MOVES 60 UPDATE AND ORDER OF BATTLE FILLING THE GAP The Central Front Gets Refreshed and Unified By Charles T Kamps. Jr This is the second part of our enhancement of the Central Front system. We intend to retrofit the new rules into subsequent editions of Hof Gap and Fifth Corps. If you subscribe to both S&T and MOVES, with this issue you've got it all. As I said last MOVES, this series, because of its timely nature, will undergo additional published updates in the future. We intend to support and maintain the system as an active, growing entity. - Redmond In the year since Fifth Corps appeared in S&T, several dramatic changes have taken place in the European military arena. First and most important, the West German Army has finally reached a decision on its new wartime organization. Second, it has been revealed that the Soviets have continued to improve the quality and quantity of their artillery in Eastern Europe. Both of these changes have been reflected in BAOR. It is the purpose of this article to bring the first two games of the series, Hof Gap and Fifth Corps, in line with BAOR. Included is an up to date Master Unit Deployment List, similar to the one in Hof Gap, covering all units for the first two games. The list includes the new German reorganization and Soviet artillery. Minor changes are included for some other NATO units.based on information from players with recent experience in Europe. The list was done from the perspective of the Seventh Army scenario, as the variables for Warsaw Pact deployment almost necessitate the playing of both Hof Gap and Fifth Corps together to get a realistic picture of this front. Players will notice the increase in speed of Soviet deployment. This is due to recent analysis postulating a "single echelon assault" in which the Soviets would hope to maximize tactical surprise and opt for quick disruption of NATO defenses. It is also assumed that the Soviet Western Military Districts are at least partially mobilized, for a contingency such as Poland, and, characteristically, NATO has not taken extraordinary precautions. This is the reason for Category II divisions appearing more quickly than one would normally expect. The series is also based on the Soviets opting for a sneak attack from garrison locations, with units moving out of barracks about 12 hours prior to crossing the West German border. Is this pretty much a worst case? You bet it is, and so was Pearl Harbor. One important redeeming feature must be accounted for, however. Many NATO commands have again redistributed ammunition, making it more accessible. Therefore, the US paralysis should be limited to Game-Turn One only. The Master Unit Deployment List is in tended for players who wish to make or modify their own counters. At this point it is a strong possibility that the Hof Gap and Fifth Corps counter sheets will be reprinted to account for the changes, and be made available in a second edition, MOVES, or a series wrap-up package. Master Unit Deployment List for Hof Gap and Fifth Corps How to read the list. This list presents major changes in bold italics. Units not depicted in the list have been deleted from the counter mix. Reading from the left, the 1st Column gives unit designation; the 2nd Column type abbreviation: AA = Airborne Artillery, AC = Armored Cavalry, AH = Attack Helicopter, AI = Airborne Infantry, AM = Air borne Mechanized, En = Engineer, FA = Field Artillery, IN = Non-motorized Infantry, MI = Mechanized Infantry, RA = Rocket Artillery, SP = Self-propelled Artillery, Tk = Tank (Armor). The 3rd Column presents strength - for non-artillery/aviation types the first number is attack and the second is defense. For these types, mobile combat strength is the first number in all cases for NATO units, and the second number for Warsaw Pact units. Artillery and aviation units have their range given in parentheses. An "s" following strength indicates a soft unit. The 4th Column shows NATO unit location or entry as follows: Location is a fourd-igit hex number following either an "H" for Hof Gap map, or an "F" for Fifth Corps map. A "(1)" following the location indicates the unit may be placed within 1 hex (i.e., adjacent) to the locator hex. Entry is a three-part code: Game-Turn of entry/entry hex/Operation Points available in phase of entry.
Grand Campaign Scenario [31.0] MITTELLAND THRUST: COMBINING THE CENTRAL FRONT GAMES COMMENTARY: These scenario instructions allow for the combination of the first three games in the Central Front Series: Fifth Corps, Hof Gap, and BAOR. All three may be played together, or Fifth Corps may be combined with either BAOR or Hof Gap exclusively. As victory conditions are determined separately for each game map, players have complete flexibility in the choice of games they wish to combine. In playing the Central Front series, the new Standard Rules issued with BAOR should be considered authoritative. Additionally, the Exclusive Rules of BAOR carry the weight of Standard Rules for all the games. Optional Rules for the series were published in the last edition of MOVES. These Scenario Instructions cover all other game features žo, essentially, players may disregard the original Exclusive Rules issued with Fifth Corps and Hof Gap. GENERAL RULE: The three game maps are joined together as shown in the diagram. The Hof Gap map should be cut on the dotted line printed along the western half of the north map edge. Then the Hof Gap map is laid over the Fifth Corps map so that Fifth Corps hexes 0126 and 0151 are directly under Hof Gap hexes 3901 and 3926 respectively. The BAOR map should be cut along the dotted line printed on the western half of the south edge of the map. The BAOR map is then laid over the Fifth Corps map so that Fifth Corps hexes 3926 and 3951 are directly under BAOR hexes 0101 and 0126 respectively. The overlapping hexrow in each case is assumed to be part of the playing surface of southernmost mapsheet. Small pieces of masking tape may be used to hold the maps together (avoid using transparent tape as it tends to tear the mapsheets). The combined or single Central Front games begin on Game-Turn One (an A.M. Game-Turn) and end with the completion of Game-Turn Ten, or at the completion of any Game-Turn from Game-Turn Four on, by mutual consent of the players. The Warsaw Pact player is the First player during every Game-Turn. (The Initiative Segment of the Sequence of Play is skipped.)
