    • 2.3 Marker Removal Phase
      • 2.3.1 Ops Complete & Out of Command Markers
      • 2.3.2 Smoke Markers
      • 2.3.3 EW Markers
      • 2.3.4 Fire Markers
      • 2.3.5 Unsuppress HQs
      • 2.3.6 INF Support Weapon Transfer
      • 2.3.7 Rebuild the Formation Deck
      • 2.3.8 Squall marker
      • 2.3.9 Chemical Strike Markers
    • 2.4 Victory Determination Phase
  • 3.0 End Operations card
  • 4.0 Close Air Support card
    • 4.1 Interception
    • 4.2 Anti-Aircraft Fire
    • 4.3 Close Air Support Attack
    • 4.4 Ordnance Expenditure
  • 5.0 Electronic Warfare card
    • 5.1 EW Markers
    • 5.2 EW Effects
    • 5.3 Removing EW Effects
  • 6.0 Battlefield Event/Friction card
    • 6.1 Battlefield Event or Battlefield Friction?
    • 6.2 Applying Events or Friction
  • 7.0 Formation Card
    • 7.1 Refresh Step
    • 7.2 COMMAND STEP
      • 7.2.1 Transferring Leaders
      • 7.2.2 Deploying Headquarters to the Map
      • 7.2.3 Check if Units are Out of Command
      • 7.2.4 Command Range and Determining Command status
      • 7.2.5 Units Always in Command
    • 7.3 MISSILE RELOAD STEP
    • 7.4 DISRUPTION REMOVAL STEP
    • 7.5 OFF-BOARD ARTILLERY STEP
    • 7.6 Action STEP
  • 8.0 Actions
    • 8.1 Movement Action & Movement
    • 8.2 Direct Fire Action
    • 8.3 Move & Direct Fire Action
    • 8.4 Assault Action
    • 8.5 Indirect Fire Action
  • 9.0 Movement Action & Movement
    • 9.1 Terrain
    • 9.2 Stacking
    • 9.3 Unit Categories and Movement
    • 9.4 Road or Trail Movement
    • 9.5 Ground & Amphibious Movement
    • 9.6 Towed Units
    • 9.7 Helicopter Movement & Modes
      • 9.7.1 Flying
      • 9.7.2 Nap-of-Earth
      • 9.7.3 Hovering
      • 9.7.4 Landed
    • 9.8 Transport units and Passengers
      • 9.8.1 Loading
      • 9.8.2 Unloading
      • 9.8.3 Unloading into an Assault
      • 9.8.4 Loading, Unloading and Opportunity Fire
      • 9.8.5 Helicopter Transport units
    • 9.9 Combat Lift-Off
  • 10.0 Direct Fire Action
    • 10.1 AP and HE Firepower – Which to use?
    • 10.2 Line of Sight (LOS)
      • 10.2.1 Terrain Height
      • 10.2.2 Blocking and Obscuring Terrain
      • 10.2.3 Blocking Terrain obstacle Height & Blind Spots
    • 10.3 Range
      • 10.3.1 Point Blank Range
      • 10.3.2 Effective Range
      • 10.3.3 Long Range
      • 10.3.4 Maximum Range
      • 10.3.5 Minimum Range Requirement
    • 10.4 Combat
    • 10.5 Support Weapons, Modifiers & Restrictions
    • 10.6 Direct Fire Restrictions and Modifiers
      • 10.6.1 Anti-Aircraft Fire
      • 10.6.2 HQ or Leader Command Bonus
      • 10.6.3 ATGM Minimum Range
      • 10.6.4 Point Blank Range Fire
      • 10.6.5 Long Range Fire
      • 10.6.6 Firing into an adjacent Smoke hex
      • 10.6.7 Firing out of a Smoke filled hex into an adjacent hex
      • 10.6.8 Terrain
      • 10.6.9 Composite/Reactive Armor
      • 10.6.10 Volley Fire
      • 10.6.11 Target is a Landed Helicopter
      • 10.6.12 ATGM Direct Fire at a Target in Blocking Terrain
      • 10.6.13 Concealment
      • 10.6.14 Maximum Defensive Bonus
      • 10.6.15 Maximum To-Hit penalty
      • 10.6.16 Minimum FP dice penalty
      • 10.6.17 All-water Hex restriction
    • 10.7 Combat Results & Post-combat Missile Ammo Check
      • 10.7.1 Results versus Ground units
      • 10.7.2 Results versus HQs and Leaders
      • 10.7.3 Results versus Transport units and Passengers
      • 10.7.4 Results versus Close Air Support
    • 10.8 Wrecks and Disruption
      • 10.8.1 Wrecks
      • 10.8.2 Disruption Effects
    • 10.9 Rubble, Clearing Rubble & Fires
      • 10.9.1 Clearing Rubble Hexes
    • 10.10 Missile Ammo Check
    • 10.11 Opportunity Fire
  • 11.0 Move & Fire Action
  • 12.0 On-Board Indirect Fire Action
  • 13.0 Assault Action
    • 13.1 Assault Modifiers
      • 13.1.1 HQ Bonus
      • 13.1.2 Infantry Assault Bonuses versus Vehicles
      • 13.1.3 Cross-Bridge or Cross-River Assault
      • 13.1.4 Night Assault
      • 13.1.5 Vehicle Assault bonus
    • 13.2 Resolving an Assault
      • 13.2.1 Applying Hits in an Assault
      • 13.2.2 Retreating from an Assault
      • 13.2.3 Ending the Assault
  • 14.0 Indirect Fire
    • 14.1 On-Board Artillery Fire
    • 14.2 Off-Board Artillery Fire
    • 14.3 Spotters
    • 14.4 Indirect Fire Range
    • 14.5 FFE marker & Scatter Check
    • 14.6 Strike Types
    • 14.7 HE (High Explosive)
      • 14.7.1 Off-Board versus On-Board FP dice
      • 14.7.2 Strike Procedure
    • 14.8 SMOKE
    • 14.9 MLRS (Multi-Launch Rocket Systems)
      • 14.9.1 MLRS Strike Reduction Check
    • 14.10 ADM (Artillery Delivered Mines)
    • 14.11 DPICM (Dual-Purpose Improved Conventional Munitions)
      • 14.11.1 DPICM Strike Reduction Check
    • 14.12 CHEMICAL
  • 15.0 Designated Formation card
  • 16.0 Other Series Rules
    • 16.1 Improved Positions
    • 16.2 Minefields
      • 16.2.1 Hidden Minefields
      • 16.2.2 Minefield Depletion
    • 16.3 Engineering
      • 16.3.1 Breaching Minefields
      • 16.3.2 Clearing Rubble Hexes
      • 16.3.3 Bridge-laying Units
    • 16.4 Bridge and Ford markers
    • 16.5 Weather
      • 16.5.1 Weather Changes
      • 16.5.2 Squalls
      • 16.5.3 Mud
    • 16.6 Night Rules
      • 16.6.1 Night Targeting Checks and LOS at Night
      • 16.6.2 Assaults at Night
      • 16.6.3 Weather Effects and Night
    • 16.7 Parachute Drops
      • 16.7.1 Designate Drop Zones and Landing Hexes
      • 16.7.2 Check for Drift
      • 16.7.3 Anti-Aircraft Fire from Ground Units
      • 16.7.4 Landing: Check for Disruption
  • 17.0 Battle Generator
    • 17.1 Choose a scenario size
    • 17.2 Choose the specific map or maps
    • 17.3 Create Objectives
    • 17.4 Choose your Victory Conditions
      • 17.4.1 Objectives minus Casualties
      • 17.4.2 Objectives only
      • 17.4.3 Turn Length and Objectives
      • 17.4.4 Casualties only
    • 17.5 OPTIONAL: EW advantage
    • 17.6 Purchase your units
    • 17.7 Setup the scenario
    • 17.8 Game Record Log Sheet
  • 18.0 Setting Up A Scenario
    • 18.1 PLAYABLE AREA
    • 18.2 OBJECTIVES
    • 18.3 GAME LENGTH
    • 18.4 ORDER OF BATTLE
    • 18.5 SCENARIO RULES
    • 18.6 VICTORY CONDITIONS
  • 19.0 Series Resources
    • 19.1 Video Bootcamp
    • 19.2 Audio Book Edition
    • 19.3 Battle Gear
  • Glossary

Introduction

Community, Support & Resources

If you have any game questions, or if you are just looking for other gamers to chat with, you can find quick replies on the forums at forums.lnlpublishing.com.

If any parts of this game are damaged, or if you have any other support needs, please open a support ticket on the Support Desk at support.lnlpublishing.com.

You can also find additional game resources such as scenarios, counters, special rules and other community-design materials in the Resource section at forums.lnlpublishing.com/resources.

How to use this manual

These styles of text are used to indicate useful information throughout these Core Rules:

Game concepts that are completely new and smaller sub-sections or concepts which are new or which have been significantly rewritten are highlighted.

IMPORTANT NOTES, exceptions, clarifications, etc., always have the full force of the rules.

EXAMPLES of play are set apart from the main text.

Design Notes are italicized and set apart from the main text. Design Notes are NOT rules of the game, but are inserted to enhance your understanding of why things are the way they are in the game.

The first 30 pages or so of the rules are simply for familiarizing yourself with the playing pieces, game markers, and game cards: nothing that needs to be memorized.

That information is also repeated in a more compact format on the Player Aid Card PAC02 Unit and Card Values, Marker Reference, some of which refer back to specific rules which govern their use.

For those familiar with the system, jump right in at Section 2, Sequence of Play.

Your Player Aid Card PAC02 Sequence of Play can come in handy while familiarizing yourself with these rules. It has rules references that take you directly to the section needed for each card, phase, step and/or Action in the turn, if you need.

A great way to learn the game (if you do not have the luxury of being taught by a fellow gamer) is simply to set up a small scenario and follow the Player Aid Card PAC02 Sequence of Play, referring to the rules as you need them.

As just a few turns go by you will find a minimum of referencing is necessary.

Your playing pieces represent groups of tanks, troops, and guns, and are interchangeably called units, counters or unit counters throughout these rules.

Yet the heart of the System — i.e. what drives each game Turn of a game in the WaW85 Series — is the drawing of cards from a custom deck of cards, called the Formation Deck. Each card represents either a group of units — yours, or your opponent's, in either case referred to as a Formation card — and so makes that Formation "active" to move or fight; or triggers various Game Functions or Events.

The seven types of cards are detailed in section 1.8.

Taking a look at the Table of Contents of this manual, the major rules sections 3.0 through 15.0 are organized mainly on the lines of what each card indicated on the card drawn becomes "active" — again, either yours or your opponent's — and executes a Formation Impulse. Within that Impulse, along with maintenance and artillery functions for the Formation, Active units may execute discrete Actions relating to movement, combat, or a combination thereof, until all Active units complete Actions or the player wishes to finish the Formation Impulse before that happens.

The detailed rules for the five Actions that units can perform in a Formation Impulse complete the major rules sections.

The rules for the Movement Action contain topics such as Movement Points printed on your units, Terrain, Roads and Trails, Helicopter Modes and movement, Amphibious Movement, Transport units and Passengers.

The Direct Fire Action section introduces combat concepts needed to fire at enemy units to disrupt or eliminate them. These include the firepower, range, to-hit and save values printed on your units, as well as Range, Line of Sight, Direct Fire restrictions and modifiers, and combat results against the different target types in the game. Opportunity Fire and Anti-tank concepts are also covered here.

Next there are a number of short sections that detail some flavor rules that can be found throughout the WaW85 Series, things like Night Combat and Parachute Drops. Finally, an extensive — but totally optional! — Battle Generator section is available for those who wish to design their own scenarios.

Counter Reference

Counters and markers in World At War 85 use icons to show unit type, strength, and status. In words, the reference chart covers:

  • AP (Armor-Piercing): Range – Firepower – To Hit, printed on the unit.
  • HE (High Explosive): Range – Firepower – To Hit, printed on the unit.
  • Full strength side: solid Formation color-band.
  • Assault: Firepower – To-Hit values for assaulting.
  • Armor: Armor – Save values.
  • Movement Points (MPs): printed movement allowance.
  • A ground unit with a vehicle picture is a VEHICLE Target; one shown with a NATO-style symbol is not.
  • HEAVY Armor TARGET, LIGHT Armor TARGET, Vehicular SOFT TARGET, Troops SOFT TARGET — the four basic target types.
  • Morale-Training Value and Command Bonus, printed on Headquarters and Leaders.
  • Leader and Wounded In Action (WIA) side up markers/states.
  • Two-step unit reduced strength — shown by a split color band.
  • Amphibious Movement capability icon.
  • Helicopter Flying mode, Helicopter Nap of Earth (NOE) mode, Helicopter Hovering mode, Helicopter Landed mode, Helicopter Transport.
  • Amphibious Ground Transport and Non-Amphibious Ground Transport.
  • Green AP Firepower / Anti-tank Guided Missile (ATGM).
  • Orange AP and/or HE Firepower / Enhanced Move & Fire Action.
  • Towed Unit; Blue AP or HE Firepower + WHITE Range Anti-aircraft GUN; Close Air Support Unit (CAS); Blue AP Firepower + BLUE Range Anti-aircraft MISSILE.

Formation Card (2.8, 6.2 & 7.0)

  • Formation Nationality and Formation Name & color-band.
  • Morale – Training Value.
  • Full Strength HQ Command Range and Reduced Strength HQ Command Range.
  • Infantry Support Weapon and Alternate Armament Support Weapon.
  • Red Triangle = Recon (Reconnaissance) Unit.
  • Gray Triangle = Indirect Fire Capable Unit.
  • Orange Triangle = Composite or Reactive Armor.
  • Black Triangle = Minimum Range of 3 for ATGM fire.
  • Yellow Triangle = Elite Unit with Special abilities assigned by Module.

Markers

  • Out of Command (7.2.3); Ops Complete (7.6).
  • Electronic Warfare (5.0) and Electronic Warfare Reducing (5.0).
  • Wrecks (10.8.1); Disrupted (10.8.2).
  • Smoke Screen and Smoke Screen-Thinning (14.8).
  • Fire for Effect (14.5).
  • Objective A (through E) (17.4 and Module rules).
  • LOW Missile Ammo and NO Missile Ammo (7.3 and 10.10); RELOADING Missiles (7.3 and 10.10).
  • Ford (10.9 and 16.4); Bridge and Bridge Destroyed (10.9 and 16.4); Cleared (10.9.1 and 16.3.2).
  • Helicopter Nap-of-Earth Flying mode (9.7.1); Helicopter LANDED mode (9.7.4).
  • Improved Positions (16.1).
  • Random Minefield (14.10 and 16.2); Placed Minefield (16.2).
  • Scenario North (18.1); Squall (2.3.8 and 16.5.2).
  • Mud (16.5.3); Fire (2.3.4 and 10.9); Rubble (2.3.4.1 and 10.9).
  • Weather Level (16.5).
  • Number of Arty Strikes and Arty Strike FP Dice Strength (14.7.1).
  • In Tunnel (see Module Rules if present).
  • Burnt Out (2.3.4.1 and 10.9).

1.0 General Concepts

1.1 Unit Scale

Counters represent infantry platoons (40-60 men), armored fighting vehicle (AFV) platoons (3-5 tanks), artillery batteries (3-4 gun tubes or launchers), Helicopter sections (1 to 2 Helicopters), Close Air Support flights (1 to 2 aircraft), and other roughly platoon-sized military units. Smaller units may be sections (1-3 vehicles or gun tubes). You will be commanding multiple platoons and/or sections organized into larger groups called Formations.

1.2 Time Scale

Each turn represents five to fifteen minutes.

1.3 Map Scale

Each hex is approximately 150 meters wide. A Hill level can vary between 10 and 25 meters in height.

1.4 Scenarios

Each Volume comes with a set of starting game situations called scenarios. You can play the scenarios within World At War 85 products in whatever order you desire.

1.5 Game Play

Players have a deck of Formation cards, representing a group of counters on the map. Players will draw the top Formation card from the deck, and activate that Formation's counters, to move and initiate combat.

The deck also contains special cards, such as electronic warfare, Close Air Support, and battlefield events. When drawn, these cards are resolved by their own rules.

End Operation cards may end the Operations Phase when drawn. If operations do end, and after cleaning up logistical markers, all cards are then gathered and shuffled, and the next turn begins.

IMPORTANT! And one thing above all others in all games in the series: if the rules do not state that your units CAN do something, they may NOT do it.

1.6 Components

1.6.1 Dice

The game includes eight (8) six-sided dice (d6). If you see xd6 in the rules, it means roll x number of six-sided dice.

1.6.2 Game Board(s)

The game contains a number of geomorphic map boards that can be put together according to the scenario you are playing, or arranged to create your own game map.

Because the maps are geomorphic and especially when creating your own map configurations, as long as you match one short edge to another short edge, or one long edge to another long edge, the roads and rivers will line up and join properly.

1.6.3 Player Aids & Tracks

Various Player Aids and Game Tracks are included to make things easier to reference and track during play. More than one informational reference or table may be on one card, and some contain tracks for use during play. You may find the Player Aids more convenient than consulting the rules, yet they are configured to allow for easy reference to the rules if you need. These include:

  • PAC02 Unit and Card Values, Marker Reference
  • PAC02 Sequence of Play
  • PAC03 Terrain Effects Chart (TEC)
  • PAC04 Battlefield Event & Battlefield Friction Tables
  • PAC05 Miscellaneous Tables, including: Weather Change Table, Missile Ammo Usage Summary, Special Ability Triangle Chart, Move & Fire Summary, Indirect Fire Abbreviations, Indirect Fire Summary
  • PAC06-1 Game Marker Tracks 1, including: Turn Record Track, Weather Track, Squall Box, Mud Box, Off-Board Artillery Tracks NATO/NATO-allied
  • PAC06-2 Game Marker Tracks 2, including: Formation Deck and discard boxes, Off-Board Artillery Tracks Warsaw PACT/PACT-allied
  • PAC07 Holding Boxes
  • PAC08 A Line of Sight reference with examples
  • PAC09 A reference that includes Every Die Roll in the Series
  • PAC10 Direct Fire Modifiers
  • PAC11 A master list of the cards in your Game set (Volume specific)
  • PAC12 Battle Generator Tables, including: Turn Length, Objectives and Point values per side, Degree of Victory
  • NAT-(nation name) - National Unit Tables, one for each nationality in your game (Volume specific)

1.6.4 Units

Your playing pieces, known as units, counters or unit counters, are ¾" cardboard rounded-corner squares, representing headquarters (HQs), vehicles (depicted on the counter), and other types of units (depicted by their NATO symbol).

1.6.5 Color bands and Attachments

The face of each counter has a solid horizontal band whose color matches the color on its Headquarters, every other unit in its Formation, and also the color on its corresponding Formation card.

The face of a ground unit or Headquarters (HQ) represents it at full-strength: a Unit counter, a Headquarters (HQ), and a Formation card.

Attached units, representing military assets supporting a Formation, are distinguished by a gray band. Each scenario will indicate to which Formation an attached unit is attached, and any units so attached should be treated as if they have the color-band of the Formation to which they are attached for the duration of any scenario.

The face of a Leader counter represents the individual in good health; the reverse of a Leader counter represents the individual in a wounded state (Wounded In Action, or WIA).

Support Weapons are indicated by the red diamond on the bottom center of the counter, and add capabilities to infantry, armor and some towed units. Note: Support Weapons have the SAME image on the front and back of the counter for ease of locating them.

Close Air Support Counters attack units on the map when their corresponding Formation card is drawn. Note: Close Air Support Counters have the SAME image on the front and back of the counter for ease of locating them.

Units possess one or two steps. The reverse of a ground unit or HQ has an additional white band and reduced values, indicating the unit has suffered a reduction in combat strength or leadership potential. A one step unit has a reminder of that on the back; it is eliminated if flipped.

However, the face of a Helicopter unit represents its Flying mode, marked with an "F". The reverse of a Helicopter unit represents it in its Hovering mode, marked with an "H", and is NOT a second step.

Unless otherwise indicated in a scenario's Order of Battle section, all units begin the game front side up.

Note: If you are unsure at any time if a unit has one or two steps, look on the National Unit Table for the nationality of the unit in question, and check the "Steps" column for that specific unit, or check the back of the unit for the "1-step unit" indicator as above.

1.6.6 Unit types

Consult the National Unit Tables for each nationality included as Player Aid Cards in the Volume of the game you are using for the specific unit types in your Volume.

1.7 Markers

Markers are ¾" pieces that are placed on or beside units to denote their status; or on tracks to designate weather, artillery supply and effects, and/or the current game turn; or placed in a hex to modify its terrain.

Design Note: Except for EW, Smoke and Bridge markers, game markers have the SAME image on the front and back of the counter for ease of locating them if they are mixed together. You will not have to flip counters to find the one you need.

