NEW VEHICLES AND RULES FOR FIREFIGHT

                             by

                       Alan R. Arvold

 

The following rules were formulated in the late 1970's and early

1980's and reflect the weapons, vehicles, and unit organiztions

of the period. They were never submitted to SPI. Here they are

for your viewing pleasure.

 

The following rules tie in with those in the article "More

Firefights" in Moves #30. They include some corrections to the

original article.

[30.0] Additional Vehicles

[30.22] (Addition) Vulnerability M551

Standard APC.

[30.71] (Addition) Maneuverability Chieftain

The Chieftain is allowed a maximum of three movement points when

using battlespeed.

[30.110] (Addition) PT-76

The PT-76 is a light amphibious tank that is used as a recon tank

by the Soviets. It has thin armor, average speed, and a 76mm gun

with a coaxle 7.62mm machine gun mounted in a turret.

[30.111] Maneuverability

Maneuverability is standard, three movement points. The PT-76 is

only allowed a maximum of four movement points when using

battlespeed.

[30.112] Vulnerability

Standard APC.

[30.113] Gunnery

Uses the same Attack Effectiveness Charts as those of the BMP in

the Game. Does not carry an ATGM though.

[30.120] (Addition) BRDM-2 (BTR-40PB)

The BRDM-2 is an armored car that is used as a recon vehicle by

the Soviets. It is fast, is lightly armored, and carries a 14.5mm

cannon with a coaxle 7.62mm machine gun in a turret.

[30.121] Maneuverability

Movement allowance is six movement points. (Note: BRDMs are now

considered to have six movement points.)

[30.122] Vulnerability

Standard APC.

[30.123] Gunnery

Uses the Attack Effectiveness Chart for the MG+ team.

[30.130] (Addition) ASU-85

The ASU-85 is a light weight turretless assault gun used by the

Soviet airborne forces. It has thin armor, average speed, and an

85mm gun mounted in the hull with a coaxle 7.62mm machine gun.

[30.131] Maneuverability

Maneuverability is standard, three movement points. The ASU-85 is

only allowed a maximum of four movement points when using

battlespeed.

[30.132] Vulnerability

Standard APC.

[30.133] Fixed Firing Restrictions

Has the same firing restrictions as the Jagdkanone, see [30.63].

Also uses the same Attack Effectiveness Charts as the Jagdkanone.

[30.140] (Addition) BMD

The BMD is a smaller version of the BMP and is used by the Soviet

airborne forces. It has the same weapons and capabilities as the

BMP with a few differences.

[30.141] Maneuverability

Maneuverability is standard, three movement points.

[30.142] Vulnerability

Standard APC.

[30.143] Restrictions on use of BMD

A BMD carries a six man squad instead of the usual eight man

squad carried by the BMP. Mounted personnel units on the BMD may

only employ mounted fire from open hatches (like the M113). The

BMD uses the same anti-vehicular attack effectiveness charts as

the BMP. The BMD also uses the same anti-personnel attack

effectiveness charts as the BMP, however one is added to the

attack rating at all ranges (this reflects the two additional

7.62mm machine guns mounted in the hull of the BMD).

[30.150] (Addition) ZSU-23-4

The ZSU-23-4 is a self propelled anti-aircraft vehicle which has

four 23mm cannons mounted in a turret. It has a secondary role of

supplying direct fire against personnel and light-armored

vehicular targets.

[30.151] Maneuverability

Maneuverability is standard, three movement points.

[30.152] Vulnerability

Standard APC.

[30.153] Gunnery Restrictions

The ZSU-23-4 uses the MICV line in the anti-personnel chart and

uses the MICV line in the anti-vehicular chart for APCs out to a

range of 20 hexes. For shooting at APCs at ranges of more than 20

hexes and for shooting at tanks at all ranges, use the anti

personnel strength from the anti-personnel line for the MICV and

treat the fire effects against said targets as detailed in

Section 24.0.

[30.160] (Addition) BTR-60PB

The BTR-60PB is an APC that is still used by the Soviets and the

rest of the Warsaw Pact. (The BMP is only in one of the motorized

rifle regiments of the motorized rifle divisions and is in all

motorized rifle units organic to the tank divisions.) It is a

wheeled vehicle with eight wheels, thin armor, and carries the

same armament as the BRDM-2 in a turret. It is fast and carries

14 men plus a crew of two.