[31.1] NATO INITIAL DEPLOYMENT AND REINFORCEMENTS [31.11] NATO units from the BAOR game are set up according to 20.1 of the BAOR rules. NATO units from Fifth Corps and Hof Gap are set up according to the updated Master Unit Deployment List accompanying this scenario. West German Territorial Static units may be deployed according to Optional Rule 25.3 (see MOVES nr.59). [31.12] To accomodate the joining of BAOR and Fifth Corps, the West German 21/2 Artillery and 22/2 Rocket Artillery units (which normally enter the BAOR map on Game-Turn One) are ignored as reinforcements and are initially deployed on hex 3134 of the Fifth Corps map. All other NATO reinforcements are entered normally as per BAOR rules or the Master Unit Deployment List, as applicable. [31.2] WARSAW PACT REINFORCEMENTS [31.21] Warsaw Pact reinforcements are entered according to BAOR cases 21.4 and 22.2. Order of appearance is detailed in BAOR case 20.2 and the Master Unit Deployment List. [31.22] Soviet airborne reinforcements consist of the 76th Guards Airborne Division and the 103rd Guards Airborne Division. Both divisions may be dropped in the same or different Game-Turns as the Warsaw Pact player desires. BAOR case 22.4 details the option of dropping the 76th GABD off map. This option is available to the 103rd as well. If the Warsaw Pact player decides to drop the 103rd GABD off map, then no NATO reinforcements enter either the Hof Gap or Fifth Corps game maps. This includes US units at Major Training Areas off map. [31.3] SUPPLY SOURCES [31.31] NATO units on the BAOR map trace lines of supply to sources outlined in 21.71 of the BAOR rules. NATO units on the Fifth Corps map may trace supply to an Autobahn or road hex leading off the west edge of the map, or the south edge (west of hex 0122), or the north edge (west of hex 3922). NATO units on the Hof Gap map may trace supply to an Autobahn or road hex leading off the west edge only. [31.32] All Warsaw Pact units, except artillery, are automatically supplied for the first four Game-Turns of any scenario, regardless of whether they can trace a valid line of supply or not. Warsaw Pact units on the BAOR map trace supply according to 21.72 of the BAOR rules. All Soviet units may trace supply to an Autobahn or road hex leading off the east edge of the Fifth Corps map, the east edge of the Hof Gap map, or the north edge of the Hof Gap map east of hex 3931. East German units may trace supply to an Autobahn or road hex leading off the east edge of the Fifth Corps map, or the north edge of the Hof Gap map (east of 3931), or the east edge of the Hof Gap map (north of 2850). Czech units may trace supply to any road hex leading off the east edge of the Hof Gap map. [31.4] AIR POWER AND CHEMICALS [31.41] Warsaw Pact initial air superiority is determined according to 21.2 of BAOR rules. Air superiority applies to all playing maps. When the Warsaw Pact player has air superiority, he receives 12 Air Points per map. This total of 36 Air Points may, at the discretion of the Warsaw Pact player, be used anywhere on any map(s), as long as the total of Air Points expended per Game-Turn does not exceed 36. When the NATO player has air superiority, he receives 18 Air Points per map. This iotal of 54 Air Points may, as above, be used anywhere. [31.42] The Warsaw Pact player may conduct a pre-emptive airstrike against six hex groups per map in play, according to 21.5 of BAOR rules. This total of 18 strikes may be apportioned among the game maps as the Warsaw Pact player wishes. [31.43] No die roll is ever made on the Airpower Table on the first Game-Turn to determine the presence of ground fog. The first Game-Turn is always considered clear. [31.44] The Warsaw Pact player receives 3 column shifts in his favor when using chemicals on Game Turns One through Four, two column shifts in his favor when using chemicals on Game Turns Five through Eight, and one column shift in his favor when using chemicals on Game-Turns Nine and Ten. The NATO player may never use chemicals. [31.5] MAP TO MAP AND OFF-MAP OPERATIONS [31.51] NATO and Warsaw Pact units may move from one playing area to another across the hexrow where the two maps overlap. NATO units only may also move from map to map across off-map territory (see 31.56). [31.52] Air Points and pre-emptive airstrikes may be used anywhere on the three playing areas. E-W points and nuclear warheads allocated to one map may never be used against targets on another map. [31.53] Artillery units of both sides located on one map may support friendly units located on another map, provided that such fire is not traced across off-map territory. [31.54] Attack helicopter units may be used to support friendly units located on another map, provided that the "flight path" can be traced entirely across on-map territory. [31.55] Airborne units may be dropped on any maps, at the discretion of the owning player. See also 31.22 for Soviet off-map parachute options. [31.56] During any friendly Player-Phase, any number of NATO units may be exited off the south edge of the Fifth Corps map (west of hex 0122) and immediately be re-entered into play during the next NATO friendly Player-Phase on the west edge of the Hof Gap map, or vice versa. Similarly, NATO