1.7.1 Unit and Map Markers

  • Ops Complete — Placed on a unit when it has completed an Action.
  • Out of Command — Placed on a unit when it fails a Command Check.
  • Disrupted — The first combat effect against ground units, removed by a successful Removal Check.
  • Reloading Missiles — Indicates a unit may not use its ATGM or SAM system until it passes a Reload Check.
  • Low Missile Ammo — Indicates a unit only has one more ATGM or SAM attack.
  • No Missile Ammo — Indicates a unit may not use its ATGM or SAM system until its munitions are replenished by a battlefield event.
  • Helicopter Landed — A Helicopter unit on the ground.
  • Helicopter NoE — A Helicopter unit flying nap-of-earth.
  • Smoke Screen & Smoke Thinning — Double-sided counter representing a smokescreen placed by artillery or mortars on one side, and the thinning status of that smoke on the other.
  • EW & EW Reducing — Double-sided counter placed EW side up initially on an affected HQ unit to represent the jamming effects of electronic warfare being aimed against it. The counter must be flipped — reflecting a reduction in the effect — before it is removed.
  • Bridge & Bridge Destroyed — Double-sided counter indicating a Bridge on a River hex side on one side, or a Bridge that has been destroyed on the other. The red arrow points at the affected hex side.
  • Ford — Indicates a Ford on a River hex side. The red arrow points at the affected hex side.
  • Rubble — Placed on a hex representing terrain with a Defensive Bonus. It also indicates that the roads through the hex are obstructed and unusable as a consequence of combat.
  • Cleared — Indicates rubble removed by engineers or engineering vehicles, making the roads in a Rubble hex usable again.
  • Fire — Indicates an intensive fire ignites in a City, Town, Woods or Jungle hex; or any Module or Scenario-permitted terrain type that has caught fire as a consequence of combat.
  • Burnt Out — Placed when a Fire marker is removed.
  • North — Helps to orientate the map for deployment and reinforcement for a specific scenario.
  • Objectives — Placed to indicate scenario Objectives, or entry/exit points.
  • Fire for Effect (FFE) — Indicates the intended target hex for an artillery Strike.
  • Wrecks — Replaces a vehicle unit that has taken enough hits to be eliminated and so removed from play.

1.7.2 Game Turn & Weather Track Markers

These markers are placed on the tracks to be found on Player Aid Card PAC07 Tracks, including the Game Turn / Weather / Artillery Tracks, as needed in a scenario.

  • Game Turn — Placed on the Game Turn Track to indicate the current turn.
  • Weather Level — Placed on the Weather Level Track to indicate the current weather conditions.
  • Squall — Placed in its box to indicate a squall is occurring for the remainder of the current turn.
  • Mud — Placed in its box to indicate muddy conditions until the end of the scenario.

1.7.3 Artillery Strike/Strength

Placed on the Artillery Track to indicate the number of Strikes available (the black marker), and their strength (the orange marker). Not all Strikes need a strength marker as they are always the same as indicated on the track (MLRS), or not used directly for attacking enemy units. Marker types include: HE: High Explosive Strike, MLRS: Multiple Launcher Rocket System Strike, ADM: Artillery Delivered Mines Strike, DPICM: Dual-Purpose Improved Conventional Munitions Strike, CHEMICAL Strike, SMOKE Strike.

1.8 Cards

Cards are chosen to make up the Formation Deck for each scenario. Unless otherwise indicated in a Module or Scenario, this Formation Deck will have 2 End Operations cards, and a minimum of one Formation card per Formation in play. A single Battlefield Event/Friction card is always optional upon agreement of both players before the scenario is begun.

Scenarios will typically call for a second Formation card for many Formations — generally NATO, NATO-allied, Airborne/Airmobile/Parachute and Helicopter — instead of one.

Formation Cards make up the majority of the deck. They include helpful information such as the nationality, color-band, Morale-Training value, and both full- and reduced-strength HQ Command ranges.

  • End Operations Cards are used to determine when the Operations Phase of a game turn ends.
  • The Battlefield Event/Friction Card allows for certain events to transpire out of the players' control as commander of the battlefield.
  • The Electronic Warfare Card allows a player to attempt to impede an enemy Formation's effectiveness when it activates, representing electronic jamming of communications in the battlefield area.
  • Close Air Support Cards activate a corresponding unit counter that can be used to attack enemy units on the map.

Optional cards can include a Battlefield Event/Friction (as stated above), additional End Operations, Designated Formation, Scratch Force, Close Air Support, and Electronic Warfare. Here is a quick look at the possible additional cards:

  • Designated Formation Card is treated as a Formation card above, but instead of specifying a Formation to activate, the specific Formation is indicated by Module or Scenario rules.
  • Scratch Force Formation Cards are also treated as Formation cards above. They represent ad hoc Formations not composed of a single color band (plus the usual attachments). They even may contain multiple nationalities.

1.9 UNIT and CARD VALUES

These are the values used to characterize the combat units and cards in WaW85. Units will have at least one of these values, but most will have all of them. The rules will specifically define units and markers that do not have all of these values.

Note: If you need to locate any of these values they are summarized on PAC02 - Unit and Card Values Player Aid Card.

1.9.1 AP Firepower (AP FP dice)

This number indicates the number of d6 your unit may choose to roll when attacking any vehicle, ship or aircraft, but NOT non-vehicular Soft Targets.

Non-vehicular Soft Targets have a NATO symbol, not a Vehicle symbol. See your National Unit Table Player Aid Cards.

If the color of this number is:

  • Black: The unit may fire normally against non-Aircraft targets, but against Aircraft targets, this value is reduced (see Anti-Aircraft Fire, 10.6.1).
  • Green: The unit's AP Firepower may only be used against vehicles (yes, including vehicular Soft Targets), or landed Helicopters. It may not be used against non-vehicular Soft Targets, flying nap-of-earth Helicopters, or Close Air Support Counters. This weapon uses missiles and so is subject to Missile Ammunition Depletion Checks (aka Missile Ammo Checks). See Missile Ammunition Depletion 10.10. Exception: NOE Helicopters are usually treated as a ground vehicle, but not for this purpose.
  • Orange: If executing a Move & Fire Action, this unit suffers less or no penalty to its Direct Fire Attack, depending on how far it moves. (See Move & Fire Action, 11.0).
  • Blue — and its Range IS ALSO Blue (See 1.9.4 for Range): The unit may not fire its AP Firepower against non-Aircraft targets. The unit's AP Firepower can be used at full-strength and range versus Helicopters and Close Air Support. Note: If the Range value of a unit with a blue AP Firepower is also blue, the unit's AP Firepower weapon uses missiles and so is subject to checking for Missile Ammunition Depletion Checks (aka Missile Ammo Checks). See Missile Ammunition Depletion 10.10.
  • Blue — and its Range is NOT Blue (See 1.9.4 for Range): The unit MAY fire its AP Firepower at full-strength and range versus non-Aircraft targets, as well as Helicopters and Close Air Support.

1.9.2 HE Firepower (HE FP dice)

This number indicates the number of d6 the unit may choose to roll when attacking Light Armor vehicles, Aircraft or Soft Targets. If the color of this number is:

  • Black: The unit may fire normally against non-Aircraft targets, but against Aircraft targets, this value is reduced (See Anti-Aircraft Fire, 10.6.1).
  • Orange: If executing a Move & Fire Action, this unit suffers less or no penalty to its Direct Fire Attack, depending on how far it moves. (See Move & Fire Action, 11.0).
  • Blue — and its Range IS ALSO Blue (See 1.9.4 for Range): The unit MAY fire its HE Firepower at full-strength and range versus non-Aircraft, non-Heavy Armor targets, as well as Helicopters and Close Air Support units. It may also fire at Heavy Armor targets but only if specified by Module or Scenario rules. Note: If the Range value of a unit with a blue HE Firepower is also blue, the unit's HE Firepower weapon uses missiles and so is subject to checking for Missile Ammunition Depletion Checks (aka Missile Ammo Checks). See Missile Ammunition Depletion 10.10.
  • Blue: The unit is a missile-armed Anti-Aircraft unit and is subject to Missile Ammunition Depletion Checks (aka Missile Ammo Checks). See Missile Ammunition Depletion 10.10.

1.9.3 To-Hit number (To-Hit)

The AP To-Hit number and the HE To-Hit number are printed on the unit. When a unit attacks and rolls the number of dice indicated by one of the Firepower types above (AP or HE), then for each die roll result that is equal to or greater than this number, a hit is scored on the defender/target.

1.9.4 Range Value

The AP FP Range and the HE FP Range are printed on the unit — the effective range of that Firepower for the unit, in hexes. If the color of this number is:

  • WHITE: The unit receives a bonus to its To-Hit number for either AP or HE FP dice using the rules for Point Blank Fire if they are at half effective range or less from the target unit (See Point Blank Range Fire, 10.6.4). The unit can fire up to twice its effective range using the rules for Long Range Fire, but at a cost penalty to its To-Hit number (See Long Range Fire, 10.6.5).

1.9.5 Armor Value and Save Value for Heavy Armor

Each Heavy Armor target type has an Armor value and a Save value, printed on the unit.

For a Heavy Armor target, the Armor value is the number of d6 rolled when determining how many of the attacker's hits can be ignored.

For each Armor value die result greater than or equal to the Save value, the unit may ignore one hit by its attacker.

1.9.6 Armor Value and Save Value for Light Armor

Each Light Armor target type has a 5 or 6 on a gold circle, the gold circle indicating it always has an Armor value of 1. But the 5 or 6 is its Save value.

The gold background circle with a number in it (typically 5 or 6) indicates that Light Armor targets always roll only one d6 when determining how many of the attacker's hits can be ignored. Its Save value is the number in the circle.

If its Armor value die result is greater than or equal to the Save value, the unit may ignore one hit by its attacker.

1.9.7 Soft Targets – Vehicles and Troops

Soft Targets are indicated by an S in a gold circle and are further designated as Troops or Vehicles.

Soft Target - Troops have a NATO-style symbol on them. Soft Target - Vehicles have a vehicle picture on them.

The gold background circle with an 'S' indicates that the unit is a Soft Target, whether a vehicle or other unit. Vehicular Soft Target units have a vehicle image on the counter. Non-vehicular Soft Targets have a NATO symbol and are also called Troops.

Soft Targets do not have an Armor die value but use the Defensive Bonus dice as determined by the terrain they occupy (check the TEC for the number of dice).

Note: The Save value for Soft Targets is always 5.

For each Defensive Bonus die result greater than or equal to the Save value, the unit may ignore one hit by its attacker.

There are various modifiers that can affect a unit's Armor dice, Defensive Bonus dice, or Save value. These will be detailed later in these rules (See Direct Fire Restrictions and Modifiers, 10.6).

1.9.8 Movement Points (MP)

This number represents the maximum number of Movement Points (MPs) the unit may spend to enter new hexes on the map during a Movement Action.

Movement can be further restricted by water obstacles unless a unit is designated as amphibious. Also a unit may be a Transport unit. These added movement capabilities are indicated by the background color of a unit's Movement Points.

  • A blue or half-blue/half-green circle behind the MP value indicates an amphibious unit that can move into all water and non-water hexes; and cross Rivers without using a Bridge or Ford hex side, though at a penalty in MPs.
  • A green circle behind the MP value indicates a non-amphibious unit that can only move into non-water hexes, and may only cross a River using a Bridge or Ford hex side, unless otherwise dictated in Module or Scenario rules.
  • A green or half-blue/half-green circle behind the MP value indicates that the unit is a Transport unit, and can load and Transport one Infantry unit and its Support Weapon and HQ, or tow one Towed unit ("T" Movement Points, see below) and its Support Weapon and its HQ.
  • A "T" as the MP value indicates a unit that must be towed by any Transport unit to move to another hex. It may not otherwise move.
  • An "F" as the MP value indicates a Flying Helicopter. See 9.7 Helicopter Movement & Modes.
  • An "H" as the MP value indicates a Hovering Helicopter. See 9.7 Helicopter Movement & Modes.
  • A "B" as the MP value indicates a Bridge-laying unit which has deployed a Bridge marker. See 16.3.3, Bridge-laying Units.

1.9.9 Assault Firepower (Assault FP dice)

This value is the number of d6 the unit may choose to roll when Assaulting an enemy-occupied hex.

1.9.10 Assault To-Hit Value

When a unit Assaults it rolls the number of dice indicated by its Assault Firepower, and for each die roll result that is equal to or greater than this To-Hit number, a hit is scored on the target.

1.9.11 Headquarters (aka HQs)

An HQ's Command Bonus is printed on it.

Design Note: A Headquarters, or HQs, represents not just the command vehicles and troops, but also resources available on the company and/or battalion level that may not be represented by unit counters. These resources are incorporated into the HQ rules. HQs can be deployed to (stacked with) a unit of their Formation and redeployed as needed; this makes HQs somewhat of a hybrid unit/marker.

An HQ possesses a Command Bonus on its counter. The HQ may use that Command Bonus to add additional dice for Direct, Opportunity, or Anti-Aircraft Fire to the unit to which they are deployed; but not for Indirect Fire.

Note: See 10.6 Direct Fire Modifiers and Restrictions for details.

The Command Bonus also modifies Morale/Training Checks of any kind attempted by the unit to which they are deployed by subtracting the HQs Command Bonus from the 2d6 Morale/Training Check dice roll.

1.9.12 Special Ability Triangles

Note: The Special Abilities Triangle Chart is also on the Player Aid Card PAC05 Miscellaneous.

A unit may have a Special Ability triangle next to its NATO Unit Symbol or Vehicle Picture. There are 5 types of Special Ability triangles, also given on the Player Aid Cards. Details of the abilities are provided in these rules. For orange and yellow Special Ability triangles, more details might be present in the Volume/Module rules.

Special Ability Triangle Chart:

  • RED — UNIT is a RECON UNIT: Always in Command; May act as Spotters for Friendly Indirect Fire; Enemy units within 5 hexes of a Recon Unit are not Concealed, except they may still be Auto-Concealed when fired at by Green AP FP dice (ATGMs, see 10.6.2), or by weather (PA05-1).
  • GRAY — UNIT may use INDIRECT FIRE using its HE FP VALUE.
  • ORANGE — UNIT has COMPOSITE or REACTIVE ARMOR. Composite Armor examples: WGER Leopard-2, US M-1 Abrams. Reactive Armor examples: EGER T-72, SOV T-80. For either type: when defending against any ATGM DIRECT FIRE ATTACK (Green AP FP), these units may decrease their Armor save value by 1.
  • BLACK — UNIT's GREEN AP FP (MISSILES) have a MINIMUM RANGE of 3 HEXES.
  • YELLOW — ELITE UNIT: Parachute capable; Also act as Recon (see Red triangle on this table). Examples: WGER Commando, SOV Spetsnatz.

1.9.13 Leaders

A Leader's Command Bonus and Morale/Training value are printed on it.

Design Note: Leaders offer similar bonuses as HQs but represent far fewer soldiers, just an officer with his staff. They must stick with a combat unit for protection and so are assigned to a specific unit.

Leaders, similar to HQs, also possess a Command Bonus, and can offer bonus dice for Direct, Opportunity, or Anti-Aircraft Fire as HQs do, to the unit to which they are assigned; but not for Indirect Fire.

Note: See 10.6 Direct Fire Modifiers and Restrictions for details.

Unlike HQs, Leaders modify Morale/Training Checks of any kind attempted by the unit to which they are deployed by substituting their Morale/Training value for the unit's normal Morale/Training value.

2.0 Sequence of Play

To execute a game turn in a game of the World At War 85 series, follow these steps in order:

  • Initiative Phase (Turn 1 only)
  • Operations Phase
  • Marker Removal Phase
  • Victory Determination Phase

Details of each phase are provided below.

2.1 Initiative Phase (Turn 1 only)

In some scenarios, a Formation may activate before the Operations Phase of Turn 1 begins.

In some scenarios, the Scenario Rules may specify one or more Formations as holding the initiative. These Formations get to activate (See 2.2.1) BEFORE the first turn begins.

If a Formation makes an initiative activation, its Formation card remains in the deck. Initiative is a free activation, so no card needs to be drawn.

If more than one Formation is eligible, they may be activated in any order the player desires.

2.2 Operations Phase

The Operations Phase then begins by drawing the top card from the Formation Deck, which will have been placed in the Formation Card Box on Player Aid Card PAC07 Game Marker Track 2 upon setting up the game. Resolve each Formation activation or other Action before drawing the next card.

Each time an activation or event is fully resolved, a new card is drawn until the second End Operations card in the deck is drawn (even if three End Operations cards are present in the deck). This card signals the end of the Operations Phase.

A deck will always include the Formation cards for the Formations in a scenario, and at least two End Operations cards. The deck may also include the following cards, as specified in the scenario Order of Battle or Scenario Rules:

  • Designated Formation
  • Scratch Force
  • Close Air Support (CAS)
  • Electronic Warfare
  • Battlefield Event/Friction

The Battlefield Event/Friction card may be left out of the deck for either learning scenarios (designated in the Scenario Rules), or, if players agree before the game.

The rules for what happens when each type of card is drawn are as follows.

2.2.1 Formation Card

Go to section 7.0.

2.2.2 Designated Formation or Scratch Force Card

Go to section 15.0, then 7.0.

2.2.3 End Operations Card

Go to section 3.0.

2.2.4 Close Air Support Card

Go to section 4.0.

2.2.5 Electronic Warfare Card

Go to section 5.0.

2.2.6 Battlefield Event/Friction Card

Go to section 6.0.

2.3 Marker Removal Phase

Markers are removed, flipped or otherwise rearranged. Perform these steps in order:

2.3.1 Ops Complete & Out of Command Markers

Remove all Ops Complete and Out of Command markers from the map.

2.3.2 Smoke Markers

First, remove any Smoke Thinning markers from the map, THEN flip any Smoke markers to their Smoke Thinning side.

2.3.3 EW Markers

First, remove all EW REDUCING markers. No die roll is required.

Then roll 2d6 for each EW marker on one of your HQs. If the roll is less than or equal to your HQ's Formation's Morale/Training value, the EW marker is flipped to its EW REDUCING side.

2.3.4 Fire Markers

Perform these steps in order:

2.3.4.1 Fire Burn Out. Check if Fire hexes burn out. Roll 1d6 for each Fire hex. If you roll a 6, the Fire marker is removed. If the hex is a City or Town hex, replace it with a Rubble marker, otherwise replace it with a Burnt Out marker.

2.3.4.2 Bridge Collapse. Check each Bridge hex side that is part of a Fire hex for collapse. Roll 1d6 for each. If the result is 1-3, there is no effect; on a 4-6, the Bridge across the hex side collapses, and is marked by a Bridge Destroyed marker, with its arrow pointing toward the collapsed Bridge's hex side. A collapsed bridge is no longer treated as a crossing.

2.3.4.3 Minefield Depletion from Fire. Check each Minefield marker present in a Fire hex for Depletion: roll 1d6 for each. If the result is a 6, the Minefield marker is removed. Otherwise it remains.

2.3.4.4 Spreading Fire. Check for spreading Fire. Roll 1d6 for each City, Town, Woods, Light Woods, Light Jungle, Jungle hex — or any terrain indicated by a Module or Scenario rule — adjacent to a Fire marker. If the result is 1-3, there is no effect; on a 4-6, place a new Fire marker in the affected hex, and immediately attempt to retreat any ground units in the hex as if they had lost an Assault Action (See Resolving an Assault, 13.2). Any ground unit which cannot retreat out of any new Fire hex is eliminated.

Note: Helicopters may immediately change mode to attempt to retreat one hex out of a new Fire hex but are NOT subject to Opportunity Fire in this case.

2.3.5 Unsuppress HQs

Move all Suppressed HQs to their respective HQ/SW Holding Boxes. They are now available for deployment in the next turn.

2.3.6 INF Support Weapon Transfer

Transfer INF Support Weapons to another eligible unit in its hex by re-stacking the Support Weapon on top of the other unit in the hex. Only INF Support Weapons may be transferred. ARM Support Weapons may not be transferred from the unit to which they are initially deployed during a scenario.

2.3.7 Rebuild the Formation Deck

Shuffle all discarded cards back into the deck, except any cards that may have been removed from play during the turn. If a Formation did not activate during that turn, the player withholds all but one of the End Operations cards from the deck, and places that Formation's HQ counter on it. Both players may end up with an End Operations card this way. If an HQ is in the Suppressed Box, place it now on the card instead. More than one Formation may be affected this way.

Note: Helicopter Formations do not have an HQ marker. Use an Ops Complete marker instead, as a reminder.

During the next turn, the HQ is deployed as usual when its Formation card is drawn. If there are more friendly HQs on the card, the player retains the End Operations card. When the last HQ on the card is deployed, immediately shuffle the card back into the deck at that time.

2.3.8 Squall marker

Remove the Squall marker from the Squall Box if it is present.

2.3.9 Chemical Strike Markers

Remove all Chemical Strike markers from the map.

2.4 Victory Determination Phase

Victory Conditions are defined by the scenario, and are typically evaluated during this phase of the last turn of the scenario. Games may also end in a draw, as specified by scenario.

If victory is not attained at the end of a turn, and there are still turns to be played, advance the Turn marker and begin the next turn.

Important: For some scenarios, a side gains points for eliminating enemy units. The points earned for eliminating a particular enemy unit are found on that unit's row of Player Aid Card National Unit Table for the unit's nationality, under the Cost column. If a scenario allows you to score points for reducing enemy units, you receive half (round up) of the cost of eliminating the unit.

3.0 End Operations card

There are usually two End Operations cards in the deck, though some scenarios will call for three.