[30.161] Maneuverability

Movement allowance is six movement points.

[30.162] Vulnerability

Standard APC.

[30.163] Restrictions on the use of the BTR-60PB

The BTR-60PB carries a standard eight man squad. The squad may

use mounted fire and mounted fire on the move in the same manner

as the BMP. The BTR-60PB uses the MG+ line for both

anti-personnel and anti-vehicular fire. It follows the same rules

for movement as the BMP.

[30.170] (Addition) Vulcan

The Vulcan is a self propelled air defence vehicle which consists

of a 20mm cannon mounted on an open turret on top of a M113 hull.

It has a secondary role of firing at personnel and light armored

vehicular targets.

[30.171] Maneuverability

Maneuverability is standard, three movement points.

[30.172] Vulnerability

Standard APC

[30.173] Gunnery Restrictions

The Vulcan has the same gunnery restrictions as those of the ZSU

-23-4 (30.153) and the same Attack Effectiveness Charts.

[30.180] (Addition) Fire on the Move

All vehicles listed in this section (except trucks) may use the

short halt technique as described in Section 17.0. The M114, BRDM

-2, ZSU-23-4, MBT-70, Leopard II, Marder, Chieftain, BTR-60PB,

and Vulcan may also use the fire on the move option as described

in Section 17.0. The BMD may employ fire on the move in the same

manner as BMPs as described in Section 27.5. The Marder may

employ mounted fire on the move.

[30.190] (Addition) Battlespeed

All track vehicles listed in this section may increase their

movement allowance to five movement points using battlespeed

technique described in Section 7.6 except certain vehicles listed

in this section have battlespeeds less than five. Trucks may

increase their speed to three movement points using battlespeed

and may still use the special road movement rate.

[30.200] (Addition) Vehicular Machine Guns

The following vehicles have a machine gun mounted on top of the

turret or hull and may use this machine gun in accordance with

Section 6.61. These vehicles are the M551, MBT-70, Leopard II,

Marder, Jagdkanone, and Chieftain.

 

 

The following rules tie in with those in the article "Firefight-

City" in Moves #53.

                        Firefight IV

[35.0] Night/Limited Visibility Combat (Revision)

Commentary:

Up until now the rules have applied to combat conditions during

the daylight hours. Now we include rules to reflect the combat

conditions during nighttime hours.

General Rule:

All of the rules of observation found in the previous sections

are used with the following exceptions. There are two kinds of

light conditions at night; moonlight and starlight/cloudly. In

moonlight conditions the maximum range of observation for units

are two hexes in clear terrain and one hex in woods, town, and

defilade. In starlight/cloudly conditions the maximum observation

range is one hex for all types of terrain. All units beyond the

above mentioned ranges in all types of terrain may be observed in

a special way. All units that are within the daylight observation

range as described in Section 11.0 still have to be identified as

either personnel or vehicle targets, but may not be turned face

up until they either come within the normal nighttime observation

ranges listed above, they fire, or they are illuminated. The

above rules apply to all units and reflect the problems of

observation when no forms of artificial light devices or night

vision devices are used.

Cases:

[35.1] Effects of Nighttime Visibility of the Game

The above rules only have to do with direct fire. Movement is not

affected except that battlespeed may not be used at night. Nor

are the indirect fire rules. When indirect fire is used at night,

targets that are outside the nighttime observation range but

within the daytime observation range (Section 11.0) may be

targeted for indirect fire. The normal procedure is used except

when determining the final target hex. The indirect fire

automatically scatters from the final target hex in the same

manner as indirect fire in Section 19.0 (Suppressive Fire).

Overruns are not effected at night and may be resolved in the

same manner as during the day. Wire guided missile units (Dragon,

TOW, Sagger, etc.) may not be fired at night unless the target is

illuminated or the firing unit has a night vision device. All

fireteams, MG teams, amd machine guns mounted on top to vehicles

fire at suppressed strength at night. All other sections of the

rules are not effected by night rules unless described

differently in the sus-sections listed below.