units may be exited off the north edge of the Fifth Corps map (west of hex 3926) and be reentered into play during the next NATO friendly Playe-rPhase on the west edge of the BAOR map, or vice versa. In order to do so, a unit must be exited from a road or Autobahn hex leading off the appropriate map edge, and must have at least six Operation Points remaining in its allowance for the Phase after doing so. In the immediately following Player-Phase, the unit must enter the other map as a reinforcement, via road or Autobahn, and may expend only six Operation Points in that Phase. A NATO unit may not be exited from a hex, or entered into a hex, from which a Warsaw Pact unit that exerts a Zone of Control has been exited. [31.6] NATO PARALYSIS Non-West German NATO units are subject to special movement and combat restrictions during the first Game-Turn of any scenario. At the beginning of Game-Turn Two, and thereafter, the restrictions of these cases do not apply. Exception: The following units are not subject to these restrictions: 1. On the BAOR map: British units east of the Weser River, and units of the 4th Armoured Division, as well as Belgian units initially deployed. 2. On the Fifth Corps and Hof Gap maps: all units of the 2nd and 11th Armored Cavalry Regiments, the 2/15/3 mechanized infantry battalion, the 2/41/3 self-propelled artillery battalion, the 1/68/8 Armoured battalion, and any units at a Major Training Center (see 31.7). [31.61] Non-West German NATO units (except those listed above) may not expend Operation Points in any manner. Artillery and helicopter units may not support a combat or use counterbattery fire. [31.62] Subject units must, if attacked, defend with their Mobile Combat Strength. If attacked, they may retreat normally, and are released from these restrictions. [31.7] US MAJOR TRAINING AREAS (MTA's) Before the NATO player sets up his units at the beginning of the game, he uses the MTA Table (31.73) to determine which US brigade is currently at a Major Training Area. He rolls one die to determine which column to refer to (as noted across the top of the table) and then rolls the die again to locate the result in the appropriate column, i.e., which US brigade starts at an MTA. [31.71] After determining which brigade is affected, the NATO player consults the Master Unit Deployment list and places all units for that brigade as follows: 1. All units except mechanized infantry battalions are placed within two hexes of hex 1238 on the Hof Gap map. 2. All mechanized infantry units enter play as reinforcements during the initial NATO Player-Phase of Game-Turn One on the south edge of the Hof Gap map, west of hex 0142. Each such unit may expend only 6 Operation Points during its phase of entry. [31.72] All units in a brigade at MTA's are exempt from the restrictions of 31.6. [31.8] SPECIAL AIRBORNE/AIRMOBILE RULES [31.81] British, West German and East German airborne infantry units are all eligible for airborne drop in accordance with 15.0 of the Standard Rules. They are, however, non-motorized, and when being moved they treat all road and Autobahn hexsides as access hexsides instead. Furthermore, they are treated as company-sized units for the purposes of exerting a Zone of Control. [31.82] Units from the BAOR game which are eligible for airmobile operations are detailed in 21.8 of the BAOR rules. The following units from Hof Gap/Fifth Corps are eligible for airmobile operations after conversion to airmobile status: all East German, Czech, and Soviet motorized rifle regimemts, all Soviet airborne mechanized battalions; all US 2-8 mechanized infantry battalions, The following units are eligible for airmode operations at all times: East and West German airborne infantry units, Soviet airborne artillery. [31.9] VICTORY CONDITIONS Victory conditions are met in the same manner as described in 22.7 of the BAOR rules. Victory conditions are, however, determined separately for each mapsheet (i.e., "front"). [31.91] Warsaw Pact victory conditions are determined for each mapsheet according to 22.71 of the BAOR rules - that is the same chart is applicable to all three games. For victory purposes, however, Warsaw Pact units must trace a line of supply to the east edge of the mapsheet which they occupy, regardless of the fact that they may be able to be supplied for game purposes by tracing a route onto another map. By mutual consent, the players may use Optional Rule 28.0 (Doctrinal Victory Condifions) for Warsaw Pact victory determination. [31.92] In the event that no Warsaw Pact victory is attained, the NATO player determines his level of victory as follows: 1. On the BAOR map, as per 22.72 of the BAOR rules. 2. For the Fifth Corps map and the Hof Gap map, victory criteria are outlined on the tables in 31.93. [31.93] NATO VICTORY CRITERIA FOR FIFTH CORPS NATO City Hexes Level of Victory 95 or more Strategic Victory 77-94 Substantive Victory 66-76 Marginal Victory [31.94] NATO VICTORY CRITERIA FOR HOF GAP NATO City Hexes Level of Victory 22 or more Strategic Victory 15-21 Substantive Victory 8-14 Marginal Victory
NB submitted by John Kula (firstname.lastname@example.org) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (email@example.com)