When the SECOND End Operations card is drawn, the Operations Phase ends, and play enters the Marker Removal Phase.

To clarify: If there are three End Operations cards in the Formation Deck, the SECOND End Operations card signifies that the Ops Phase is over.

4.0 Close Air Support card

Design Note: Depending on the scenario, players can call in aircraft to assist their forces and attack enemy positions. The sequencing of when this happens is not up to the player as ground commander, so a card is placed in the Formation Deck that, when drawn, involuntarily triggers a Close Air Support attack on the enemy. Because the Close Air Support attack takes place on the map, and there may be Anti-Aircraft units available to defend against its attack, a Close Air Support unit counter is also provided that corresponds to the card. The unit counter is used on the map to designate the target hex and to allow for the calculation of range for any defending Anti-Aircraft attacks.

When the CAS card is drawn from the Formation Deck, execute the following steps in order to resolve the card.

4.1 Interception

First, roll 1d6. If the result is a 6, your Close Air Support has been intercepted on the way to the battlefield. Remove the card and counter from the game for the remainder of the scenario.

If not intercepted, move the corresponding CAS counter from your Holding Box to your chosen target hex.

The CAS counter is considered to be at a target height as if it were a Helicopter in Flying mode (See 9.7.1).

4.2 Anti-Aircraft Fire

The enemy may now make one Anti-Aircraft attack on the CAS counter with any eligible unit within Range and LOS (this is a form of Opportunity Fire).

Additional eligible enemy units within Range and LOS may contribute their fire to the attack, but by adding one FP dice for each contributing unit to a maximum of +2 FP dice.

Resolution is covered in the Direct Fire Action (See 10.0 and note 10.6.1).

4.3 Close Air Support Attack

If the CAS counter remains in play, it can attack each unit in the target hex. Use the Direct Fire procedures in (See 10.0) to resolve the attack.

Note: CAS attacks do not use the Point Blank or Long Range modifiers, see Modifiers and Restrictions, 10.6.

The CAS may use either type of FP dice (AP or HE) against an individual target unit, and it may switch if needed to be eligible to affect its next target unit in the hex (See 10.1).

Example: If CAS attacks a hex with a Heavy Armor and a Soft Target, it may use its AP FP dice to attack the Armor, and switch to its HE FP dice to attack the Soft Target.

4.4 Ordnance Expenditure

Once the CAS attack is resolved, roll 2d6 to check for ordnance expenditure:

If the result is <= 7, the CAS has ordnance remaining. Return the CAS counter to the Holding Box, and the card may be shuffled back into the deck during the next Marker Removal Phase.

If the result is > 7, the CAS has expended its ordnance. Remove the CAS counter and its card from the game. It is not considered destroyed for Victory purposes.

5.0 Electronic Warfare card

If electronic warfare features in the scenario, one side or the other will be indicated in the Scenario or Module rules as holding the EW Advantage. The advantage modifies the roll to determine who may use the EW card when drawn.

5.1 EW Markers

When the card is drawn, roll 1d6.

If the result is 1-3, NATO/NATO-allied player may play the card.

If the result is 4-6, WARSAW Pact/PACT-allied player may play the card.

This roll is modified by -1 if the NATO/NATO-allied player holds the EW Advantage as may be indicated in some Scenario Rules; +1 if it is the WARSAW Pact/PACT-allied player.

Note: These numbers may be altered by Module or Scenario rules!

The player who wins the card may place an Electronic Warfare marker on an enemy HQ unit on the map or in the enemy HQ/SW Holding Box. The card is then discarded.

5.2 EW Effects

The effects on a Formation when its HQ has an EW or EW Reducing marker stacked on it are:

  • When activated, all units of the HQ's Formation must roll to remain In Command no matter if they are in Command Range of the HQ or not.

Exception: Activated units which are normally considered automatically to be In Command (i.e. stacked with the HQ; with a Leader assigned to it; or a Recon unit with a red Special Ability triangle) are still automatically In Command.

  • Disrupted units suffer a +1 penalty when rallying.
  • No unit from that Formation may participate in On-Board or Off-Board Indirect Fire.

5.3 Removing EW Effects

During the Marker Removal Phase, if the HQ has an EW Reducing marker on it, that marker is automatically removed. If it has an EW marker on it the HQ makes a Morale/Training Check. If it passes the check, the marker is flipped to its EW Reducing side.

Design Note: EW reduced is an indicator the EW is being burned through and will only last the remainder of the turn.

6.0 Battlefield Event/Friction card

Design Note: Since the players really represent the overall commander in a scenario, the events on the Battlefield Event Table are outside of an overall commanders' control, those unexpected and chaotic things that happen on the battlefield, both good and bad. A Battlefield Event may require a roll on a second, grittier, Battlefield Friction Table, generally defining more chaotic things that happen to specific units.

On the other hand, if you want a less chaotic and stricter game of military chess, you are not required to use the Battlefield Event card. If all players agree, you may remove it from the deck for any game you play. However, if you choose to use it, the Battlefield Events and Friction that arise are NOT optional. The choice is yours.

Personally, I highly recommend using the cards, as things like bonus impulses and strength steps restored — and weather! — can be exciting, and not outside of the realm of battlefield experience, I think. We always looked forward to the Battlefield Event/Friction card when testing, feeling that it enriched the experience.

6.1 Battlefield Event or Battlefield Friction?

When this card is drawn, roll 2d6 on the Battlefield Event Table.

  • If the result is a 2-6 or 8-12, something has happened. Consult the table and resolve the event.
  • If the result is a 7, roll another 2d6 to find the result on the Battlefield Friction Table instead.

6.2 Applying Events or Friction

On these two tables, in the Side Affected column, some Events/Friction are listed as Global. They affect both sides. Weather Change is a good example.

Some events apply to only one side. In such a case, Roll 1d6.

  • If the result is 1-3, the NATO/NATO-allied player executes the event.
  • If the result is 4-6, the WARSAW Pact/PACT-allied player executes the event.

Events are not optional (they are not under player control). However, if the event contains "if possible" in the EFFECT column, and the conditions which make the event possible are not met, the event has no effect on play, but is treated as if it had been executed.

Note: Weather is a very important — even game-changing — event, and is covered under its own section, 16.5.

7.0 Formation Card

Design Note: The Formation cards form the heart of the WaW85 game turn. Activating your Formations allows your counters on the map to maneuver and attack enemy units. The majority of game rules are, therefore, found in this section.

When a Formation's card is drawn, the player may activate the Formation for movement and/or combat. The steps that form the sequence of that activation are called a Formation Impulse.

When a Formation is activated, all units sharing the Formation's color-band may be activated, along with any attached units. Attached units are designated by Scenario Orders of Battle (see your scenario book with this Volume) and are considered to be the same color-band as the Formation to which they are attached for the duration of the scenario being played. All these units are termed 'Active' or 'Activated.'

Note: Keep the Formation card drawn at hand. It shows the Formation's Command Range and Morale/Training values, which you will need for play.

Note on Scratch Force Formation cards: Normally, Formations may only contain units of one nation with the same color-bands, and/or attachments of that nation with white color bands. However, units represented by Scratch Force Formation cards may contain a MIX of colors and/or attachments, even multiple nationalities.

Design Note: Scratch Force Formation Cards are typically used for Formations you may wish to use when designing your own scenarios with the WaW85 Battle Generator described later in these rules. However, there are one or two occasions when you will find them in published scenarios.

Resolve the activated Formation's impulse in this order:

  • Refresh Step
  • Missile Reload Step
  • Command & Leader Status Step
  • Disruption Removal Step
  • Off-Board Artillery Strikes
  • Actions by Active Units or Stacks

When each active unit completes its Actions, mark it with an Ops Complete marker.

When all the units in a Formation are marked as being Ops Complete, or the player does not want to perform Actions with some units (say, so they will not be marked Ops Complete and be available for Opportunity Fire later in the Operations Phase), the Formation Impulse ends.

The Formation card is then added to the discard pile, and a new card is drawn. You may need to consult the Formation card later in the turn if the Morale/Training value is needed for something else; it can be pulled out of the discard pile and then placed back after use once you have the information you need.

Note: Even if no unit of the Active Formation executes an Action in this step, the Formation card is considered resolved and is placed in the discard pile for the Formation Deck, unless otherwise indicated in Module and/or Scenario rules.

The steps of a Formation Impulse are detailed below.

7.1 Refresh Step

Remove any Ops Complete and Out of Command markers from the activated Formation.

Design Note: Depending on the scenario, some Formations may have more than one Formation card in the Formation Deck and may already have executed a Formation Impulse. So, they may already have had Ops Complete markers placed on them this turn. Also, friendly units may have executed Opportunity Fire (see 10.11) on moving enemy units earlier in the turn, and so already have an Ops Complete marker. To reiterate: these are all removed.

7.2 COMMAND STEP

The Command Step covers several logistical functions:

  • Leaders may transfer between units of the same nationality in the same hex.
  • The Active HQ may be deployed.
  • All hexes with Active units are checked to see if the hex is In or Out of Command.

7.2.1 Transferring Leaders

First, Leaders may be transferred between units of the same nationality in a stack. Simply stack the Leader counter on the other unit in the stack. It is now assigned to that new unit. This does not count as an Action for the units involved in the transfer, or the Leader, so do NOT place an Ops Complete marker on these units at the time of the transfer.

The Leader may now use its Command Bonus in the current Formation Impulse to the benefit of the new unit to which it is assigned.

7.2.2 Deploying Headquarters to the Map

Once all Leaders have been transferred, the activated HQ now may deploy to the map.

Design Note: HQ deployment represents the fluid, moment-to-moment concentration of various command assets, not necessarily the physical location of the HQ vehicles and/or troops themselves. During one Formation Impulse it might represent communications or logistics lines running through the HQ counter's hex at that moment, allowing for a Command Bonus; in another it may represent the adjutant or executive officer commanding a section of the line due to the absence of, or at the direction of, the Commanding Officer; in yet another it could be the Forward Observers attached to the HQ, with or without a Fire Control vehicle, or even platoon leaders themselves coordinating artillery fire. As such, HQ counters may not be targets of Direct or Indirect Fire, yet there can be a loss of assets if they are in a hex where friendly units sustain losses or are eliminated.

They therefore can be "reduced", thus giving a lower Command Bonus, if other units in the hex are reduced or eliminated. HQs are Suppressed if all other friendly units in the hex are eliminated, or if already reduced when reduced. Suppression represents a temporary discomfiting of command, where the still-reduced HQ is moved off-map to the Suppression Holding Box for the remainder of the Operations Phase, until the subsequent Marker Removal Phase. Then it is moved to the HQ/SW Holding Box for redeployment in the next turn. Suppression represents the HQ taking serious casualties of some sort, and the time that the HQ is prevented from redeploying to the map represents the time it takes for the next officer In Command to gather the threads of the previous commanding officers' control.

HQs must always be either:

  • On the map, stacked with a friendly unit; or
  • Off-map in the friendly HQ/SW Holding Box; or
  • Off-map in the friendly Suppression Holding Box; or
  • Off-map on top of a retained End Operations card.

HQs in the friendly Suppression Holding Box may not be deployed during this step. They are moved to the HQ/SW Holding Box only during the subsequent Marker Removal Phase of the current turn.

If the HQ is already on the map at the beginning of this step, it has the choice to either remain in its current hex, or it may be deployed to any other hex containing a unit of the Formation.

Remember: Attachments are always considered part of the Formation to which they are attached.

To deploy the HQ to another hex, an eligible path must be traced between the HQ's current hex location and its intended deployment hex.

The path may not contain any hex occupied by an enemy unit with any type of AP FP or HE FP or Assault FP, or any hex Prohibited for movement by any Ground (not Air) unit type. If an eligible path does not exist between the HQ's current hex and its intended deployment hex, it may not deploy to that hex, but it may immediately attempt to deploy to another hex. If no other eligible path exists to a hex containing another unit of the Formation, the HQ may not deploy and must remain in its original hex.

If the HQ is not on the map at the beginning of this step, but is in the friendly HQ/SW Holding Box, the HQ may be deployed to the map into any hex containing a unit of the activated Formation. In this case, it is unnecessary to trace an eligible path to the deployment hex.

Once deployed, HQs may also move with the unit with which they are stacked. (See Movement, 8.0).

7.2.3 Check if Units are Out of Command

Once the HQ is deployed, each hex occupied by units of the Active Formation are checked to see if they are In Command or Out of Command.

In Command means units in that hex may perform Actions in the upcoming Action Step of this Formation Impulse as normal.

Out of Command units, marked with an Out of Command marker, may not execute any Action during the upcoming Action Step of this Formation Impulse. They may however execute Opportunity Fire in an enemy Formation Impulse. If an Out of Command hex is brought back In Command in a subsequent Formation Impulse of this Formation, the Out of Command marker is removed.

See 7.2.4 and 7.2.5 to determine whether a hex is In Command or Out of Command.

7.2.4 Command Range and Determining Command status

Any hex occupied by units of the Active Formation, which are also within the Command Range of their Formation's HQ counter, are considered In Command for this Formation Impulse.

The Command Range is found on the Formation card drawn. There are two ranges listed. Use the left-hand Command Range if the Formation's HQ is on its full-strength side. Use the right-hand Reduced Command Range if the HQ is on its reduced-strength side.

To determine the distance in hexes between the HQ and a hex containing an Active unit: starting from the HQ counter's hex, count the contiguous hexes in the shortest path between the HQ and the hex. Do NOT count the HQ's hex; DO count the hex for which Command is being determined. If the distance is equal to or less than the Command Range, all units in the Active hex are considered to be In Command.

For any hex of an activated Formation that is not within the Command Range of the activated Formation's HQ — or all hexes of an activated Formation whose HQ is currently Suppressed (i.e. in the friendly Suppression Holding Box) — the owning player must instead make a Morale/Training Check to determine if that hex can be placed In Command for the duration of the Formation Impulse.

To make the Morale/Training Check, roll 2d6. If the result is equal to or less than the Formation Morale/Training value then the unit(s) in the hex are In Command, and so are unaffected by any Out of Command penalties. The Morale/Training value can be located on the activated Formation's Formation card or, alternatively in the scenario description for that Formation.

If the die roll result is greater than the Formation Morale/Training value, the unit(s) in the hex are Out of Command: place an Out of Command marker on top of the unit(s) in the hex.

Example: Two T-62 Tanks are part of a Formation with a Formation Morale/Training value of 6, and are stacked together in the same hex. The player rolls a 7 on 2d6, and so fails the Morale/Training Check; an Out of Command marker is placed on the hex.

7.2.5 Units Always in Command

Command is checked by hexes, with the exception that certain hexes AND certain units are always In Command, no matter their distance from any HQ, and never need roll for Command status. These include the following:

  • Units with a RECON Special Ability (red Special Ability triangle on their unit counter).

Exception: Any unit stacked with a Recon unit that is not also a Recon unit or otherwise listed as always being In Command must still roll to be In Command, and, if not, only that unit is marked with an Out of Command marker, not the hex!

  • All Helicopters which are NOT attachments (i.e. which do not have a gray Formation color band).
  • All units in a hex with a Leader counter (not just the unit to which the Leader is assigned). Note: The Leader counter will be stacked immediately above that unit to which it is assigned but it affects the entire hex for this purpose.
  • All units in a hex with their Formation HQ (not just the unit to which the HQ is deployed).
  • All units of a Formation entering from off-map during their first activation in a scenario.

Note: Units listed above which are always In Command are unaffected by a hex's Command status. An Out of Command marker has no effect on them, and they may move out of any such hex normally.

Example: A West German Luchs Recon unit is stacked with a West German Infantry unit. The Formation they are a part of activates, and their Formation card indicates they have a Morale/Training value of 7, and that their HQ has a non-Reduced Command Range of 5 hexes. Even if the stack is 7 hexes from their HQ, the Luchs Recon unit is automatically In Command.

Yet, the West German player must still roll for the hex, but only the Infantry unit is affected by the Command die roll. If the West German player checks Command and rolls an 8 on 2d6 for the hex, which is greater than the Formation's Morale/Training value of 7, the Infantry unit has an Out of Command marker placed upon it, while the Luchs does not.

7.3 MISSILE RELOAD STEP

Each Undisrupted Active unit with a Reloading Missiles marker on top of it may make a Missile Reload Check to attempt to remove the marker from the unit. Roll 2d6 versus the unit's Formation Morale/Training value found on the Formation card: if the roll is <= Morale/Training value, the attempt succeeds, and the Reloading marker is removed.

If the result is > the Morale/Training value, the Reloading attempt fails: consult Missile Ammo Usage Chart on the Player Aid Card PAC05 Miscellaneous, and either leave the Missile Ammo RELOADING marker as is; or replace the marker with a Missile Ammo LOW marker or a No Missile Ammo marker, as indicated on the chart.

Units which retain their Missile Reloading marker may not use their green or blue AP or HE value for any type of attack until the marker is removed. Units with a No Missile Ammo marker also may not use their green or blue AP or HE value. Unless replenished by a Module or Scenario rule, or by a Battlefield Event, they may not do so for the rest of the game. If replenished, the No Missile Ammo marker would be removed.

7.4 DISRUPTION REMOVAL STEP

Active Helicopters are automatically Undisrupted: remove their Disrupted marker.

For any other Active units, the player may make a Morale/Training Check to attempt to remove Disrupted markers. Roll 2d6, adding 1 to the die roll if the Disrupted unit is under an Out of Command marker.

If the result is <= to the Formation Morale/Training value located on the unit's Formation card, remove the Disrupted marker from that unit. Otherwise, the marker remains with the unit until the Formation's next Disruption Removal Step, which occurs the next time the Formation is activated. Disruption affects individual units, rather than stacks of units. For the effects of Disruption, see units (See 10.8.2).

7.5 OFF-BOARD ARTILLERY STEP

A Formation may now attempt to use a maximum of two Off-Board Artillery Strikes. One Strike at a time is completely resolved — to a maximum of two from all Active Spotters — before another is resolved (See 14.2 Off-Board Artillery Fire).

7.6 Action STEP

During the Action Step, Active units may each select one of the following five Actions to perform:

  • Movement
  • Direct Fire
  • Movement & Direct Fire
  • Assault
  • On-Board Indirect Fire

Additionally, there are two special kinds of Direct Fire Actions that may be performed by inactive enemy units during the Action Step:

  • Opportunity Fire by inactive enemy units, which is triggered by movement. Opportunity Fire may include both Direct Fire or On-Board Indirect Fire.
  • Anti-Aircraft Fire by inactive units against Helicopters, which is triggered by Helicopter movement; or triggered by CAS counters being placed on the map. Anti-Aircraft Fire is a form of Direct Fire.

On-Board Indirect Fire is only possible for units with the gray Special Ability Triangle.

The units of a Formation, or a stack, are activated one at a time, and may only be activated once per turn.

Up to two units may stack together in a hex (see Stacking, 9.2). Stacks may move together, and Assault together, but perform any Direct Fire or the fire portion of Move & Direct Fire separately.

Again: When a unit or stack completes its Action, place an Ops Complete marker on top of or beside it.

The Ops Complete marker is removed during the Marker Removal Phase, or when the unit is next Activated.

The Action Step is finished when all units in the Formation possess Ops Complete markers, or sooner if the player wishes.

8.0 Actions

8.1 Movement Action & Movement

See 9.0.

8.2 Direct Fire Action

See 10.0.

8.3 Move & Direct Fire Action

See 9.0, 10.0 and 11.0.

8.4 Assault Action

See 13.0.

8.5 Indirect Fire Action

See 14.0.

9.0 Movement Action & Movement

To execute a Movement Action, the Active unit moves from hex to contiguous hex on the map, paying a cost in Movement Points (MPs) to enter the terrain and/or cross hex sides into each new hex. Terrain and hex side costs are found on Player Aid Card PA03 Terrain Effects Chart. It will be helpful to have this Player Aid Card handy when reading this section.

Movement Points are found on each unit.

A unit must stop moving when it expends all its MPs. A unit may not enter a hex if it would expend more than its printed MPs.

Once a unit has spent its MPs, place an Ops Complete marker on it, and its Movement Action is ended.

The Terrain Effects Chart (TEC) shows how much it costs in MPs to enter a hex, and/or to cross certain types of hex sides. Some hex sides can add to the cost of entering a hex, such as crossing a Hill contour in the Up Hill direction. See Terrain, 9.1 for the definition of Up Hill in relation to the map symbols, and its opposite, Down Hill. In some cases, movement is prohibited for some, or all, units. In that case the unit is not allowed to cross that type of terrain or enter that type of hex, no matter how many Movement Points it has.

9.1 Terrain

Design Note: Not all types of terrain are available in all World At War 85 modules.

Note: It is recommended to consult Player Aid Card PA03 Terrain Effects Chart when reading this section.

There are two types of terrain:

  • Full hex
  • Hex side

Additionally, game markers such as Wrecks, Improved Positions, Fire, Rubble, Burnt Out and Cleared markers can modify existing terrain on the map. These are found on the TEC as well, and also will be explained in their respective sections.

As a general rule, the terrain represented at the center of a hex is its terrain type.

An exception is Hill hexes. Hills are formed by contour lines representing elevation. All hexes contained within the boundaries of a contour line are considered Hill hexes. Hill hexes may have other terrain symbols in them, such as City or Woods.