[35.2] Flares

Flares are pyrotechnic devices which are used to light up an area

of ground during times of darkness. Flares come in two different

types; ground flares and parachute flares. Any unit may use

flares. Flares light up an area which includes the hex of impact

or deployment and a certain radius of hexes around the center

hex. Any unit that is within the lighted area may be spotted as

if in daylight. All normal rules of observation apply though. Any

unit that fires at a target within the lighted area of a flare

subtracts one from its attack rating at all ranges. This is in

addition to any other deductions from the attack rating. This

only applies to direct fire, indirect fire attacks normally.

Units in the lighted area may be spotted for indirect fire as if

it is daylight (fire does not scatter automatically). Flares take

effect the instant they are set off and last until the beginning

of the same phase they were set off in the next Game turn. The

setting off of a flare does not prohibit the owning unit from

firing or moving in the same phase. Units may set off flares at

any time during the firing and movement phases. Units that are

outside the lighted radius created by flares must still be

spotted in accordance with the nighttime rules. Counters are

included for both ground and parachute flares to mark their

respective impact or deployment hexes.

[35.21] Ground Flares

Ground flares are flares that are set up on the ground or are

thrown like a grenade by the using unit. Ground flares that are

set up on the ground are set up before the start of the scenario.

They may be set up in any hex. These flares may be included in

minefields and blocks also. These flares are considered to be

hidden when set up and are recorded just like minefields. When

the flares are set off, a flare marker is placed in the

deployment hex. Ground flares are set off in two ways. First a

units must move into the hex where the flare is. Units from both

sides may set off flares in this manner. Any type of unit may set

off the flare. The second way is for a friendly unit that is

within two hexes of the hex where the flare is located to command

detonate it. When using this method the flare may be set off at

any time during the movement or firing phases. Flares may only be

set up to go off with either of the above methods, not both. In

either case when the flare goes off, it lights up the hex that it

is in and all hexes within three hexes of the center hex. Flares

that are placed in town or forest hexes only light up the hex

that they are in. Once a flare is placed in a hex it may not be

moved at all during the scenario. Units that have ground flares

may throw them like grenades, using the rules in Section 14.3. In

this case a flare marker is placed on the impact hex instead of a

smoke marker.

[35.22] Parachute Flares

Parachute flares are flares that are shot up into the sky and

light up a usually bigger area then the same size ground flare.

Any type of unit may employ parachute flares. Parachute flares

have a fixed range at which they may be fired. This means that

they may be shot into any hex that is the exact range away from

the hex where the firing unit is. They may not be shot into any

hex closer to or further away from that range. Flares may be shot

from and into any terrain hex. Parachute flare illuminate the

impact hex and all hexes within the illumination radius

regardless of what type of terrain is within the radius. American

units have two types of parachute flares. One is the white star

round for the M203 greande launcher. It has a range of 6 hexes

and it illuminates the impact hex and all hexes within a 2 hex

radius. The second type is a signal flare and is used by all

units. It has a range of 6 hexes and it illuminates the impact

hex and all hexes within a 4 hex radius. Russian units have on

type of parachute flare. It is an illuminating rocket cartridge

and it has a range of 10 hexes and it illuminates the impact hex

and all hexes within a 4 hex radius. When the flares are fired, a

flare marker is put into the impact

hex.

[35.23] Limitations of Flares

Units may only shoot, throw, or set off one flare per turn.

Flares may only be used once in a scenario, once set off they may

not be used again. Weather conditions may effect a unit's line of

sight into an illuminated area as listed in the weather section.

[35.3] Artillery Illumination Rounds (Starshells)

Artillery and mortar units may fire illumination rounds to light

up large areas of the mapboard. Illumination rounds are in

reality big parachute flares that illuminate a larger area for a

longer time. These rounds follow the same rules as flares with a

few exceptions. Illumination rounds may only be dropped during

the indirect fire phase. Indirect fire units which fire

illumination rounds may not fire regular HE rounds during the

same indirect fire phase. Indirect fire units use the same

procedures and rules to fire illumination rounds as they do

regular rounds, including the automatic scattering of the initial

rounds at night. If indirect fire units perform fire into area

already illuminated then the automatic scatter is voided. An

illumination which is fired during a turn will burn out at the

beginning of the indirect fire phase of some future turn. Some

indirect fire units have illumination rounds which burn for more

than one turn. This means that an illumination round may light an

area for multiple turns (Example: An illumination round that

burns for three turns lands on an impact hex during the indirect

fire phase of turn 3. These round burns out at the beginning of

the indirect fire phase of turn 6.) Artillery units are not

required to stay assigned to firing starshells, especially those

that burn for multiple turns. Markers are supplied to represent

the impact hex of illumination rounds. Illumination rounds are

exempt from the rule that indirect fire requires that the impact

hex be spotted.

[35.31] American Illumination Rounds

The Americans have the following illumination rounds. First is

the 81mm Mortar round. It burns for 1 turn and has an

illumination area of the impact hex and all hexes within a 12 hex

radius. The second round is the 4.2 in. Mortar round. It burns

for 2 turns and has an illumination area of the impact hex and

all hexes within a 15 hex radius. The third round is the 105mm

Artillery round. It burns for 2 turns and has an illumination

area of the impact hex and all hexes within a 10 hex radius. The

fourth round is the 155mm Artillery round. It burns for 4 turns

and has an illumination area of the impact hex and all hexes with

a 20 hex radius.

[35.32] Soviet Illumination Rounds

The Soviets have the following illuminations rounds. First is the

82mm Mortar round. It burns for 1 turn and has an illumination

area of the impact hex and all hexes within a 5 hex radius. The

second round is the 120mm Mortar round. It burns for 1 turn and

has an illumination area of the impact hex and all hexes within a

12 hex radius. The third round is the 122mm Artillery round. It

burns for 1 turn and has an illumination area of the impact hex

and all hexes within a 10 hex radius. The fourth round is the

152mm Artillery round. It burns of 2 turns and has an

illumination area of the impact hex and all hexes within a 15 hex

radius.

[35.33] Limitations of Illumination Rounds

Illumination rounds effect combat in the game the same way as

flares do. All direct fire attacks in areas illuminated by

starshells have one subtracted from the attack ratings of each

attack.

[35.4] Night Vision Devices

Night Vision Devices are devices used to see out further into the

dark then what can be seen with the naked eye. There are three

basic types of night sights; search lights, starlight scopes, and

infrared lights. These will each be explored in separate sub

sections. Units and vehicles equiped with these devices have the

ability to spot units in the dark out to the range covered by the

device and to fire at targets out to those ranges. Units using

some of these devices also have the chance of being spotted and

found themselves. Flares and illumination rounds can also blank

out some of these deviced, making them temporarily unusable.

[35.41] Searchlights

Searchlight are unusually big lights (usually Xenon) that project

a visible beam of light to illuminate a target. These

searchlights are mounted on big vehicles such as tanks. A vehicle

equipped with such a light may illuminate any unit it can see and

fire at the target at no loss of points to its attack ratings.

Other friendly units may also fire at targets so illuminated with

no loss to their attack ratings. However the vehicle that is

using the light is automatically spotted by any enemy units that

have normal Line of Sight/Line of Fire to it. Enemy units may

fire at a friendly vehicle using its searchlight with only a

minus one on all of their attack ratings. A vehicle may only

illuminate one target unit per turn with its searchlight. If

there are several units in the target hex, the player

illuminating them must designate which one he is illuminating.

Normal daylight sighting procedures still apply when spotting

units illuminated by searhlights. The US player only has one type

of searchlight which is mounted on vehicles of the 300 series of

vehicles and the Sheridan. It has a range of 30 hexes. The

Soviets have two types of of searchlights. One of them is mounted

on all vehicles of the 300 series of vehicles and one the ASU-85.

It has a range of 30 hexes. The second type is mounted on all

vehicles of the 400 and 500 series of vehicles except the ASU 85.

It has a range of 20 hexes. If a vehicle is suppressed by small

arms fire, it is assumed to have lost its searchlight capability.