A unit crossing from a hex outside the contour-line enclosed area into a hex with a contour line is considered moving Up Hill. This will add to the cost to move into the Hill hex: see the TEC. If moving from a hex which already contains a contour line to another hex without a contour line which is not part of the same Hill, the unit is considered to be moving Down Hill.

9.2 Stacking

Two friendly units may stack in the same hex. Game markers do not count for stacking.

Support Weapons also do not count against the stacking limit of two friendly units, but are stacked immediately on top of the owning unit if deployed.

Passengers and Towed units do not count for stacking until they are unloaded from their Transport units.

HQs and Leaders do not count for stacking, but are stacked immediately on top of the unit to which they are deployed (HQs) or assigned (Leaders).

Helicopters only count for stacking if they are Landed or Nap of Earth.

NOTE: Stacking restrictions apply at all times including during movement. If moving through a friendly hex would result in there being more than two units present at the same time, the move must be made around the hex rather than through it. If an overstacked hex is discovered during play, the owning player must immediately remove a unit or units to reduce the stack to the limit of two units.

9.3 Unit Categories and Movement

For movement, units fall into four categories. Cross-reference a unit's type with the terrain row on the TEC to find the cost in MPs to enter a terrain hex or cross a hex side for that Unit:

  • Troops (all units which are Soft Targets, have MPs, and do not have a Vehicle Picture).
  • Vehicles (units with a Vehicle Picture).
  • Nap-of-Earth Helicopters
  • Flying Helicopters

Design Note: Towed units — see 9.6 — must be loaded into a Transport unit to move and so do not have a category on the TEC, but their Transport unit is a Vehicle and so will use the Vehicle column. Also, Close Air Support units are placed on any hex on the map, rather than moved across the hex grid, so also have no movement category on the TEC.

9.4 Road or Trail Movement

A unit following a Road or Trail ignores the other terrain type(s) in the hex, and instead pays the cost of the Road or Trail in MPs.

Note: A Rubble marker eliminates all Roads and Trails in its hex until the marker is removed and replaced with a Cleared marker. A Cleared marker reinstates all Roads and Trails through the hex.

9.5 Ground & Amphibious Movement

Units with Movement Points printed in a white or green circle are ground units that may only cross Rivers at a Bridge or Ford, unless otherwise indicated in the Module or Scenario rules.

Units with Movement Points in a blue or blue/green circle are amphibious units that may enter all Water hexes, and also cross Rivers at any point, provided they can enter the terrain on the other side. They can cross by Bridge or Ford like any ground unit, but can only cross an unBridged and unForded river hex side by beginning their Movement Action adjacent to the River, and spending all of its Movement Points to cross into the adjacent hex. This must be a Movement Action, or Assault, not a Movement & Direct Fire Action. The unit is then marked Ops Complete.

An amphibious unit crossing Water is still subject to Opportunity Fire in its destination hex, if not Assaulting.

9.6 Towed Units

A unit with a 'T' for its Movement value has to be Towed (loaded) by an appropriate Transport unit in order to move to another hex. It cannot move when not loaded in, or on, a Transport unit.

This usually applies to Artillery, Anti-Aircraft Guns, and some Mortars.

See Transport units and Passengers, 9.8 below.

9.7 Helicopter Movement & Modes

Helicopters move much faster than the ground units in the game and so have their own movement rules.

Helicopters also have different capabilities when they are flying at different altitudes. Both their speed and altitude are reflected by what is called their Mode of movement.

Helicopters have four Modes of movement, represented by the counter (Hovering & Flying) and a marker (Nap-of-Earth & Landed). Note that although there is information printed on both sides of a Helicopter counter, it is counted as a one-step unit.

The four modes are: Flying, Nap-of-Earth, Hovering, Landed.

When a Helicopter unit is activated, the player immediately chooses its mode for that activation. It can be changed to any of the four modes. It can only again be changed at the beginning of its next activation (Exception: See 9.9, Combat Lift-Off), unless a Module or Scenario rule specifies. This means, for example, that a Helicopter cannot fly, hover and then land in the same turn. Helicopters are not affected by hex side terrain. They are only affected by minefields if they land in them, and may not take advantage of Improved Positions. (See the Terrain Effects Chart for the Movement for Helicopter and Unit Height for Helicopter columns; and the footnotes for Hex Side terrain and Fortifications.)

Helicopters are prohibited from entering or remaining in hexes containing Fire markers.

If such a marker is placed in their hex, they must immediately attempt to retreat from the hex as if they had lost an Assault Action (See 13.2, Resolving an Assault). Any Helicopter unit unable to retreat out of a Fire hex is eliminated.

Note: Helicopters may occupy hexes simultaneously with enemy units in certain situations where they are at Nap-of-Earth, Hovering, or Flying.

Important: Helicopters may not control Objective hexes.

9.7.1 Flying

A Helicopter unit in Flying mode has an unlimited number of Movement Points, and so may enter any hex on the map. However, if a Helicopter unit executes Direct Fire, it must stop moving immediately after resolving the fire.

For the purposes of Opportunity Fire, the player traces the unit's path across the map.

It is considered to be flying 2 levels above any Terrain obstacle height in each hex it enters, so enemy ground units may move into its hex but may not Assault a flying Helicopter.

Normally, enemy and friendly units may not occupy the same hex UNLESS one side is Assaulting the other. But this is an exception: enemy ground units and friendly flying Helicopters may occupy the same hex at the same time and Assault is not permitted. Each side has a stacking limit of 2 in this case. Any Anti-Aircraft Fire from such ground units directed at a flying Helicopter in the same hex is considered to be at a range of one hex, as is any fire from the Helicopter to the ground units in its hex.

Note: A flying Helicopter may not fire any of its weapons if it expends more than 12 MPs during its current Activation. It may use Opportunity Fire like any other unit, if not Disrupted or Ops Complete.

9.7.2 Nap-of-Earth

A Helicopter unit in Nap-of-Earth mode (NOE) has 12 Movement Points, but only pays 1 movement point per hex regardless of the terrain in each hex entered. They pay no hex side cost of any kind. However, they may not enter any terrain type prohibited to them by the Terrain Effects Chart (notably: Fire). For the purposes of Opportunity Fire, the unit moves like a ground unit, from hex to adjacent hex.

It is considered to be flying 0 levels above any Terrain obstacle height in each hex it enters, so enemy ground units may move into its hex only if the obstacle height of the terrain in the hex is higher than the unit height of the hex.

Example: On the Terrain Effects Chart, a Clear hex has a unit height of 0 and a terrain height of 0, both the same. A NOE Helicopter is at level 0. But if that NOE Helicopter were in a City hex, where the terrain height is 0 but the obstacle height is 1, the NOE Helicopter has to stay above the obstacle, and so it is at level 1, not 0.

If a NOE Helicopter is in a hex where the unit and obstacle heights are equal, it is treated as a ground unit. Enemy ground units may not enter its hex unless they Assault the NOE Helicopter.

Example: A Helicopter at NOE is in a Clear hex. The obstacle height and the unit height of a Clear hex are the same, 0, so enemy ground units must Assault the Helicopter (and any other friendly ground units in the hex) in order to attempt to enter it.

However, if a NOE Helicopter is in a hex where the obstacle height is higher than the unit height (say, a City hex) enemy ground units may move into the Helicopter's hex and may not Assault the NOE Helicopter (it is flying above them). In this case, enemy ground units and NOE flying Helicopters may occupy the same hex at the same time. Any Anti-Aircraft Fire from such ground units directed at a NOE Helicopter in the same hex is considered to be at a range of one hex.

Example: A NOE Helicopter is in a City hex, where the terrain's unit height is 0 and the obstacle height is 1. The NOE Helicopter is considered to be at level 1. Enemy ground units may enter its hex (they are at unit height 0), but may not Assault it.

Note: A NOE Helicopter may not fire any of its weapons unless indicated in Module or Scenario rules.

9.7.3 Hovering

A Helicopter unit in Hovering mode is stationary in its hex for that turn. It may fire its weapons according to the Firepower value on the Hovering side of its counter.

For the purposes of LOS, a hovering unit is considered one level Higher than the terrain of its hex. Terrain obstacle heights are noted on the Terrain Effects Chart, and the Helicopter-NOE column already includes the one level higher.

Enemy ground units may move into its hex but may not Assault a hovering Helicopter.

Normally, enemy and friendly units may not occupy the same hex UNLESS one side is Assaulting the other. But this is an exception: enemy ground units and friendly hovering Helicopters may occupy the same hex at the same time and Assault is not permitted. Each side has a stacking limit of 2 in this case. Any Anti-Aircraft Fire from such ground units directed at a flying Helicopter in the same hex is considered to be at a range of one hex, as is any fire from the Helicopter to the ground units in its hex.

9.7.4 Landed

A Helicopter in Landed mode is stationary in its hex. If it is a Transport unit, Passengers can load or unload, then it may attempt a Combat Lift-Off (See 9.9, Combat Lift-Off).

For the purposes of LOS and Assault, a Landed Helicopter unit is treated as a ground unit. Enemy units may not enter its hex unless they Assault the Landed Helicopter unit.

Note: A Landed Helicopter may not Fire any of its weapons which have a green AP value (ATGM).

Design Note: Why fly? Fly at Nap-of-Earth? Hover? Land? Flying is the most efficient yet most vulnerable mode of Helicopter movement. A flying Helicopter is visible at altitude so most terrain types do not block LOS of any enemy Anti-Aircraft fire. Flying at Nap-of-Earth effectively limits a Helicopter's movement to twelve or fewer hexes, but allows it to take advantage of terrain as if it were a very fast ground unit. This can be helpful when approaching the battlefield to set up a shot. Hovering is required for many Helicopter-based weapons, notably anti-tank guided missiles. And landing is required to embark and/or debark Air Assault and other Air-mobile troops. Helicopters by themselves may not control hexes for purposes of victory determination, since enemy ground units may enter their hex if the Helicopters are at any altitude, and Helicopters may not land in most Objective hexes anyway (city, woods, jungle, etc.). Also, why no Pop-up attacks? During development a suggestion to add Pop-up attacks was entertained. But in a 5 to 15 minute time-span of a turn, Pop-up attacks are simply the way Helicopters attack. Hovering mode reflects the sum total of the time of vulnerability as the Helicopter performs one or more Pop-ups to attack. So no special rule was necessary.

9.8 Transport units and Passengers

Design Note: During a Movement Action, you are permitted to use your Transport units to load other units, called Passengers, so as to assist them to move faster across the map, and/or across water obstacles they may not normally enter on their own. When they reach their destination, those units may be unloaded. Passengers may be forced to be unloaded if their Transport unit is eliminated in transit. Non-Towed Passengers may unload directly into an Assault.

If a unit has a green or blue/green circle behind its Movement value, it is a Transport unit.

A Transport unit can be loaded with a unit, together with a Support Weapon and an HQ counter.

Passengers must be unloaded to move or conduct fire on their own. They may be unloaded involuntarily as a result of combat.

Passengers do not count for stacking until they are unloaded. They cannot fire until they are unloaded, unless otherwise indicated by a Module or Scenario rule.

Disrupted units may not load, but loaded units can be Disrupted by a combat result, and are still able to unload as usual.

Passengers or a Transport unit may load or unload during an activation, but not both.

In any case, if the Passenger expended no MPs before being loaded; or whenever unloaded; and whether or not its Transport unit moved, the act of loading or unloading triggers Opportunity Fire (see 10.11).

9.8.1 Loading

There are two ways to load a unit.

If the Transport unit and Passengers begin the activation in the same hex, the Passenger may load and then the loaded Transport unit may move up to half the Transport unit's MPs (rounded down).

The Passenger unit counter is stacked immediately beneath the Transport unit to indicate it is being transported by that Transport unit. This is the only way that Towed units may be loaded into Transport units. After the transport unit completes its move, if any, it is marked Ops Complete.

If the Transport unit and Passenger begin the activation in different hexes, the Transport unit can move up to half its MPs (rounded down), and the Passenger can use up to 1 MP, as long as both units end in the same hex. The Passengers then load into the Transport unit. In this case, since the Transport unit has already moved, once the Passenger loads into the Transport unit, the Transport unit is marked Ops Complete.

Again: Towed units may not use this second method to Load.

9.8.2 Unloading

There are two ways to unload a unit.

The Transport unit may remain in its hex, or it can move up to half its Movement Points, and then the Passenger may unload into the Transport unit's hex; or directly into a hex adjacent to the Transport unit, which may or may not be occupied by enemy units. If the Passenger unit unloads into the Transport unit's hex, or an adjacent hex not occupied by enemy units, it is now marked Ops Complete.

If a Transport unit did not move before its Passengers were unloaded, the Transport unit may then still move up to half its Movement Points; if it did move before unloading, it may not move further after its Passengers are unloaded. Once the Transport unit has moved or has elected to remain stationary after unloading, it, too, is marked Ops Complete. Unloaded Passengers are stacked on top of their Transport unit when unloaded into the Transport unit's hex.

9.8.3 Unloading into an Assault

Passengers not transported by Helicopter Transports may unload into an enemy occupied hex adjacent to their Transport unit. This is only permitted during the movement portion of an Assault Action.

The Passenger's act of unloading will trigger Opportunity Fire. In this case, it is considered to be in its Transport unit's hex for purposes of resolving that Opportunity Fire. If the unit is not Disrupted or eliminated by any Opportunity Fire, it may enter its intended target hex and immediately proceed with the Assault.

Similarly, if two Transport units with Passengers attempt to unload directly into an Assault as a stack, the Passengers may form a stack for the Assault.

However, in this case of Assault, if an unloaded Passenger is Disrupted by Opportunity Fire, it remains in a Transport unit's hex, subject to stacking limits. If the limits have been violated because the unit remained in the hex with the Transport units from which it unloaded, eliminate Passengers first to bring the stack under the limit.

Design Note: The assumption is that if unloading into an adjacent hex, the Transport units are proceeding to the very edge of the hex, and then unload their Passengers. But troops exiting Transport units are at their most compact and therefore most vulnerable and things can go awry pretty quickly if the enemy is able to respond. A dangerous situation arises when your assault troops are Disrupted, never make it to the Assault hex, and then are piled up onto your Transport units in the adjacent hex. The stacking limit may be quickly violated, thus eliminating assault troops, Transport units or both.

9.8.4 Loading, Unloading and Opportunity Fire

Normally, there is a limit of one Opportunity Fire attempt per unit per hex moved (See 10.11, Opportunity Fire). If Passengers do not move but attempt to load into a Transport unit in its hex; or a Transport unit is unloading Passengers in its hex or into an adjacent hex; then the act of loading or unloading triggers Opportunity Fire on the Passengers.

Example: A Soviet Infantry platoon (MP of 3) and a Soviet BMP-2 platoon (MP of 6) start a Formation Impulse in different hexes. The Infantry platoon moves toward the BMP-2 using 1 MP, subject to Opportunity Fire. An enemy unit fires Opportunity Fire at the infantry unit but neither disrupts or eliminates it. The BMP-2 then spends 3 MPs (half of its Movement value of 6), also subject to Opportunity Fire, to reach the same hex. Upon both units reaching the same hex and remaining Undisrupted and un-eliminated, the Infantry Platoon declares loading. It is NOT now subject to Opportunity Fire as it has already been attacked by Opportunity Fire in this hex. It may complete the act of loading and is placed under the BMP-2 counter to indicate this. The loaded BMP-2 is marked Ops Complete.

If the Infantry platoon and the BMP-2 had started in the same hex, and the Infantry unit declared its intent to load it would then have been subject to Opportunity Fire for the act of loading, as it had not yet been attacked by Opportunity Fire in that hex. If it remained Undisrupted and un-eliminated after that, it would have then loaded, and the loaded BMP-2 could have spent up to 3 MPs (half of the BMP-2's 6 Movement value), itself now subject to Opportunity Fire.

9.8.5 Helicopter Transport units

The green "H" indicated in the yellow circle designates a Helicopter Transport unit.

Only Helicopter Transport units which are in Landed mode or switch to this mode for this activation, may load or unload Passengers. The Helicopter in Landed mode and any Passengers it will be loading must start the activation in the same hex.

When Passengers are unloaded from a Landed Helicopter unit, they may unload into the Helicopter unit's hex or an adjacent hex, but only after the Helicopter unit has been subjected to Opportunity Fire, if any, if it changed to Landed mode at the start of its activation.

Passengers that are being loaded trigger Opportunity Fire immediately after announcing they are attempting to load, but before actually loading into the Helicopter Transport; unloading Passengers trigger Opportunity Fire in the hex into which they are unloaded.

Important: Passengers may not unload from Helicopter Transport units into an enemy-occupied hex, whether it is the same hex as the Landed Helicopter Transport unit is in or an adjacent hex.

9.9 Combat Lift-Off

A Landed Helicopter unit may attempt to change its mode during the same activation in which it loads or unloads.

Roll 2d6 immediately after the Helicopter Transport unit loads or unloads, and after any Passengers or unloaded Passengers have had Opportunity Fire resolved against them. If the result is <= the Helicopter Transport unit's Morale/Training value, the unit may change its mode to Hovering, Nap-of Earth, or Flying. If successful in switching to one of the latter two modes, the Helicopter unit may then move.

If the result is >= the Helicopter Transport unit's Morale/Training value, it is a fail: the unit remains Landed until the beginning of its next activation, when it can select its mode as usual.

Design Note: Extraction by Helicopter under fire is obviously dangerous. It is possible that a Helicopter Transport unit could switch modes to Landed (subject to Opportunity Fire for changing mode), pick up or unload Passengers (them being subject to Opportunity Fire immediately prior it being loaded), execute a successful Combat Lift-Off and change to Flying mode (again subject to Opportunity Fire for changing mode) and move away from the hex in which it began its activation.

10.0 Direct Fire Action

Direct Fire is when your unit uses one of its two ranged Firepower dice values — AP or HE — to attack an enemy unit within Range and Line of Sight of your unit's Firepower.

Units that are Disrupted, or are marked as Ops Complete, cannot employ Direct Fire.

  • Your attacking unit must have an appropriate type of Firepower, AP or HE, that can damage the target (See 10.1).
  • Your attacking unit must be able to see the target unit, i.e. have an unblocked Line of Sight (LOS). (See 10.2, LOS)
  • The target unit must be in Range of your selected Firepower (See 10.3, Determining Range).

Important: If any or all of these prerequisites are not fulfilled, your unit may not attack that target unit using Direct Fire.

10.1 AP and HE Firepower – Which to use?

The type of target unit you wish to attack determines what Firepower value printed on your unit counter you may use to attack it. Here is a quick summary of the types of targets in the World At War 85 series against which you use your units' AP or HE Firepower to attack:

Important: Vehicles have vehicle art on them whether they are Heavy Armor, Light Armor or Vehicular Soft Targets; everything else has a NATO symbol, and is always a Troops (non-vehicular) Soft Target.

  • AP, or Armor-Piercing Firepower, may be used to attack any type of vehicle or aircraft, but not anything else.
  • HE, or High Explosive Firepower, may be used specifically against Light Armor vehicles, any Soft Target, or aircraft. It may only be used against Heavy Armor vehicles if permitted by Module or Scenario rules.

High Rate of Fire HE: If Module or Scenario rules DO permit, then specific units will be designated that possess HE Firepower that is powerful enough to attack Heavy Armor Targets at shorter ranges. These units may use their HE FP to attack Heavy Armor targets at printed Range or less (Long Range Fire is not permitted in this case).

Design Note: Here is what you are shooting at:

  • Heavy Armor vehicles — battle tanks, and other heavily armored fighting vehicles
  • Light Armor vehicles — self-propelled weapons and infantry fighting vehicles
  • Vehicular Soft Targets — unarmored vehicles and trucks
  • Troops (non-vehicular) Soft Targets — units with a NATO symbol, typically infantry and towed weapons
  • Aircraft — flying or hovering Helicopters; or Close Air Support units once placed on the map

When you choose to execute a Direct Fire Action with one of your units, your unit must choose the FP dice value that can affect its intended target unit. If your unit does not have the appropriate Firepower available, it may not use Direct Fire against that enemy unit.

If both AP or HE Firepower may affect the target, you get to choose which to use. However, you may not use both in the same Direct Fire Action.

10.2 Line of Sight (LOS)

Design Note: In the non-cardboard-tank-unit real world you would be unable to shoot at a target unit if you could not see it. That is true in this game as well. Your units must be able to "see" their targets to shoot at them from a distance. This is referred to as having a "direct line of sight" between your unit and its target. It is the "direct" part of Direct Fire. For Indirect Fire (covered in 11.0 and 14.0) although the firing unit does not have a LOS to its target hex, it indirectly gets information about where to fire (that's the "indirect" part of Indirect Fire) from another unit — a Spotter — which itself must have a direct LOS to the target hex.

So Line of Sight is always a prerequisite for both Direct and Indirect Fire in some way. Incidentally, Line of Sight is reciprocal, naturally, so if you can see your target, it can see you.

Important: LOS is a prerequisite of Direct Fire. It is also a prerequisite during Indirect Fire for a Spotter to have a LOS to the intended target hex (Spotters will be defined later under Indirect Fire, 14.3). All rules for LOS indicating a firing unit also apply to Spotters for Indirect Fire.