[35.42] Infrared Equipment

Infrared equipment is used on all vehicles and on certain weapons

that are hand carried or ground mounted. Infrared equipment

illuminating procedures are the same as those for the

searchlights with the following exceptions. When a target is

illuminated by infrared radiation it can only be seen by units

that are equipped with either infrared or starlight vision

devices. When firing at a target when using infrared lighting an

attacking unit must subtract one from its attack ratings at all

ranges. Infrared lighting may not be used when either the target

unit or the firing unit is in an area of illumination by flare,

starshell, or searchlight. The US has one type of infrared light

equipment. It is mounted on all vehicles of the 300 series of

vehicles and on the Sheridan. It has a range of 20 hexes. The

Soviets have three types of infrared equipment. The first type is

mounted on all vehicles of the 300 series of counters and on the

ASU-85. It has a range of 16 hexes. The second type is mounted on

all vehicles of the 400 and 500 series of counters except for the

ASU-85. It has a range of 10 hexes. The third type is a small one

that can be mounted on rifles, machine guns, SPG-9s and the SVD

sniper's rifle (where it is an organic part of the SVD). It has a

range of 8 hexes. Units equipped with infrared equipment can not

be spotted when using them except by other units with either

infrared or starlight equipment. When a vehicle with infrared

equipment is suppressed the infrared equipment is considered to

be destroyed.

[35.43] Starlight Equipment

Starlight equipment is used on small arms and light anti-tank

weapons. Starlight equipment sighting procedures are the same as

those for the searchlight with the following exceptions. A

starlight device does not illuminate a target unit. Instead it

picks up the ambient light reflected off any objects in the dark.

Therefore its range varies as the light conditions vary.

Starlight equipment can not be spotted by any form of night

vision equipment. The US has three types of starlight scopes. The

first type is used on rifles, machine guns, and the LAW. It has a

range of 8 hexes in starlight/cloudy conditions and 12 hexes in

moonlight conditions. The second type is used on vehicle mounted

machine guns and cannons (though not on tanks). It has a range of

20 hexes in starlight/cloudy conditions and 24 hexes in moonlight

conditions. The third type of starlight equipment is mounted on a

tripod all by itself. It has a range of 24 hexes in

starlight/cloudy conditions and 40 hexes in moonlight conditions.

Note that this weapon may not be used with any weapon to improve

its attack rating. The Soviets have one type of starlight scope

which is mounted on the RPG-7. It has a range of 6 hexes in

starlight/cloudy conditions and 8 hexes in moonlight conditions.

Vehicles which have a starlight scope mounted on one of its

weapons  is considered to have lost its starlight scope when it

suffers a suppression result.

[35.5] Advanced Vehicles

Advanced vehicles such as the XM1, the MICV, the M113Z, and the

XBMT are considered to be equipped with the next generation of

night vision equipment. These devices use thermal imaging to

detect objects by picking up the ambient heat of the target

units. These devices have a range of 50 hexes. These devices can

not be spotted by other night vision device when in use. The

attack ratings of the weapons on these vehicles still have one

subtracted from their attack ratings at all ranges when using

these devices. These vehicles do not carry any other form of

night vision device. These vehicles do not lose their night

vision capability when they suffer a suppression result. (The

devices are protected by armor.)

 

[36.0] Soviet SP Guns

[36.5] (Addition)

The SP74 carries both a searchlight and an infrared night vision

device. These both have a range of 20 hexes. The on the board

SP74s may not fire illuminating rounds. The SP74 may increase its

speed to five movement points using battlespeed. The SP74 may not

use the short halt technique nor may it fire on the move when

firing its main gun. The SP74 may produce a smokescreen on the

move, does carry smoke round for its main gun, and does have

smoke grenades.  The SP74 does have a 7.62mm machine gun mounted

on top of its turret.

 

[37.0] Weather and Enviromental Conditions

Commentary:

In all scenarios it is assumed that perfect weather exists all

the time. However for Germany this is not true. More than half

the time, in some or most parts of Germany there is adverse

weather or enviromental conditions which effect military

operations. The following rules simulate the different aspects of

adverse weather and enviromental conditions that are normally

encountered.

General Rule:

Weather generally effects the visibility on the the battlefield

in the forms of rain, fog, and falling snow. Enviromental

conditions (which include the effects of weather and the season

of the year) effect the mobility of units on the battlefield in

the forms of mud, deep ground snow, and hard frost. Each of these

will be explained in its own sub-section below.

Cases:

[37.1] Visibility

As stated before rain, fog, and falling snow effect visibility.