LOS is a straight line drawn from the center of the attacking unit's hex to the center of the target hex. Use a thread or a straightedge to measure it.

If the unit's LOS is blocked by terrain in a hex it passes through, or by a hex side it runs directly along, the attack may not take place.

LOS may also be obscured, for example by terrain of low height, like Rough or Cultivated. This means the terrain is less effective at blocking LOS.

Important: Units and markers themselves do not block LOS.

See Player Aid Card PAC03 Terrain Effects Chart (TEC) for whether the terrain in a hex is Blocking or Obscuring or has no effect on LOS.

Important: The LOS is never blocked between adjacent hexes.

10.2.1 Terrain Height

Each terrain type on the Terrain Effects Chart has an Obstacle Height and a Unit Height.

The unit height is the height level in the hex at which a unit is located for purposes of Line of Sight determinations.

The obstacle height is the overall height of the actual terrain in that same hex, used to determine if that hex's terrain blocks or obscures LOS when it intervenes in a LOS.

Unit heights are classified by unit type on the Terrain Effects Chart (TEC):

  • Ground units, which includes Landed and Nap-of-Earth (NOE) Helicopter units.
  • Hovering Helicopter units.
  • Flying Helicopter and Close Air Support units.

10.2.2 Blocking and Obscuring Terrain

When a unit and its target are each in terrain with an identical unit height, the following cases apply:

  • If the LOS runs through one hex containing obscuring terrain, the LOS is NOT blocked.
  • If the LOS runs through TWO or MORE hexes containing Obscuring Terrain, the LOS is blocked.
  • Obscuring hex sides NEVER block LOS.
  • If a LOS runs through a hex containing Blocking terrain, the LOS is blocked.
  • If a LOS runs along the edge of TWO or MORE hex sides containing Blocking terrain, the LOS is blocked.

10.2.3 Blocking Terrain obstacle Height & Blind Spots

When a unit and its target are each in terrain where they have different unit heights, the following cases apply.

NOTE: Enlarged versions of the diagrams in this section are found on Player Aid Card PAC08 A Line of Sight reference with examples.

If the LOS crosses a blocking hex whose obstacle height is higher than the unit height of either the attacker or target, the LOS is blocked.

If the LOS crosses a blocking hex whose obstacle height is the same as the unit height of one unit, but higher than the other, the LOS is blocked.

Important: this means the LOS of a unit on a Hill or Hill-City or Hill-Woods hex is blocked to a lower unit if they are not on the edge of the hill.

If either of the units is in a hex with a unit height that is one level higher than a blocking hex's obstacle height, the blocking hex creates a Blind Spot along the LOS, starting immediately behind the blocking hex, and stretching from there for the same number of hexes as the distance between the attacker and the blocking hex.

Important: The LOS to a unit in a Blind Spot is blocked!

Example: The unit height of an attacking platoon is two; the obstacle height of an intervening blocking hex is one. The attacker may not fire at any enemy unit either one or two hexes along the LOS beyond the blocking hex, as it is two hexes from the blocking hex. It may fire at an enemy unit at target height zero which is three hexes or more beyond the blocking hex.

If either of the units' heights is two or more levels higher than the blocking hex's obstacle height, the Blind Spot behind the intervening terrain is only one hex.

AGAIN: The LOS to a unit in a Blind Spot is blocked.

10.3 Range

Each FP dice on your ground unit's counter — whether AP or HE — has an associated Range value printed as a superscript to the upper left of it on the counter. AP FP Range is in the left-hand yellow circle, while HE FP range is in the right-hand yellow circle.

To determine the Range between your unit and its intended target unit, count the smallest number of contiguous hexes between your unit's hex and the target unit's hex. Measure distances not including the firing unit's hex but including the target hex. The resulting number is the Range between your unit and its target unit.

If the counted Range is less than or equal to your unit's FP Range value, the target is in range.

The following sections define types of ranges.

10.3.1 Point Blank Range

Point Blank Range is all ranges up to ½ of the printed Range value (rounded down) for that Firepower.

10.3.2 Effective Range

Effective Range is all ranges greater than ½ of the printed Range value (rounded down) and up to the printed Range value for that Firepower.

10.3.3 Long Range

Long Range is all ranges greater than the printed Range value and up to double the printed Range value for that Firepower.

10.3.4 Maximum Range

Maximum Range is exactly twice the printed Range value on the counter.

Example: For a unit with an effective HE FP Range of 4 hexes: ranges 1-2 are Point Blank, ranges 3-4 are Effective, ranges 5-8 are Long Range, and 8 is the Maximum Range.

10.3.5 Minimum Range Requirement

If the unit counter has a black Special Ability triangle, and elects to use its green AP value, it has a minimum range of 3 hexes, and so cannot fire if the range is 1 or 2 hexes. Note however that Point Blank Fire may still be possible at 3 or more hexes.

10.4 Combat

Once the 3 prerequisites for combat have been met — an appropriate weapon FP, with the target in LOS and Range — your unit may attack its target.

Then check 10.6, Direct Fire Restrictions and Modifiers, to see if any FP, To-Hit, Save or Defensive Bonus values are increased, decreased or otherwise modified by the particular terrain or position or other factors involved in the specific combat.

To execute the attack after all modifiers have been taken into account: for each d6 you roll which is equal to or greater than your modified To-Hit number, you score a hit.

For each attack, the target unit rolls a number of dice equal to its Armor value, if it has one; or, if it does not, it rolls a number of dice, called its Defensive Bonus, based on the terrain it occupies. Concealment and weather conditions can provide Defensive Bonuses, each such bonus adding one additional save die in either case. Note that in some cases a unit may have no dice at all to roll (notably troops in Clear terrain; See 10.6 Direct Fire Restrictions and Modifiers).

For target units with an Armor value, each d6 the target unit rolls which is equal to or greater than its modified Armor save value, saves — and therefore can ignore — one hit you just scored.

For target units without an Armor value but using a Defensive Bonus based on the terrain they occupy, each d6 the target unit rolls which is equal to a 5 or 6 saves — and therefore the target unit can ignore — one hit you just scored.

Each unsaved hit causes a Disruption, reduction or elimination of the target unit. Apply the combat hit effects immediately (See 10.7 Combat results).

When the attack has been resolved, the attacker is marked Ops Complete, and the Direct Fire Action is over.

10.5 Support Weapons, Modifiers & Restrictions

Support Weapons are additional Direct Fire weapons. They may begin the game in your Holding Box or on the map at your choice, but if in the Holding Box, they may be deployed. They may only be deployed and used by the specific unit type indicated on the counter, either Infantry units, or Heavy Armor units and some Towed guns.

Some Support Weapons — like Mine Plows — are not used for Direct Fire, but are used for other purposes. Mine Plows allow a Heavy Armor vehicle to attempt to safely breach Minefield hexes. (See 16.3.1, Breaching Minefields).

An Infantry Support Weapon is indicated on the counter by the INF symbol in the yellow circle. Infantry Support Weapons may be deployed to any Infantry-type Troop units. These may not be deployed to any Towed units or any Mortar units.

Infantry type units will have "Infantry" in the description under the Unit Type column on the unit's row in its National Unit Table.

An Alternative Armament Support Weapon is indicated on the counter by the ARM symbol in the yellow circle. Alternate Armament Support Weapons are assigned by Module and Scenario rules which will indicate specific Heavy Armor vehicles and some Towed Artillery and Anti-Tank Gun units to which these may be deployed.

All Support Weapons may begin the game in your HQ/SW Holding Box. During any Action, you may deploy a SW from the Holding Box to an eligible unit for its type (INF or ARM). This decision can be made immediately before the Support Weapon is used for Direct Fire. There is no restriction on when to deploy during an Action other than the Support Weapon being deployed to the proper unit type.

Once deployed, and if capable of Direct Fire, a Support Weapon may fire either immediately before or after the unit to which it is deployed fires. The Support Weapon can engage either the same target, or a different target than the unit to which it is deployed.

Support Weapons capable of Direct Fire may be deployed when the Formation is inactive and then execute Opportunity Fire (See 10.11 Opportunity Fire).

Note: Once deployed from the holding box, Support Weapons — unlike HQs — do not ever return to the Holding Box during the game (See 2.3.6, INF Support Weapon Transfer).

10.6 Direct Fire Restrictions and Modifiers

This section details restrictions that may affect your unit's FP dice, To-Hit number and/or Range at which Direct Fire may be conducted against an enemy unit. There are also bonuses and penalties to your unit's fire that may be applicable to your Action. For Defensive Bonuses specifically, these are cumulative, but subject to the Maximum Defensive Bonus limit (See 10.6.14).

When performing a Direct Fire Action, check each of these cases to see if it applies to the combat before it is executed.

Note: The following Restrictions and Modifiers are summarized for quick use during play on Player Aid Card PAC10 Direct Fire Modifiers.

10.6.1 Anti-Aircraft Fire

Design Note: Anti-Aircraft Fire is a specific form of Direct Fire used by units with a blue AP value. These are referred to as Anti-Aircraft units, and are ideally designed to bring down flying enemy Helicopters and CAS. Other units are less suited to that specialized task, but can still be effective in this role, and so are subject to Firepower and Range restrictions detailed here. Anti-Tank Guided Missiles are not suited to Anti-Aircraft Fire.

Anti-Aircraft FP dice (blue AP or HE FP dice) execute Direct Fire versus Flying and Hovering Helicopters, and CAS counters as usual, with all applicable modifiers below. However, a unit with black or orange FP dice may only attack Flying and Hovering Helicopters and CAS counters up to its Effective (i.e. Printed) Range, with no Point Blank Range bonus or Long Range To-Hit penalty applying. It also subtracts 2 from its FP dice, and its To-Hit number is increased to 6 for AA Fire.

Exceptions: Units may not use a green AP value for Anti-Aircraft Fire at Flying, Hovering or NOE Helicopters; or at CAS counters. They may Fire at Landed Helicopters.

Also, NOE Helicopters may not be attacked by missile-armed Anti-Aircraft units (such units have both a blue FP dice and blue Range).

10.6.2 HQ or Leader Command Bonus

Add the Command Bonus of an HQ or Leader deployed or assigned to the firing unit's FP (AP or HE).

Important: A unit may only use one or the other of the HQ or Leader Command Bonus for one attack, not both.

10.6.3 ATGM Minimum Range

Units with a black Special Ability triangle firing a green AP value (ATGMs) may not fire if their intended target is at less than 3 hexes range.

10.6.4 Point Blank Range Fire

-1 to To-Hit for Direct Fire only (NOT On-Board Indirect Fire, or CAS attacks).

10.6.5 Long Range Fire

+1 to To-Hit (including On-Board Indirect Fire, but NOT CAS attacks).

10.6.6 Firing into an adjacent Smoke hex

+1 to To-Hit.

10.6.7 Firing out of a Smoke filled hex into an adjacent hex

+1 to To-Hit.

10.6.8 Terrain

Defensive Bonus dice are added for the target unit per the Defensive Bonus columns on the TEC. Cross-indexing the terrain in the hex that the target unit occupies with the Defensive Bonus column for its type (Troops or Vehicles).

This determines if and how much of a Defensive Bonus the unit receives. This Defensive Bonus is cumulative with others in this section subject to the Maximum Defensive Bonus (See 10.6.14).

10.6.9 Composite/Reactive Armor

Units with an orange Special Ability triangle have Composite/Reactive armor and receive a -1 to their Armor save value if fired upon by green AP dice (ATGM).

10.6.10 Volley Fire

Soviet, Pact and PACT-allied Heavy Armor vehicle units ONLY receive a +1 to a Heavy Armor vehicle unit FP dice in a stack with another Heavy Armor vehicle of the same nation. Both units are marked Ops Complete after the Volley Fire is executed.

This is not applicable to Opportunity Fire or the movement portion of Move and Direct Fire!

10.6.11 Target is a Landed Helicopter

+1 FP dice and -1 to To-Hit for the attacker.

10.6.12 ATGM Direct Fire at a Target in Blocking Terrain

+1d6 Defensive Bonus to targets in City, Town, Woods, Light Woods, Light Jungle or Jungle hexes which are fired upon by a Green AP FP.

10.6.13 Concealment

+1 Defensive Bonus to the target if concealed.

Important: Concealment is defined as the target is:

  • Not moving, and
  • Not marked Ops Complete, and
  • In a hex with a Defensive Bonus, and
  • Not adjacent to an enemy unit, and
  • Not within 5 hexes of an enemy Recon unit (Recon units have a red Recon Special Ability triangle)

10.6.14 Maximum Defensive Bonus

An enemy Heavy or Light Armor vehicle unit may only add a maximum of two additional dice for terrain Defensive Bonus, concealment, and/or ATGM firing on a target in blocking terrain, after all modifiers are applied.

Soft Targets (vehicular or otherwise) have no maximum Defensive Bonuses limit.

10.6.15 Maximum To-Hit penalty

The maximum To-Hit value after all modifiers are applied shall never be more than 6.

10.6.16 Minimum FP dice penalty

The minimum FP dice after all modifiers are applied shall never be less than 1.

10.6.17 All-water Hex restriction

Unless permitted by module or scenario rules, amphibious ground units in all-water hexes may not themselves execute any form of direct (or indirect) fire.

10.7 Combat Results & Post-combat Missile Ammo Check

Once the attacker has determined any hits, and the target has determined hits saved, it is time to resolve any unsaved hits.

Unsaved hits disrupt, reduce, or eliminate the target unit, depending on the type of unit hit. For this purpose, units are classified as:

  • Ground Units
  • HQs and Leaders
  • Transport units and Passengers
  • Close Air Support

10.7.1 Results versus Ground units

  • Undisrupted full-strength two-step units are Disrupted by the first unsaved hit, reduced by the second, and eliminated by the third.
  • An already Disrupted full-strength two-step unit is reduced by the first unsaved hit, and eliminated by the second.
  • Undisrupted, reduced two-step units are Disrupted by the first unsaved hit, and eliminated by the second.
  • Undisrupted one-step units are also Disrupted by the first hit, and eliminated by the second.
  • An already Disrupted unit that is either already reduced, or is a one-step unit, is instead eliminated by the first unsaved hit.

Note: Helicopters are one-step units.

Hits are applied to the target unit that was specified by the attacker. Any hits in excess of the hits needed to eliminate the target unit are applied to the other unit in a stack, but only if the latter can be affected by the FP dice used in the attack.

Example: Excess AP hits will not do anything to a non-vehicular Soft Target in the same hex as a Heavy Armor Target that was eliminated.

10.7.2 Results versus HQs and Leaders

HQs and Leaders may not be directly targeted, but may be affected if any units with which they are stacked are reduced or eliminated.

Note: This applies to either unit in the hex not just the one with which they are deployed or assigned.

If any unit stacked with an HQ or Leader is reduced, roll 1d6 for each HQ and Leader in the hex. If one unit stacked with an HQ or Leader is eliminated instead, but another unit is still in the hex, roll and add 2 to the die roll.

  • On a result of 1-3, the HQ or Leader is not affected.
  • On a result of 4-6, the HQ is reduced, or the Leader is wounded. An HQ that is already reduced remains reduced, and is moved to the Suppressed Holding Box. A Leader who is already wounded is eliminated.

Remember: An HQ moved to its Suppressed Holding Box remains reduced.

If all the units stacked with an HQ or Leader are eliminated, the HQ is automatically reduced if not already, then moved to the Suppressed Holding Box. Any Leader present in the hex is eliminated.

Suppressed HQs are moved to their HQ/SW Holding Box during the subsequent Marker Removal Phase.

10.7.3 Results versus Transport units and Passengers

  • If a Transport unit is Disrupted, its Passengers are Disrupted.
  • If a Transport unit removes its Disruption marker, so do the Passengers.
  • If a ground Transport unit is reduced, roll 1d6. On a result of 1-3, the Passengers are not affected. On a result of 4-6, the Passengers are reduced, rolling as usual for the reduction/wounding of attached HQs or Leaders.
  • If a ground Transport unit is eliminated, roll 1d6. On a result of 1-3, the Passengers are reduced and Disrupted, also roll as usual for the reduction/wounding of attached HQs or Leaders. On a result of 4-6, the Passengers and any HQ or Leader with them are also eliminated.
  • If a Flying or Hovering Helicopter Transport unit is eliminated, the Passengers and any HQ or Leader with them are eliminated.
  • If a Landed or Nap-of-Earth Helicopter Transport unit is eliminated, roll 1d6 for each Passenger unit. On a result of 1-3, the Passengers are reduced and Disrupted, any HQs with them are reduced (or Suppressed if already reduced); any Leaders with them are WIA (or eliminated if already WIA). On a result of 4-6, the Passengers and any HQ or Leader with them are eliminated.

10.7.4 Results versus Close Air Support

Hits by your Anti-Aircraft Fire versus an enemy CAS unit counter are covered by this section.

  • If you score two or more hits on an enemy CAS counter, the enemy is eliminated, and so the card and counter are immediately removed from the scenario.
  • If a CAS unit takes one hit, roll 1d6. On a result of 1-3, the unit circles back. Discard its card, and keep its counter in the HQ/SW Ready to be Deployed Holding Box. The card is reshuffled into the Formation Deck for the next turn. On a result of 4-6, the unit calls off its run, and returns to base. Remove its card and counter from the scenario. It is not considered eliminated for Victory Point purposes, but its card and counter are still removed from the scenario.

To be clear: If the CAS counter is eliminated, its card is also eliminated.

10.8 Wrecks and Disruption

10.8.1 Wrecks

If a vehicle unit is eliminated, place a Wrecks marker in the hex. Only one Wrecks marker is permitted in a hex: if another vehicle unit is eliminated in the hex, no Wrecks marker is added to the hex. No Wrecks markers may be placed in all-Water hexes, unless permitted by Module or Scenario rules.

10.8.2 Disruption Effects

Disrupted units may not use Direct Fire or Spot for Indirect Fire. They may move, but may not move closer to an enemy unit in LOS. If not currently in an enemy unit's LOS, it must stop immediately upon entering a hex in LOS of an enemy unit. They may also not move into a hex adjacent to an enemy unit, and if already adjacent it must remain where it is. Of course this means they may not Assault, but they may counterattack in response to an enemy Assault, but with a To-Hit number of 6 (See 13.0, Assault Action).

Important: Once Disrupted, the Disrupted marker may only be removed during the Disruption Removal Step of a subsequent Formation Impulse for its Formation. If a Disrupted unit is Out of Command, it adds 1 to its Disruption removal 2d6 die roll.

Important: Note that units receiving a disruption or step-loss result from Opportunity Fire must stop moving. The affected unit is also immediately marked Ops Complete.

10.9 Rubble, Clearing Rubble & Fires

If a net result of 3 or more hits are inflicted in one Direct or Indirect Fire attack on a unit or stack (after any Defensive Bonus saves and/or Armor saves) in any City, Town, Woods, Light Woods, Light Jungle or Jungle hex — or any terrain type designated in Module or Scenario rules — immediately roll 1d6 to determine if the hex becomes a Rubble hex and/or if a Fire is ignited in the hex.

If the result is 1-3, there is no effect.

If the result is 4 the hex is rubbled; place a Rubble marker in the hex. That hex now uses the Rubble line on the TEC for all purposes.

If the result is 5, and the hex does not already contain a Burnt Out marker, a major fire is ignited in the hex. Place a Fire marker in the hex. Any Wrecks, Improved Positions and/or Cleared markers in the hex are immediately removed from the map. Minefield markers of either type (Placed or Random) remain in the hex. Then attempt to retreat any units in the hex as if they had lost an Assault Action (See 13.2.2, Retreating from an Assault). Any ground unit which cannot retreat out of the Fire hex is eliminated. Helicopters may immediately change mode to attempt to retreat one hex (only) out of the Fire hex and are NOT subject to Opportunity Fire in the new mode, as usual, if they do. Helicopters, upon a successful change of mode, may only move one hex to avoid a Fire hex.

Unlike an Assault retreat, a unit retreating out of a Fire hex is NOT marked Ops Complete.

If the result is 6 the hex is rubbled and a fire also is ignited. Place both a Rubble and a Fire marker in the hex, immediately applying the fire effects, as if you had rolled a 5.

10.9.1 Clearing Rubble Hexes

IMPORTANT NOTE: Rubble hexes may not be cleared until any Minefield marker in the Rubble hex is removed by being depleted (See 16.2.2) or by a successful Breaching attempt (See 16.3.1).

Rubble hexes may be cleared (removed) by an Engineer or CEV (Combat Engineering Vehicle platoon) unit which begins its Formation Impulse in the Rubble hex, declares a Movement Action, and then spends all of its MPs to make a Clearing Roll. Roll 2d6, with a penalty of -3 to the die roll. If the result is less than or equal to the Clearing unit's Morale/Training value, the Clearing Roll is successful, and the hex is successfully Cleared: remove the Rubble marker and replace it with a Cleared marker. That hex now uses the Cleared line on the TEC for all purposes. A failed Clearing Roll has no effect. Mark any such unit as Ops Complete after any Clearing attempt.

Note: Only one Clearing attempt may be made per activation per unit per hex. So if two Engineer units are in a Rubble hex, both may make one Clearing attempt in each activation.

10.10 Missile Ammo Check

Important: If your unit must make an ammo check and already has a LOW MISSILE AMMO marker, do not roll. Instead, simply remove the LOW MISSILE AMMO marker and replace it with a NO MISSILE AMMO marker.

Immediately after a unit executes Direct Fire with its green AP value (ATGM-armed units); or its blue AP value if it also has a blue Range value (SAM units), it rolls 2d6 for a Missile Ammo Check. If the result is > its Formation's Morale/Training value, place a Missile Reloading marker on the unit. The unit may not Fire with its AP value until the marker is removed (See 7.3, Missile Ammo Reload Step).

10.11 Opportunity Fire

Opportunity Fire is a form of Direct Fire triggered by enemy movement, or enemy loading or unloading of Passengers in the LOS of an inactive unit, or a helicopter changing mode.

Units that are Out of Command may still use Opportunity Fire. Units that are marked as being Ops Complete or Disrupted may not use Opportunity Fire.

Opportunity Fire may be triggered during an enemy Movement, Move & Fire, or Assault Action.

When an activated unit moves in the LOS of an eligible inactive unit, the Opportunity Fire is declared and movement stops until the attack is resolved. The moving unit may be able to continue its move afterwards.

Alternatively, if a Passenger expended no MPs before being loaded; or whenever unloaded; and whether or not its Transport unit moved, the act of loading or unloading triggers Opportunity Fire. Again, the Opportunity Fire is declared and the loading or unloading stops before completion until the attack is resolved. The loading/unloading unit may be able to complete its process afterwards.

When an Opportunity Fire attempt is declared, a Support Weapon may immediately be deployed and used to execute Opportunity Fire.

Unlike regular Direct Fire, where both a Support Weapon and the unit to which it is deployed may both fire, during Opportunity Fire a Support Weapon deployed in this manner is used in place of any FP of the unit to which it is deployed (because the unit will be Ops Complete as soon as the Support Weapon fires).

IMPORTANT: Only one Opportunity Fire attack is allowed per hex of movement, OR loading or unloading Action inside a hex.

IMPORTANT: Units receiving a disruption or step-loss result from Opportunity Fire must stop moving. The affected unit is also immediately marked Ops Complete.

Design Note: The stack is still a stack. So for Opportunity Fire, which is Direct Fire, if more hits are scored than needed to eliminate the unit in a moving stack, excess hits are applied to the units moving with it (if any) if the FP dice used was of a type that could affect the other unit in the stack, as usual (see 10.0). If the Opportunity Fire was On-Board Indirect Fire, both units are affected in any case, again, as usual (see 14.0).

Example: If there were 4 hits scored by AP FP on the top unit of a moving stack of two T-72 units by Direct Opportunity Fire, the first platoon would be eliminated and the second would be Disrupted and cease movement. However, if the second unit in the stack had instead been an Infantry unit, the Infantry unit would be unaffected and could continue moving.

If, after the Opportunity Fire attack is completed, the target of the Opportunity Fire is able, it may continue its move or complete loading/unloading. If only one unit in a stack is able to continue its move (the other being Disrupted, for example), the stack may split with one unit moving on while the other remains in the hex.

A unit that continues its movement may draw Opportunity Fire from another unit. The attacking unit, or an attacking unit which deployed a SW to attack, is marked Ops Complete after the attack.

11.0 Move & Fire Action

A unit making a Move & Fire Action must expend at least 1 Movement Point, and then it may (not must) execute Direct Fire at a target.

Important: A unit may not fire, then move.

The Move & Fire Summary Chart summarizes the effects detailed below of selecting a Move & Fire Action. It is also found on Player Aid Card PAC05 Miscellaneous Tables.

A Move & Fire Action does not affect a ground unit's To-Hit numbers, but its FP dice may be reduced. A Move & Fire Action does not affect a Flying Helicopter's FP dice or To-Hit number, but it may not move more than 12 Movement Points and still fire, unless indicated by Module or Scenario rules.

Units with black AP/HE FP dice have their Movement Points halved (rounded down), and also reduce their FP dice by 2 for their subsequent Direct Fire attack. Note that the unit's FP dice may not be reduced below 1.

Ground units with ORANGE AP/HE values possess Enhanced Move & Fire capabilities:

  • Soviet, Pact and PACT-allied units with an ORANGE FP dice value can move up to half their MPs (rounded down), and reduce their FP dice by 1. Or they may move between their half to their full MPs, and reduce their FP dice by 2.
  • NATO and NATO-allied units with an orange FP dice value can attack without penalty if they move up to half their MPs (rounded down). Or they may move between more than half to their full MPs, and reduce their FP dice by 1.

Upon completion of this Action, mark the unit or stack Ops Complete.

Move & Fire Summary Chart:

Nation, Unit & FirepowerExpend at least one MP, up to half MPs (round down)Expend more than half MPs (round down), to full MPs
Any Ground unit with Black, Blue or Green AP or HE-2 FP dice (min 1)Prohibited
Soviet/PACT/PACT-Allied unit with Orange AP or HE-1 FP dice (min 1)-2 FP dice (min 1)
NATO/NATO-allied unit with Orange AP or HENo effect-1 FP dice (min 1)
HelicoptersExpend <= 12 MPsExpend > 12 MPs
Flying Helicopter with any color AP or HENo effectProhibited

12.0 On-Board Indirect Fire Action

Of course Aircraft — including Helicopters — may not choose this Action.

A unit making an On-Board Indirect Fire (See 14.0) attack does not need a LOS to its target, but does need a Spotter on the map which has a clear LOS to the target hex.

On-Board Indirect Fire is executed as an Action by one of your units which has neither an Ops Complete or Disrupted marker, and with a gray Special Ability triangle on it (typically MRTR, SPMRTR, ARTY, or SPA units).

See Indirect Fire for the procedures (14.0).

13.0 Assault Action

Design Note: Assault is a particularly deadly form of attack, where units move to and enter an enemy-occupied hex, and engage at short — if not hand-to-hand — ranges, with the intent of clearing a hex of enemy units in order to control the hex.

Aircraft may not choose this Action. Flying and Hovering Helicopters may not be the target of an Assault. NOE Helicopters may only be the target of an Assault if they are in a hex with terrain of obstacle height zero (0). (See the TEC.)

An Assault Action may be initiated by your units which have an Assault value and which have neither an Ops Complete marker nor a Disrupted marker. A unit selecting this Action may Move up to its full MP allowance to reach and enter its intended target hex.

Important: Any unit that is unloading from a Transport unit directly into an Assault is subject to Opportunity Fire, see 9.8.3 and 9.8.4.

Upon successfully entering the target hex, it then immediately executes the Assault as the Attacker. The target units are the Defenders in the Assault.

Note: The assaulting unit must have enough Movement Points remaining to pay the full cost of entering the target hex, or the Assault does not take place. If that is not the case, the unit is marked Ops Complete in the last hex before it entered the target hex.

A unit with an Assault value may initiate combat upon entering an enemy-occupied hex. A unit without an Assault value may not enter an enemy-occupied hex, and may not counterattack if assaulted itself.

If a stack is moving to Assault, and includes a unit without an Assault value, the stack splits. The eligible unit will enter the enemy-occupied hex, while the ineligible unit halts in the adjacent hex.

Defending units that are marked Ops Complete may counterattack.

Disrupted units may counterattack as well, but with a To-Hit number of 6. Again, the Assault is resolved as soon as the attacker enters the hex.

Note: Any unit which possesses an Assault FP but does not possess either an AP FP factor or is indicated in its Module Rules as a unit with High Rate of Fire HE (See 10.1, AP and HE Firepower – Which to use?) may not initiate an Assault against a Heavy Armor unit.

Such units also may not counterattack an Assault by a Heavy Armor unit. See the National Unit Table for a specific unit to see if it has the High Rate of Fire HE capability.

Example: The United States M-113 unit has an Assault value but does not have an AP FP. It may not initiate an Assault against the T-72 and it may not counterattack if assaulted by the T-72.

13.1 Assault Modifiers

Design Note: Your infantry is at a huge advantage when assaulting enemy vehicles not escorted by their own infantry. However, when you assault across a bridge, you become involved in a complicated ballet of support and risk.

Ideally you will try to suppress the bridge's defenders before you charge the narrowing path of a bridge in your attempt to seize it. Assaulting across a river is particularly dangerous. And nighttime assaults are especially deadly as the range can be closed quickly, the attackers mostly unseen. The Assault modifiers reflect these situations.

There are a few bonuses and penalties that are specific to an Assault. They are cumulative with each other unless indicated by Module or Scenario rules.

Note: The maximum To-Hit number of any unit after being affected by sections 13.1.2, 13.1.3 or 13.1.4 is 6.

13.1.1 HQ Bonus

Increase your unit's Assault FP dice by your HQ's Command Bonus.

Note: Your HQ does not otherwise directly participate in the Assault. It can be reduced or Suppressed as usual by friendly reductions or eliminations as a result of the Assault. HQs must retreat with any of your units which survive.

13.1.2 Infantry Assault Bonuses versus Vehicles

Undisrupted Infantry units gain a -1 to their To-Hit number versus enemy vehicles either alone or in a stack with no Infantry of their side — Disrupted or not.

If the Assault happens in a City or Town hex, the infantry also gains +1 Assault FP dice.

13.1.3 Cross-Bridge or Cross-River Assault

An Assault against an Undisrupted enemy unit across a Bridge or River hex side suffers a +1 to the attackers' To-Hit number and -1 Assault FP dice. The enemy unit also gains -1 To-Hit.

13.1.4 Night Assault

Apply a -1 To-Hit to all Undisrupted units in a night-time Assault, as designated by Module or Scenario rules.

Design Note: Forcing bridges and night assaults are not for the faint-hearted...

13.1.5 Vehicle Assault bonus

If your vehicle or stack of two vehicles wins an Assault and is not Disrupted, and after any enemy units are retreated, it may make a free move into an adjacent empty or friendly-occupied hex, subject to stacking limits as usual. This move is NOT subject to enemy Opportunity Fire.

13.2 Resolving an Assault

Note: In an Assault, there are no saved hits, there are only hits. There is no reduction in hits for Armor values, Defensive Bonuses for terrain or concealment, etc.

Design Note: It's a knife fight...

Each of your attacking units rolls its individual modified number of Assault FP dice, and scores a hit for each die roll result >= its modified To-Hit number.

The defender — if eligible — then counterattacks in the same way.

Note: Landed Helicopters and NOE Helicopters may use their HE FP dice and To-Hit number to counterattack in an Assault if they have one. Helicopters without HE FP dice are considered like any other unit without Assault FP dice and may not counterattack an Assault, unless indicated by Module or Scenario rules. Again, Flying Helicopters may not attack or be attacked by an Assault.

13.2.1 Applying Hits in an Assault

The hits are now applied by both sides, each unit in a stack receiving one hit before taking another. If there are an odd number of hits, roll 1d6: on a 1-3 the top unit receives the hit; on a 4-6 the bottom unit does. If the defender is not eliminated, and the attacker did not inflict more hits than received, the attacker must retreat to the adjacent hex from which it originally entered the defender's hex to execute the Assault.

If the defender is not eliminated, and receives more hits than it inflicted, it retreats 1 hex. The attacker now occupies the vacated hex, and any assaulting vehicles may make their free move. Note that possible HQ and Leader losses are resolved as usual for both sides in an Assault (See 10.7.2).

13.2.2 Retreating from an Assault

A retreating unit must move into one of the three hexes opposite the hex side the attacker entered from.

A retreating unit cannot enter:

  • An enemy-occupied hex.
  • A hex that is already occupied to the stacking limit by a friendly stack.
  • A hex it is Prohibited from entering by the TEC.

A unit unable to retreat is eliminated.

Important: Units retreating from an Assault do not trigger Opportunity Fire.

13.2.3 Ending the Assault

Once the Assault is resolved, all units that participated — both sides — are marked Ops Complete.

14.0 Indirect Fire

There are two types of Indirect Fire: Off-Board Artillery Strikes; and On-Board Artillery Strikes.

14.1 On-Board Artillery Fire

All units with a gray Special Ability triangle are On-Board Artillery units. Many times the type of unit is part of the printed name on the counter but sometimes not. The type is always listed on the National Unit Tables for each game if you are ever unsure.

On-Board Indirect Fire is executed during any On-Board Indirect Fire Action, by any of your active units which have a gray Special Ability triangle; are Undisrupted and not Ops Complete; and an eligible spotting unit (called a Spotter) for your firing unit has an unblocked LOS to the target instead.

To be clear: If a unit which is capable of Indirect Fire has a clear LOS to its target, it does not need a Spotter, and so uses Direct Fire to attack that target. In this case it uses its HE FP values and the Direct Fire Action rules. If it does not have a LOS but has an eligible Spotter which does, it uses the Indirect Fire Rules.

Design Note: Direct Fire does not scatter as Indirect Fire possibly may. The conceit is that Indirect fire used on a target directly in LOS of the firing unit over the course of 5 to 15 minutes of a turn will land in the target hex, and not scatter.

The following abbreviations are used for the unit types which generally have gray Special Ability triangles: MRTR (Mortar), SPM (Self-Propelled Mortar), ARTY or ATG (Artillery or Anti-Tank Gun (Towed)), SPA (Self-Propelled Artillery).

14.2 Off-Board Artillery Fire

Off-Board Artillery Strikes happen during the Off-Board Artillery Step, and represent assets outside the area of the map, but supporting your troops. The strength and number of Strikes are tracked on the Artillery Track on the Turn Record-Weather-Artillery Tracks Player Aid.

A track marker is provided for each type of Strike for which the number and/or strength of each Strike needs be tracked. The black marker is the number of Strikes; the orange marker is the strength of the Strikes. All Strikes of a specific type during a scenario have the same strength marked on the track.

An Off-Board Artillery Strike can only be used once in a scenario.

14.3 Spotters

A hex may be spotted for Indirect Fire by:

  • The activated Formation's HQ; or
  • Any Active unit with a red Recon Special Ability triangle.
  • (For On-Board Artillery Strikes only) any activated unit permitted on its National Unit Table, and passing a Spotter Check.

To conduct a Spotter Check for a unit, roll 2d6. Subtract the Command Bonus of any HQ deployed to the unit; or subtract the Command Bonus of any Leader assigned to the unit.

Important: Only the HQ's bonus or the Leader's bonus may be used — not both.

If the result is <= Morale/Training value of the unit, the unit may act as a Spotter for that specific On-Board Indirect Fire.

If the result is > Morale/Training value, the on-board asset is marked Ops Complete. No attack takes place.

Important: Do NOT place an Ops Complete marker on a Spotting unit or HQ for either type of Indirect Fire! Only your units that execute the On-Board Artillery Strike itself will have Ops Complete markers placed on them after they Fire.

14.4 Indirect Fire Range

Off-Board Artillery Strikes can be directed onto any hex the Spotter can observe.

Targets of On-Board Artillery Strikes must be within the firing unit's HE Range.

Some restrictions on Range:

  • For towed ARTY and SPA units, there is a 7-hex minimum range.
  • MRTR and SPM units indicated as 120MM or greater in their counter name have a minimum range of 2 hexes.
  • All MRTR and SPM units of less than 120MM (typically 82MM or 81MM) have NO minimum range.

Note: Consult each unit's National Unit Table if you are unsure from the counter name of what the minimum range is.

14.5 FFE marker & Scatter Check

Off-Board Artillery Strikes take place during an active Formation's Off-Board Artillery Step in its Formation Impulse. On-Board Artillery uses the On-Board Artillery Action during the Action Step of one of your Formation Impulses.

In either case your Strike or Action is resolved one at a time, so only one marker is needed to indicate the Active Strike at a time. This is called the Fire For Effect marker (aka, the FFE marker).

  • If needed, make a Spotter Check.
  • Place the FFE marker on any desired target hex within LOS of your Spotter; and range of your On-Board Indirect Fire unit (if that is what is firing).
  • Check for Scatter. Roll 1d6.

If the result is 1-5, the Strike is on target. The FFE marker remains where placed.

If the result is 6, the Strike scatters to another hex. Roll 1d6 to determine direction consulting the North direction for the scenario:

1d6 roll123456
DirectionNNESESSWNW

Move the marker one hex in the rolled direction. Then roll 1d6 again.

If this 2nd roll is 1-3 the FFE marker remains where it is and the Strike is resolved.

If this 2nd roll is 4-5, the FFE marker scatters another hex. Again roll for direction, as above.

If this 2nd roll is 6 something has gone badly wrong, and the attack is canceled. The FFE marker is removed. The Strike total for that type of Off-Board Artillery Strike is reduced by one on the Artillery Track; and the On-Board Artillery unit that attempted to fire is marked Ops Complete.

If the FFE marker is still on the map after the Scatter Check, the resolution of the Strike proceeds against the units in its new location, and depending on the Strike's Type.

Design Note: There is a very small possibility that a battery will check its fire because of some problem arising on their end; or, more likely, a friendly "off-map" unit on another part of the battlefield has been given a higher priority and received the Artillery Strike support instead of you. Or the miss was so bad that it is not worth locating the final impact hex on the map. A small element of the Friction of War.

14.6 Strike Types

Sections 14.7 to 14.12 cover the different types of Artillery Strikes.

Design Note: Not all types of Artillery Strikes are available in all World At War 85 modules.

Consult the Indirect Fire Summary Chart on Player Aid Card PAC05 Miscellaneous Tables while looking at this section, to specify.

A summary of which Strikes can be used by On-Board and which can be used by Off-Board Artillery, the Indirect Fire Summary Chart:

Strike TypeAvailable as an Off-Board StrikeAvailable as an On-Board Strike*
High ExplosiveYesARTY, SPA, MRTR**, SPM**
Smoke ScreenYes, place 3xARTY, SPA place 3x; MRTR, SPM: place 1x
Artillery Delivered MinesYes, place 3xNO
Dual-Purpose Improved Conventional MunitionsONLYNO
Multi-Launch Rocket SystemONLYNO
ChemicalONLYNO

* Minimum Range Restrictions, see 14.4 Range. ** Heavy Targets get full Armor and Save when targeted by mortars.

14.7 HE (High Explosive)

14.7.1 Off-Board versus On-Board FP dice

Off-Board High Explosive Strikes are assigned FP dice and a To-Hit numbers in the Order of Battle section of a scenario.

The FP dice and To-Hit combination, and the number of Strikes are each marked on the Artillery Track.

On-Board High Explosive Strikes are assigned the HE FP dice and To-Hit number of the unit firing.

14.7.2 Strike Procedure

Units in a hex hit by a High Explosive Strike are attacked individually and all such units in a hex are attacked by the Strike.

Use the Direct Fire procedures in combat (10.0), Direct Fire Restrictions and Modifiers (10.6) and Combat Results (10.7) to resolve the HE Indirect Fire attack.

Important: Disregard section 10.1 for Indirect fire! On-Board Indirect Fire is subject to Long Range penalties. It is NOT subject to the Point Blank Range bonus. See Direct Fire Restrictions and Modifiers, 10.6.

However, how hit Saves are calculated is a little different from Direct Fire resolution.

  • Infantry and unarmored targets gain Defensive Bonuses for terrain type (see 10.6.8) and concealment (see 10.6.13).
  • Light & Heavy Armor do NOT use their Armor value (though they do use their Save value) but roll only for Defensive Bonuses for terrain type (see 10.6.8) and concealment (see 10.6.13). They also receive an additional 1d6 Defensive Bonus, all subject to the Maximum Defensive Bonus (see 10.6.14).

Exception: When Heavy Armor is attacked by a MRTR or SPM Strike, then the unit's Armor/Save values are used instead. It is still subject to the Maximum Defensive Bonus (10.6.14).

The usual rules apply when units are reduced or eliminated and HQs & Leaders (10.7.2), and/or Passengers (10.7.3) are present in a Strike hex.

Once the Strike has been resolved, the FFE marker is removed. For Off-Board assets, reduce the number of HE Strikes by one on the Artillery Track; while for On-Board Strikes, the firing unit is marked Ops Complete.

14.8 SMOKE

Once the Strike has tested for Scatter, a Smoke marker is placed in the target hex. Two further Smoke markers may then be placed; the first in any hex adjacent to the target hex, the second adjacent to either. You do NOT have to place either or both of the additional Smoke markers, but are allowed to do so.

Smoke blocks LOS for units at any elevation, whether that be into or through the screen (see the TEC). Units adjacent to a Smoke filled hex, however, have LOS into it, but not through it, for the purposes of both Direct Fire and Spotting. Units in a Smoke filled hex only have LOS to adjacent non-Smoke filled hexes.

Units firing into an adjacent Smoke filled hex suffer a +1 to their To-Hit number.

Units firing out of a Smoke filled hex into an adjacent hex also suffer a +1 to their To-Hit number.

Smoke Thinning markers are removed, and then Smoke markers degrade to Smoke Thinning by being flipped during the Marker Removal Phase. See 2.3.2 for Smoke marker adjustment.

14.9 MLRS (Multi-Launch Rocket Systems)

Like HE, MLRS Strikes are assigned their values in the Order of Battle section of the scenario, and are marked on the Artillery Track in the same way.

First, the FFE marker should be in place. Roll for Scatter, and if the Strike remains and is not canceled, place the FFE marker in the target hex. The attack will also affect units in the 6 surrounding hexes.

Once the Strike has been resolved, the FFE marker is removed. Reduce the number of MLRS Strikes by one on the Artillery Track.

Again: An MLRS Strike affects all units in the hex it is in and the six adjacent hexes.

14.9.1 MLRS Strike Reduction Check

Before resolving the Strike, make a Strike Reduction Check. Roll 2d6: if a 2 or 12 is rolled, reduce the Strike's FP dice by 1.

Resolution then proceeds as for HE (See 14.7.2, Strike Procedure).

14.10 ADM (Artillery Delivered Mines)

Each unit in a hex that receives a Minefield-Random marker rolls 1d6.

  • On a result of 1-3, there is no effect on the unit.
  • On a result of 4-5, it takes 1 hit.
  • On a result of 6, it takes 2 hits.

There is no Save roll permitted for hits inflicted by mines.

Artillery Delivered Mine Strikes use the Minefield: Random marker. Roll for Scatter, and if the Strike remains and is not canceled, then replace the FFE marker with a Minefield-Random marker in the target hex. Two further Minefield-Random markers are then placed; the first in any hex adjacent to the target hex, the second adjacent to either. You do NOT have to place either or both of the additional Minefield-Random markers, but are allowed to do so. The markers in this case represent scattered mines.

Once the Strike has been resolved, the Minefield-Random markers remain in place for the rest of the game, unless Depleted or Breached, as usual (See 16.2.2, Minefield Depletion; and 16.3.1 Breaching Minefield).

Also, reduce the number of ADM Strikes by one on the Artillery Track.

14.11 DPICM (Dual-Purpose Improved Conventional Munitions)

Design Note: Dual-Purpose Improved Conventional Munitions contained many sub-munitions designed for both anti-armor and anti-personnel attack. However, the sub-munitions had a high failure rate.

Like HE, DPICM Strikes are assigned their values in the Order of Battle section of the scenario, and are marked on the Artillery Track.

Roll for Scatter, and if the Strike remains and is not canceled, place the FFE marker in the target hex.

14.11.1 DPICM Strike Reduction Check

Before resolving the Strike, make a Strike Reduction Test. Roll 2d6.

If 2, 3, 11 or 12 is rolled, reduce the Strike's FP dice by 1.

Resolution then proceeds as for HE (See 14.7.2, Strike Procedure). Reduce the number of DPICM Strikes by one on the Artillery Track.

14.12 CHEMICAL

Roll for Scatter, and if the Strike remains and is not canceled, then replace the FFE marker with a Chemical marker in the target hex. The Strike also affects any unit in the 6 adjacent hexes.

Again: A Chemical Strike affects all units in the hex it is in and the six adjacent hexes.

Each unit in a Chemical Strike hex rolls 2d6.

On a result <= the unit's Morale/Training value, there is no effect on the unit.

On a result > the unit's Morale/Training value, Heavy or Light Armor take 1 hit. Anything else takes 2 hits.

No defensive Save rolls are permitted against a Chemical Strike.

The usual rules apply when units are reduced or eliminated and HQs & Leaders (10.7.2), and/or Passengers (10.7.3) are present in the hexes affected by a Strike.

Chemical Strike markers remain on the map after the Strike is resolved. Units entering a hex adjacent to or containing a Chemical Strike marker during the current turn must pay an additional 2 Movement Points to enter the hex, but are not otherwise affected.

Once the Strike has been resolved, reduce the number of Chemical Strikes by one on the Artillery Track.

All Chemical Strike markers are removed during the next Marker Removal Phase.

Design Note: These artillery Strikes represent a barrage by non-persistent nerve gas.

15.0 Designated Formation card

If you draw the Designated Formation card, you can activate any one of your Formations, as long as it is the same nationality as the card, unless modified by Module or Scenario rules.

Note: A Designated Formation card does not prevent the Formation chosen from activating again if its own Formation card is drawn from the Formation Deck later in the turn, or if activated by the Battlefield Event Table.

16.0 Other Series Rules

Sections 16.1 through 16.5 below are used in all WaW85 Series Volumes.

Sections 16.6 Night Rules and 16.7 Parachute Drops below are only used in Volumes where they are indicated in Module Rules, but can both be used with the Battle Generator (See 17.0) when making your own scenarios.

16.1 Improved Positions

A unit in Improved Positions ignores the first hit it receives each time it is attacked. Helicopters in any mode may not benefit from Improved Positions.

Improved Positions typically are assigned in a scenario's Order of Battle and may be placed in any hex in the playable area, subject to restrictions as noted in the Order of Battle or Module or Scenario rules.

16.2 Minefields

Minefields are typically assigned in a scenario's Order of Battle.

Placed and Random Minefields follow the same rules, except units entering a Minefield-Placed hex belonging to their own side are not attacked.

Units voluntarily exiting any Minefield hex (i.e. not retreating because of hits by that Minefield, see below) are not affected by the Minefield at that time, but it costs 2 extra Movement Points to do so.

However, both sides are attacked when they enter a hex containing a Minefield-Random marker.

Design Note: Friendly mines... aren't...

Each unit entering a Minefield hex rolls 1d6.

  • On a result of 1-3, there is no effect on the unit.
  • On a result of 4-5, it takes 1 hit.
  • On a result of 6, it takes 2 hits.

No defensive Save rolls are permitted against a Minefield hit.

The usual rules apply when units are reduced or eliminated and HQs & Leaders (10.7.2), and/or Passengers (10.7.3) are present in the Minefield hex.

A unit that takes a hit immediately retreats to the hex it entered the Minefield from, and is marked Ops Complete.

All Minefield markers remain on the map and in effect until Depleted (16.2.2) or Breached (16.3.1).

16.2.1 Hidden Minefields

If you are assigned Minefield markers in your Order of Battle in a scenario, the position of each Minefield may be recorded before the game (Map-Hex notation is in the same format as in Scenarios, Example: Map 1-A5). The Minefield marker does not need to be placed on the map unless and until an enemy unit enters the Minefield's location.

At that point, place the Minefield marker in its recorded hex location and proceed as in 16.2. Once placed on the map, Minefields stay on the map unless Depleted or Breached.

Friendly units may start the game in hexes containing hidden Minefields, if permitted to set up in that location by the Scenario Rules.

Hidden Minefields may not be located in a City, Town, or in a hex with an Improved Positions marker.

16.2.2 Minefield Depletion

After a unit has been attacked by a Minefield marker of either type, roll 1d6.

If a 6 is rolled, the Minefield marker is removed. This does not apply to units Breaching a Minefield (see 16.3.1).

16.3 Engineering

Design Note: For completeness, we here repeat 10.9.1, Clearing Rubble hexes, in 16.3.2. This is to allow for one-stop shopping of the Core Rules engineering functions. Both 10.9.1 and 16.3.2 are identical. Additional Engineering functions may be introduced in specific Modules but these cover the essentials in WaW85 scenarios.

Though Mine Plows are readily available in all games, Engineers and CEV units will be designated in each WaW85 Volume which uses them, and not all Volumes may have Engineers and/or CEV units. Check the National Unit Table for the volume you are using.

16.3.1 Breaching Minefields

Engineers, CEVs, or Heavy Armor with a Mine Plow SW, or any other unit designated by Module or Scenario rules can breach (eliminate) a Minefield marker, either Random or Placed.

To breach a Minefield marker, the unit must start its activation adjacent to the Minefield marker, and spend all its Movement Points to enter the hex. Upon entering the hex the unit is subject to Opportunity Fire as usual. If it is not Disrupted or Eliminated, it then may immediately roll 2D6 for a Breaching attempt:

  • On a result <= the unit's Morale/Training value, remove the Minefield marker.
  • On a result > the unit's Morale/Training value, the Minefield marker remains in play, and the unit retreats to the hex it entered from, and is marked Ops Complete.

16.3.2 Clearing Rubble Hexes

IMPORTANT NOTE: Rubble hexes may not be cleared until any Minefield marker in the Rubble hex is removed by being depleted (See 16.2.2) or by a successful Breaching attempt (See 16.3.1).

As in 10.9.2, rubble hexes may be cleared (removed) by an Engineer or CEV (Combat Engineering Vehicle platoon) unit which begins its Formation Impulse in the Rubble hex.

An Engineer or CEV declares a Movement Action, and then spends all of its MPs to make a Clearing Roll.

Roll 2d6, with a penalty of -3 to the die roll.

If the result is less than or equal to the Clearing unit's Morale/Training value, the Clearing Roll is successful, and the hex is successfully Cleared: remove the Rubble marker and replace it with a Cleared marker. That hex now uses the Cleared line on the TEC for all purposes. A failed Clearing Roll has no effect. Mark any such unit as Ops Complete after any Clearing attempt.

Note: Only one Clearing attempt may be made per activation per unit per hex. So if two Engineer units are in a Rubble hex, both may make one Clearing attempt in each activation.

Also: Engineers and CEV units will be designated in each WaW85 Volume which uses them, and not all Volumes may have Engineers and/or CEV units. Check the National Unit Table for the volume you are using.

16.3.3 Bridge-laying Units

The B on the reverse of a Bridge-laying unit indicates a Bridge marker is deployed to the map from this unit.

Units designated by Module rules as being bridge-laying units will also indicate this capability on their National Unit Table Player Aid Card. Such units can place a bridge marker across any river hexside in its hex.

To do so, the unit begins a Movement Action (not Move and Direct Fire, or Assault) adjacent to that river hexside and, as its Action, spends all its movement points to flip itself to reveal its bridge deployed symbol. At that time it may place a Bridge marker pointing toward any river hexside of the hex it occupies, unless that hexside is prohibited to be bridged by Module or Scenario rules.

The Bridge-laying unit may retrieve the bridge by again executing a Movement Action and spending all its movement points to flip to its vehicle-symbol side, while also removing the Bridge hexside marker.

Note: A Bridge-laying unit may only deploy one Bridge marker at a time.

Unless the Bridge marker is removed, the Bridge-laying unit may not move at all. If the Bridge-laying unit is eliminated, the Bridge marker remains in play.

Important: Bridge-laying units are one step units, but have a "B" in a white circle as its Movement Value on the back of the counter, instead of the usual "One-Step Unit" indicator. The unit may be disrupted when either side is up, but it is treated as a One Step Unit for combat purposes (See 10.7.1, Results versus Ground Units).

16.4 Bridge and Ford markers

A Bridge marker is placed to represent a water crossing not already present on the map. Its reverse represents a destroyed bridge.

The red arrow should point at the bridged hex side.

Fords cannot be destroyed, unless a Module or Scenario rule permits. It also represents a water crossing not already present on the map. The red arrow should point at the forded hex side.

16.5 Weather

Design Note: Weather Changes may arise as indicated on the Battlefield Events Table for your WaW85 Volume. When possible weather changes are indicated, you will consult the Weather Change Table. Since the setting of each WaW85 Volume has its own climate, each Weather Change Table in each WaW85 game may be somewhat different. But in any climate, bad weather tends to adversely affect the fighting capability of units on the map.

Important: Unless otherwise designated in Scenario Rules, the Weather Level always begins the game at 0 (Clear Weather).

The Battlefield Event Table has two events that can influence the weather in any scenario being played: Weather Changes, and Squalls. Weather Changes may make the weather level higher (worse) or lower (better). The Weather Change Table on the Player Aids shows what the effect is of each weather level.

16.5.1 Weather Changes

When the Weather Change Battlefield Event is rolled, follow the instructions in the Weather Change event to use the Weather Change Table. The definitions of the different effects are at the bottom of the table. The weather level is tracked with three tracks or boxes on the Tracks Player Aid: Weather Track; The Squall Box; and the Mud Box. Mark the current weather level and any changes during the scenario on the Weather Track as needed during the scenario.

Weather effects are not cumulative: the effects at one level are completely replaced by another level, except for Aircraft removal; Mud, as indicated on the table; and Squalls. Squalls completely replace the weather level effects for the one turn they endure (See 16.5.2).

16.5.2 Squalls

If a Squall occurs, place the Squall marker in the Squall Box to indicate the Squall is in effect for the remainder of the turn. The effects of the Squall are indicated in the event. The Squall's effects override and replace any weather level effects for the current turn until the Squall marker is removed during the Marker Removal Phase.

Design Note: If the squall intensifies the weather, that makes sense. If the opposite, it represents a lull in the storm, intense though the squall may still be.

16.5.3 Mud

If Mud is one of the effects of a weather change, place the Mud marker in the Mud Box; it stays and its effects remain for the duration of the scenario!

Design Note: Once soaked to mud, it would take longer than the duration of most scenarios for the ground to dry out.

16.6 Night Rules

Note: Scenarios that take place at night will be specifically indicated in Scenario Rules or you may add these rules to any scenario you generate using the Battle Generator (See 17.0, WaW85 Battle Generator). The following apply when a scenario takes place at night.

16.6.1 Night Targeting Checks and LOS at Night

The maximum LOS for Direct Fire and Indirect Fire Spotting becomes 7 hexes, or as restricted by the weather rules, whichever is less.

When firing or Spotting, and immediately after the LOS has been verified, an attacker or Spotter must then make a successful Night Targeting Check (NTC) versus the unit's Morale/Training value in order to fire.

If the target is not adjacent to the unit making the NTC, the Morale/Training value is halved (rounded up) before rolling, unless the unit has Advanced Night-Fighting capabilities.

NOTE: the units which have these capabilities are listed in Module or Scenario rules.

Roll 2d6 for the check.

  • On a result <= the unit's Morale/Training value: the attempt is successful.
  • On a result > the unit's Morale/Training value: the attempt fails.

If the NTC is failed, the attack or Spotting attempt is canceled, and the unit which attempted it is marked with an Ops Complete marker.

ATGM and SPATGM units do not need to make Ammo Reload Checks if they fail an NTC, but they are given an Ops Complete marker.

If the NTC is successful the target may be attacked subject to the Night bonus and penalty restrictions below:

  • An Attacker only receives the Point Blank Range Bonus at night when the target is adjacent to the Attacker, and would be entitled to it if the Night rules were not in effect.
  • Attackers firing at non-adjacent targets at night always receive the Long Range Fire penalty.

16.6.2 Assaults at Night

All non-Disrupted units participating in an Assault at night subtract one from their Assault To-Hit number (Attacker or target).

Units without an Assault value still may not Assault or counterattack in an Assault.

16.6.3 Weather Effects and Night

Any weather or Squall effects are cumulative with Night effects.

16.7 Parachute Drops

Units with a yellow Special Ability triangle, and elite units such as Airborne, Parachute, Special Forces, Spetznaz, or Commando Infantry units may be designated by Module or Scenario rules as capable of entering the map via parachute Drop during their Formation Impulse.

Parachute Drops are considered a Movement Action, but are executed as follows.

Note: Only use these rules for parachute Drops if called for in Module or Scenario rules, or in a scenario generated by the Battle Generator. Not all World At War 85 Volumes have elite, parachute Drop-capable units. See the National Unit Tables in your Volume for any units designated as elite units.

16.7.1 Designate Drop Zones and Landing Hexes

When designated to enter the map, either by Scenario Rules or by the parachuting Formation's Formation card being drawn from the Formation Deck, each individual parachuting Infantry unit or attachment will be placed on the map within a certain distance of one or more scenario-designated Drop Zone hexes.

Within that radius to the Drop Zone hex(es), each unit is placed in its intended hex of landing:

  • A hex where the terrain is not blocking or Rough (other obscuring terrains such as Cultivated may be designated as landing hexes), and
  • A hex which is not an all-Water hex, and
  • A hex which does not contain another parachuting unit

Also: the Formation's HQ and all Support Weapons assigned to the Formation must be deployed to individual parachuting units at this time.

16.7.2 Check for Drift

Each parachuting unit must then roll to see if it arrives over its intended Drop Zone hex. Roll 1d6 for each parachuting unit, individually.

  • On a drift roll result of 1-3 the unit will land in its intended landing hex.
  • On a drift roll result of 4 or 5, the unit drifts one or two hexes before landing. Roll 1d6 to determine direction consulting the North direction indicated on the map on which the unit is attempting its landing:
1d6 roll123456
DirectionNNESESSWNW

Move the unit one hex in the rolled direction. Then roll 1d6 again. On a new roll of 4-6 it drifts another hex. Determine direction as above.

  • On a drift roll result of 6, the unit has drifted wildly. Roll the direction of drift as with a roll of 4 or 5 above. But to determine distance, instead of 1 or 2 hexes, make a single 1d6 roll and add 1 to determine the distance drifted.

A parachuting unit is eliminated if its final location after drifting is:

  • Off the playable area, or
  • In a hex containing an enemy unit, or
  • In a hex containing blocking or Rough terrain.

EXCEPTION TO STACKING LIMITS BEING IN EFFECT AT ALL TIMES: Stacking limits are applied to parachuting Units immediately AFTER all such units have completed any drifting movement. Over-stacked parachuting Units are then eliminated. The player whose units are affected may choose which is eliminated to bring the stack into line with the limits.

16.7.3 Anti-Aircraft Fire from Ground Units

Once final landing hexes are determined for all parachuting units, and stacking limits have been applied to all hexes containing landing parachuting Units, and subject to any Module or Scenario rule restrictions, the enemy may now make one Anti-Aircraft Fire attack on each landed parachute stack (this is a form of Opportunity Fire). Any Good Order unit within Range and LOS of its target parachute stack is eligible to make the attack.

Additional eligible enemy units within Range and LOS may contribute their fire to an individual attack, but by adding one FP dice for each contributing unit, no matter their actual FP, to a maximum of +2 FP dice.

Important: The landing parachute units are considered to be Flying — like a Helicopter in Flying mode or a CAS counter — for purposes of their target height level in this case (See Flying, 9.7.1).

Only HE Values may be used to fire at landing parachute units.

To clarify: Missile-armed Anti-Aircraft units may NOT be used versus dropping parachuting units.

Landing parachuting units receive one defensive die for this Anti-Aircraft Fire. It saves a hit if a 5 or 6 is rolled.

Resolution of unsaved hits is covered in the Results versus Ground units (See 10.7.1).

16.7.4 Landing: Check for Disruption

Once all Anti-Aircraft Fire versus parachuting units is complete (and the Anti-Aircraft firing units are marked with Ops Complete markers), make a Morale Check for each landed parachuting unit. Each such unit that fails its Morale Check, if already Disrupted, is reduced. Otherwise it becomes Disrupted.

At the end of the parachute Drop procedure, all units that dropped receive an Ops Complete marker.

17.0 Battle Generator

Design Note: Each World At War 85 Volume provides a large selection of small, medium and large scenarios pre-made and ready to play. But as each counter set contains the full color-banded strength of all Formations - which may not always be used in the designed scenarios - the game lends itself well to the addition of a Battle Generator. With Unit and Formation points systems, geomorphic maps, variable Objective Point value cards, multiple attachment possibilities, and Scratch Force Formation cards, you can create just about any battle situation you desire using the maps and units of any WaW85 game or combination thereof. Check out the Battle Generator player aids color-coded with a red border, as you read these guidelines.

Here's our suggested guidelines for designing your own scenarios.

The process runs like this:

  • Use the Battle Generator Table on the Battle Generator Player Aid to choose a scenario size, maps, turn length and points used to purchase forces for each side using the points values listed in each National Unit Table.
  • Lay out the selected number of maps.
  • Choose and, if necessary, place Objective markers.
  • Choose your type of Victory Conditions.
  • Optionally: Bid points for the EW Advantage. Important: Both players need to agree if they want to use EW in the game, and remember that means the Electronic Warfare Card is placed in the Formation Deck.
  • Purchase your units.
  • Setup your units and play!

17.1 Choose a scenario size

Use the Turn Length & Objectives Table on Player Aid Card PAC12 Battle Generator Tables.

Choose a scenario size from those listed in the left-hand column of the table. The table row for that size will show the corresponding recommended number of maps, recommended turn length, and recommended points per side. Feel free to vary these values as you prefer.

If you choose a Regimental sized game, the players should all agree on the number of maps before setting up.

Once the scenario size and number of maps are determined, choose the type of scenario to be portrayed:

  • Soviet/PACT Offensive
  • NATO/Allied Counterattack
  • Meeting Engagement

Cross-index the Scenario Size row with the type of scenario to see the two columns that show the number of points available to build each side's forces.

Example: A Meeting Engagement for a Medium sized scenario uses 2 maps. Under the Meeting Engagement heading for that row are two columns: 1700 points for the Soviet/PACT side to spend to build their forces, and 1400 points for the NATO/NATO-allied forces to spend.

17.2 Choose the specific map or maps

If you are using one map, choose one to be the Playable Area for your scenario. If you choose a larger scenario, choose the number of maps indicated and lay them out adjacent to each other in any configuration desired: the geomorphic maps in each WaW85 Volume connect in any configuration as long as you match a short side to a short side, or a long side to a long side. We recommend a rectangular playing area, but it is not an absolute necessity.

Choose opposite sides of the map for each faction (NATO or Soviet/PACT, or the equivalent for your game) as their home map edge. Each side's forces will enter from their respective edges.

Note: There are a couple of maps planned which will have all-Water hexes running down a long and/or short edge. You should try and match such an edge to another map with the same kind of edge, if you choose to connect another map to it. The Road and River hex sides will match to any other edge as usual, short side to short side, or long side to long side.

Design Note: This allows for the depiction of a small bay and/or harbor.

17.3 Create Objectives

There are ten Objective markers in each Volume of WaW85, 5 each for each faction, labeled A, B, C, D, and E. On one set the identifying letter is circled in blue (the NATO/NATO-allied side) and on the other set, red (the Soviet/PACT side).

The defender places 3 Objective markers within 20 hexes of their home edge. An Objective will be a specific map feature — a bridge, hill, town, for example — and may encompass more than one hex.

The attacker then places 2 Objectives in the defender's half of the map.

Note: For a meeting engagement, for the purposes of placing Objectives, randomly decide which player is the attacker.

17.4 Choose your Victory Conditions

If you have no particular Victory Conditions in mind (like play until one side is completely eliminated) one of these four types of Victory Conditions may fit the bill. Players should agree on which to use at this time.

Note: You will not yet actually purchase your units until 18.4.6.

Once the Victory Conditions for your scenario are chosen, follow the procedure to evaluate victory in your Battle Generator scenario. Here are the selections (17.4.1 through 17.4.4). You only need choose one.

17.4.1 Objectives minus Casualties

Using these Victory Conditions, the side with the higher points total wins the scenario.

Each side scores 200 points times the number of Objectives they control at the end of the game. Each side subtracts the full points cost of any of their units which have been eliminated from their total, and 1/2 the points cost of any two step units which are reduced but not yet eliminated.

As a formula:

(200 Victory Points x your Objectives held at end of game) − (points for your own units eliminated − 1/2 points for your units reduced) = Your Victory Point Total

To determine the degree of the winner's victory, divide the points total of the losing side by the points of the winning side, then multiply by 100, and round down (i.e. compute a percentage of the loser of the winner's points) to determine the degree of the victory on the Degree of Victory Chart on Player Aid Card PA12 Battle Generator tables.

(Low score / high score) x 100 = Degree of Victory

17.4.2 Objectives only

Design Note: To enhance the playability of your scenarios, and introduce a small measure of fog of war, the same Objective will be worth different points to either side in the same scenario.

Using these Victory Conditions, each side scores points for controlling Objectives during the last turn's Victory Determination Phase. The side with the higher points total wins the scenario. Ties are a draw.

Each side gains Victory Points for each Objective it controls. But how many Victory Points for any one Objective varies by side.

Choose from 1 to 5 Objectives on the map and mark them with lettered Objective markers. Then place a corresponding Objective card off to the side of the map, one for each Objective for each side.

Example: So if you have 3 Objective markers placed on the map (A, B and C) you will have 3 NATO Objective cards (also A, B and C) and 3 PACT Objective cards (A, B and C).

There are also 10 Objective Points cards that can be used by either side, and vary in points they are worth from 1 to 4.

Collect all 10 Objective Points cards into a deck, shuffle them and distribute them face down, one each under each side's Objective card. The Objective is now worth that number of points to the side who owns the Objective card.

Each side may only look at the Objective Points card under their own Objective cards!

17.4.3 Turn Length and Objectives

These Victory Conditions allow the defender to choose a hidden, variable force size before the game, while the attacker gets to secretly vary the game length. The fewer turns chosen by the attacker, the fewer Objectives need be taken by the attacker to win. Meanwhile, the more forces the defender takes, again, the fewer Objectives the attacker need control to win.

Note: If this scenario is to be a Meeting Engagement, randomly decide which side is the attacker and which the defender for purposes of this Victory Condition.

17.4.3.1 Objectives. Always create five Objectives when using these Victory Conditions.

17.4.3.2 Game Length. The attacking side (as randomly determined if this is a Meeting Engagement) will choose the game length in turns, and, before the game, secretly writes it down on a piece of paper. The attacker may choose any turn length up to two turns before or two turns after the recommended turn length for the Scenario Size.

17.4.3.3 Defender Bonus. The defending side secretly chooses a Defender Bonus of zero, +10% or 20%, and also secretly writes it down on a piece of paper before the game. The defender creates two additional reinforcing Formations (aka bonus Formations), each worth up to 10% of the original points value recommended for the defender for the chosen Scenario Size. The defender will bring on one of these Formations if the 10% bonus is chosen; or both if the 20% bonus is chosen (10%+10%). These forces should each have a Formation card, or, if no full national Formations are left to the defender, a Scratch Force Formation card may be used for any grouping of units of any mix of colors, friendly nationalities, and/or attachments. The defender should make these Formations up whether the defender intends to use them or not, to leave the attacker in the dark as to the defender's intentions.

17.4.3.4 Entering Defender Bonus units. At the start of Turn 3, the defender rolls to bring on one of the bonus Formations.

  • 1-3: Their preferred bonus Formation is shuffled into the deck, and enters via their home map edge when their card is drawn.
  • 4-6: Roll again next turn.

At the start of Turn 7, the defender rolls as above for each of the bonus Formations that has not already deployed. If the defender chose a zero bonus, the rolls are made as above to bluff their opponent.

At the end of the game, the attacker reveals the number of turns they wrote down, and the defender reveals their bonus. Compare on the Turn Length and Objectives Table on the Player Aid Card PAC12 Battle Generator Tables to determine the number of Objectives the attacker needed to control to win, else the defender wins.

17.4.4 Casualties only

Each side scores the point value of any enemy unit it eliminates and half the point value (rounded up) of any enemy unit it reduces (including HQs). Units in Formations with two Formation cards (including attachments) have their point values multiplied by 1.25 (round up) for this purpose.

Important: Designated Formations do not count as a second card for this purpose.

Also, each side scores the total of their Objective Points multiplied by two for each Objective controlled at the end of the game.

Example: A one point Objective would be worth 2 points; a four point Objective would be worth 8 points.

The side with the higher point total wins. Divide the points total scored by the losing side by the points total scored by the winning side, then multiply by 100, and round down to determine the degree of the victory on the Degree of Victory Table on the Player Aid to determine the winner.

17.5 OPTIONAL: EW advantage

Important: Use this guideline for your scenario only if all players agree.

Once you have chosen the Victory Conditions, but before you spend points to choose your forces, each side secretly writes down how much they bid, in points, for the Electronic Warfare advantage. Once both bids are written down, show them. The side with the higher points bid wins the Electronic Warfare advantage for the duration of the game. (See 5.0 If you draw the Electronic Warfare card.) The winning bid amount is subtracted from the winner's points total for purchasing units in the next step.

17.6 Purchase your units

Note: You are always limited in attachments by the counter mix of the specific Volume from which you are designing your scenario. If using more than one Volume, each limits the units from its own counter mix.

You may select units in Formations up to the points value of your side as shown in the Scenario Size Table (See PAC12 Battle Generator Tables).

Using National Unit Tables for the Volume from which you wish to select Formations and units, choose color-banded Formations using the Base Formations section for your desired nationality, found after the unit listings for that nationality.

To these color-banded units, add any attachments you wish to add from that nation's attachment listing, following the Base Formation listings on the same table.

Leverage Scratch Force Formation cards for this purpose, or, like the US Armored Cavalry of the time, swap out platoons within companies to make Teams as you see fit for your Victory Conditions.

Also in many cases, alternate Transport units are made available in the counter set of your Volume (generally trucks and APCs), to supplement or swap in mechanized infantry Formations to support armored Formations.

Then add an HQ of a given Morale/Training value; check the unit listings above the Base Formation listings to find your nationality's HQ listing and the Unit Points cost for the different Morale/Training values you may purchase.

I suggest you limit your Leaders to 1 Leader for every 3 HQs (rounded down) purchased for your side. So if you have less than 3 HQs purchased, I do not recommend a Leader be purchased.

Also choose a Formation card of the same Morale/Training value and color for each Formation you build (for free) to go in the Formation deck.

Note: Designated Formation cards must be purchased with points! Other than that, NATO/NATO-allied forces are assigned 2 Formation cards unless the Formation represented is to be depicted as fatigued, low on or out of ammunition or fuel, or otherwise less capable in their deployment, as you wish to simulate. Soviet/PACT/PACT-allied forces generally get 1 Formation card; exceptions are Air Assault, Special Forces, Paratroops, and Helicopters, which get 2 Formation cards unless, again, they are otherwise less capable in their deployment.

Design Note: I recommend at least one anti-tank, one indirect fire (mortar) and one Anti-Aircraft attachment and/or Support Weapon for each Formation. But the entire point is that you can experiment as you wish.

Notice that sometimes complete companies or battalions can be formed from only attachments.

Important: On the log, the Morale/Training of 6 has two Command Ranges available. More inexperienced troops use this value. The Soviets themselves tend to use 6 (4/3), to better reflect their tendency toward operational doctrine; while their allies tend to use 6 (5/4) exhibiting more independence. The choice is yours, there is no point difference.

To correctly add up your points for an individual Formation:

  • Add up your total points by Formation, subtracting points for any color-banded unit not taken, and adding points for any attachments and/or SWs added.

Important: If a Formation has two Formation cards, multiply the total points for that Formation by 1.25 to get the final points value for that Formation. Designated Formation cards do not count as a second card for this purpose.

  • Then add the points for any Off-Board Artillery Strikes you select.
  • Then add the points for any Fortification markers you select for that Formation.
  • Then add the points for any Designated Formation cards you select.
  • Then add the points for any CAS you select.

Finally, where there are airmobile or air assault troops, many Volumes include enough Helicopter Transport units to airlift an entire parachute company or airborne battalion. And for those who are interested: I chose to designate the Helicopter Transport units as attachments rather than their own Formation to put them under the command of the HQs that have the troops they transport.

If there is no Formation card provided in your Volume with the correct color-band/Morale/Training value combination, choose a card with the correct color band, but note the Formation on the Formations Morale/Training Log Sheet which is a separate sheet provided, and entitled "PL02 DYO Formations HQ Morale/Training Log Sheet." Feel free to make copies of the sheet for your personal use.

Simply circle the Morale/Training value corresponding to the Morale/Training value of the HQ you purchased. You can even adjust the Morale/Training Value of a Scratch Force this way.

17.7 Setup the scenario

Set up the components per 19.0 Setting Up A Scenario by collecting and shuffling all the Formation and CAS cards, including two End Operations cards, and any optional cards like the Battlefield Event/Friction card, and/or the Electronic Warfare card. For Battle Generator purposes you may add a third End Operations card if all players agree; this choice will lead to fewer Formations activating in a turn.

Determine any Module Rules you wish to use in the scenario. All players must agree on the use of any Module Rules.

Before commencing play, the defender may set up on map first, using up to all but one defending Formations, each unit of any Formation within 3 hexes of any Objective and/or within 12 hexes of the defending side's home map edge. Any of the defender's Formations not beginning the game on the map may enter beginning on Turn 3 from their home map edge as Reinforcements.

Note: When using Turn Length and Objectives Victory Conditions (See 17.4.3) the Bonus Reinforcing Formations created do not count toward starting Formation setup, and may also enter as reinforcements per 17.4.3.4.

After the defender is set up, if the scenario has two or more maps, the attacker may set up Formations equal to the number of maps, each Formation within 6 hexes of the attacking side's home map edge.

If the scenario has one map, the attacker may not start any units on map.

Each attacking Formation which does not start the game on map may enter on Turn 1 or later at the attacker's discretion.

Begin play on Turn 1, and enjoy!

17.8 Game Record Log Sheet

We have also provided a World At War 85 Game Record Log Sheet which is a separate sheet, entitled "PL02 DYO Formations HQ Morale/Training Log Sheet." Feel free to make copies of the sheet for your personal use.

18.0 Setting Up A Scenario

To play the game, choose a scenario from the scenario section of the Module rulebook provided with a Volume of World At War 85. A scenario entry provides the following information to help you set the stage for your battle.

18.1 PLAYABLE AREA

This will display the map(s) configuration you will use in this scenario. Set up the maps in a convenient place as indicated in the diagram.

Each scenario will indicate which side of the overall map is North.

Example: Map 2, top edge is North (2-W02 to 2-W13), means that you lay out Map 2 from those in your Volume, place the North marker provided in the counter set facing with its point toward the north edge such that the north edge is Map 2, hex W02 through Map 2 hex W13.

18.2 OBJECTIVES

Scenarios use Objectives primarily to provide each side with geographic goals on the playable area to control to win the game. The specific Objective(s) will be indicated in a table of Objectives provided for this specific scenario.

Important: An Objective — or any hex — is considered controlled by the last side to either occupy or have moved through the hex with a ground unit which has either an HE or AP Firepower.

Objectives may be assigned Victory Points, to vary their priority for one side, the other or both in a scenario. If that is the case, use the corresponding Objective cards provided with your set, and their accompanying Objective Points cards as instructed in the Scenario Rules and/or Victory Conditions.

Note: Not all scenarios require Objectives as Victory Conditions.

Example:

Objective A - Mengshausen, West Germany - Place OBJ A marker in 2-S5. Indicates all contiguous hexes of that Town, including T5.

Objective B - Kruspis, West Germany - Place OBJ B marker in 2-I6.

Objective C - Kaulhausen, West Germany - Place OBJ C marker in 2-O10.

Objective D - Asbach, West Germany - Place OBJ D marker in 2-S11.

Objective Victory Points: For each Objective, choose its corresponding lettered Soviet/Pact/PACT-allied Objective card.

Place these 4 cards at the side of the map. Shuffle the 10 Objective Points cards. The Soviet player deals one card under each Objective card. The Soviet player looks at the Objective Points cards but does not show the US player.

18.3 GAME LENGTH

The number of turns is noted here. When the last turn is played, evaluate victory in the Victory Determination Phase of that turn, unless a Module or Scenario indicates otherwise (say, Sudden Death Victory Conditions are present).

Also the number of End Operations cards to be added to the Formation Deck are noted here. This can be two (for most games) or three (for larger games).

Example: Eleven turns. Use two End Operations cards.

18.4 ORDER OF BATTLE

This is a detailed section showing exactly what units and Formations you and your opponent have, and when they arrive or are required to exit from the scenario.

Each Formation will list the Morale/Training value for that Formation for the scenario, as well as set up instructions if the Formation starts on the map, or entry instructions if the Formation begins the game off-map.

A picture of the specific units and Formation cards of a Formation is provided, along with a multiplier under any card/unit of which there are more than one in the Formation. So if a Formation lists a x2 under your M-1 Abrams unit, you have 2 M-1 Abrams in that Formation.

Also pictured will be Support cards and/or units such as Off-Board Artillery Strikes and Close Air Support cards and counters.

And there may be a section indicating Fortification markers that are available to your Formations, and any instructions for placing or assigning them.

Any of these groups — except Fortifications — may be indicated as Reinforcements, which simply means they do not begin the game on the map or enter on Turn 1, but enter the game after Turn 1 when their card is drawn.

Example — Scenario 01: Storming the Gap, Order of Battle:

United States Setup: Formation 1/11ACR "Charlie", Morale/Training: 7. HQ, M-1 Abrams (x2), Infantry, TOW ATGM, M-113, M-901 ITV, Jeep TOW, Improved Positions (x2). SET UP before the game begins, anywhere on the map.

Soviet Setup: Formation 1/15th GT, Morale/Training: 6. HQ, T-80 (unit listing continues in the scenario booklet).

18.5 SCENARIO RULES

Any specific Scenario Rules or parameters are found in this section.

Remember: The Core or Module rules can be overridden by a Scenario Rule, and this is the section where that would appear.

Example:

  1. Soviet Initiative: The Soviet 2/247th GMR has the Initiative.

  2. Soviet Initial Invasion Planning: At the start of Turn 2, shuffle the Soviet Designated Formation card into the Formation Deck. Remove the Soviet Designated Formation marker from the deck at the end of Turn 3.

18.6 VICTORY CONDITIONS

The specific Victory Conditions to be evaluated in the Victory Determination Phase of a turn. These can include having the highest point score of enemy units eliminated, or controlling Objectives.

Note: Point cost for eliminating a unit is listed in the Cost column of that unit's row on your Player Aid Card National Unit Table for the unit's nationality.

Example: To win, the Soviets must control 6 points of Objectives at the end of Turn 11. Any other result means the US wins.

The side which controls a hex or Objective (which may be a group of hexes) in a scenario is whichever side occupies or was the last to move through the hex or hexes of an Objective with a ground unit which has an AP or HE FP.

Specifically: Helicopters, CAS counters, Trucks and other unarmed Transport unit vehicles may not control hexes or Objectives for purposes of Victory Conditions.

19.0 Series Resources

If you are interested in expanding your WaW85 gaming experience these additional resources might do the trick. Many of our WaW85 Resources can be found on our WaW85 online store at store.lnlpublishing.com and are sold separately.

19.1 Video Bootcamp

We have created a series of videos designed to enhance the learning of the core concepts of WaW85. These are not a substitute for reading this rule book, but should be considered a video player aid for the manual.

19.2 Audio Book Edition

We have created an Audio Book Edition of our rulebook, available in our Resource section: forums.lnlpublishing.com/resources.

WaW85 on Vassal. Another excellent WaW85 community resource is Vassal, the free, open-source platform for playing online adaptations of board games.

Each WaW85 module has its own accompanying Vassal module. Vassal modules can be found, for free download, through the Resources section on our Web site: forums.lnlpublishing.com/resources, or at vassalengine.org.

Through Vassal, you can play both sides or you can network through our forums or other social-media outlets to find an opponent to play against. Set up any scenario from any WaW85 complete game or expansion module, or use the Battle Generator.

Vassal supplies the Maps and counters and even rolls the dice! Players still need to own the core rules, player-aid cards and the module specific rules and scenarios booklet.

19.3 Battle Gear

The WaW85 Battle Gear are items to enhance players' gaming experience. These additional items are not necessary to play WaW85 but are available through the strategic partnership with Litko (litko.net).

Glossary

  • 1d6 — Roll of one six-sided die
  • 2d6 — Roll of two six-sided dice
  • AA — Anti-Aircraft
  • AAG — Anti-Aircraft Gun
  • ADM — Artillery Delivered Mines
  • AFV — Armored Fighting Vehicle
  • AP — Armor Piercing
  • ARM — Armored
  • ARTY — Artillery
  • ATG — Anti-Tank Gun
  • ATGM — Anti-Tank Guided Missile
  • B — Bridge deployed
  • BN — Battalion
  • C — Command Range
  • CAS — Close Air Support
  • CDO — Commando
  • CEV — Combat Engineering Vehicle
  • D6 — Six-Sided Die
  • DPICM — Dual-Purpose Improved Conventional Munitions
  • DYO — Design Your Own
  • EGER — East German
  • EW — Electronic Warfare
  • F — Flying mode
  • FFE — Fire For Effect
  • FP — Firepower
  • GDS — Guards
  • GMRR — Guards Motorized or Mechanized Rifle Regiment
  • GTR — Guards Tank Regiment
  • H — Hovering mode
  • HE — High Explosive
  • HQ — Headquarters
  • INF — Infantry
  • IP — Improved Positions
  • LOS — Line of Sight
  • LT. COL. — Lieutenant Colonel
  • M/TC — Morale/Training Check
  • MLRS — Multi-Launch Rocket System
  • MP — Movement Point(s)
  • MRR — Motorized or Mechanized Rifle Regiment
  • MRTR — Mortars
  • NAT — Nation name
  • NATO — The North Atlantic Treaty Organization, an international alliance formed after WWII to defend Europe against potential communist aggression.
  • NATO-allied — Nations not in NATO, but supporting NATO in the war.
  • NOE — Nap of Earth mode. Helicopters in NOE mode are flying about 10 feet off the ground. This takes immense concentration and limits their offensive capability, but allows them to use terrain as cover.
  • OF — Opportunity Fire
  • OffBA — Off-board Artillery
  • OnBA — On-board Artillery
  • OOB — Order of Battle
  • OOC — Out of Command
  • OP — Operations Phase
  • PAC — Player Aid Card
  • PACT — Also called the "Warsaw Pact", this international alliance was formed by the Soviet Union after WWII and encompassed its European allies.
  • PACT-allied — Nations not in the Warsaw Pact but supporting the Soviet Union and the Warsaw Pact in the war.
  • PARA — Parachute troops
  • R — Reduced Command Range
  • RECON — Reconnaissance
  • REGT — Regiment
  • RR — Recoilless Rifle
  • S — Soft Target
  • SAM — Surface-to-Air Missile
  • SOV — Soviets (Union of Soviet Socialist Republics)
  • SPA — Self-Propelled Artillery
  • SPAAG — Self-Propelled Anti-Aircraft Gun
  • SPM — Self-Propelled Mortar
  • SPSAM — Self-Propelled Surface-to-Air Missile
  • SR — Special Rule
  • SW — Support Weapon
  • T — Towed unit
  • TEC — Terrain Effects Chart
  • TERT — Territorial Troops
  • TR — Tank Regiment
  • US — United States of America
  • USSR — Union of Soviet Socialist Republics (Soviets)
  • VP(s) — Victory Point(s)
  • WAW85 — World At War 85 series
  • WGER — West German
  • WIA — Wounded In Action. The reverse side status of a Leader marker.
  • xd6 — Roll of 'x' number of six-sided die