In general they reduce the distance which any unit may trace Line

of Sight/Line of Fire. This distance reflects the range which

units can see the enemy units and fire at them. The maximum

observable range in determined before the beginning of the

scenario and does not change for the whole game. (The real life

time which an average scenario depicts is about 12 to 15 minutes

and weather does not change that fast in Germany.) Units that are

within the new maximum observable range can be spotted and fire

upon in accordance with the rules. Units outside of this range

can not be spotted and fired upon. There is no decrease in the

attack ratings of any unit that fires at targets within the

observable range.

[37.11] Fog

At the beginning of the scenario roll one die and multiply the

resulting number by five. The final number is the maximum number

of hexes both players may observe out to during the course of the

scenario. This simulates the varied thickness of fog that occurs

at different times of the day. Fog usually occurs in the mornings

and burns off by midday. Fog can occur anytime of year.

[37.12] Rain and Falling Snow

At the beginning of the scenario roll one die and multiply the

resulting number by ten. The final number is the maximum number

of hexes both players may observe out to during the course of a

scenario. This simulates the varied intensity of both rain and

snowfall. Both may occur at anytime day or night. Rain may occur

any time of year while snow may occur only during the winter.

[37.13] Elevation and Observation

A unit's relative height has no bearing on the maximum range of

observation (i.e. he can't see over the fog). The maximum range

of observation in the same no matter what height the unit is at

in all forms of adverse weather. Observation of all types of fire

may not exceed the weather altered observation range.

[37.2] Mobility

As stated before mud, deep snow, and hard frost effect the

mobility of units. In general they increase the movement point

costs to enter certain terrain hexes. This applies to all

vehicles and in certain cases, personnel units as well.

[37.21] Mud

If the enviromental condition is determined to be that of mud the

following changes occur. The movement point cost into a clear

terrain hex is two movement points. Trails are considered to be

ineffective, they no longer negate the surrounding terrain of the

hex they are in. All other rules for movement still apply. Mud

generally occurs in the spring and the autumn of the year.

[37.22] Deep Snow

If the enviromental condition is determined to be that of deep

snow the following changes occur. The movement point costs into

clear and forest terrain hexes is three movement points. The

movement point cost for traveling along a road is one movement

point per hex. The road still negates the surrounding terrain in

the hex. Trails are considered to be ineffective, they no longer

negate the surrounding terrain of the hex they are in. It still

costs personnel units one movement point to move into any hex but

they may not use battlespeed movement. All other rules for

movement still apply. Deep snow usually occurs during winter.

[37.23] Hard Frost

If the enviromental condition is considered to be that of a hard

frost the following changes occur. All stream hexsides are

considered to be frozen over enoungh to allow light vehicles to

pass over them without the usual additional movement point cost

that is usually applied. Therefore the following vehciles may

take advantage of this rule. The M113, M114, M150, M113Z, Vulcan,

BMP, BMD, BRDM, BRDM-2, BTR-60PB, PT-76, ASU-85, Jagdkanone,

Scorpion, and the Truck. All other vehicles are considered to be

too heavy for the ice to support and must pay the one movement

point cost to cross the stream hexside. Hard frost generally

occurs during the winter.

[37.3] Integration

Different forms of weather and enviromental conditions may be

combined. For example a scenario occuring during the autumn may

have either rain or mud or may have both of them together.

However you may only have one type of weather effecting

visibility during a scenario. You may have more then one

enviromental condition affecting the scenario (this would be deep

snow and hard frost during the winter time).

 

[38.0] Riding on Vehicles other than APCs

General Rule:

All personnel units may ride on vehicles of the 300 and 400

series of of vehicle counters. (Although the Russians still train

their troops in this technique, it is seldom used due to the

general availability of other types of troop transports. NATO

troops are not trained in this technique at all. However in war

the time may come when troops will have to readopt this technique

in response to a desparate situation.)

Procedure:

When riding on vehicles of the 300 and 400 series of counters

personnel units are considered to be riding on the outside of the

vehicle. While this technique may be used by all vehicles of the

300 series, only the following vehicles of the 400 series may use

it; ASU-85, Jagdkanone, and STRV. A vehicle may carry an

equivilent of a squad (10 men) of personnel. A vehicle may

operate normally when transporting personnel, except that the

vehicle may not use battle speed. When a vehicle is killed or

suppressed, the personnel on the vehicle share the same fate as

the vehicle. When personnel on the vehicle are killed or

suppressed, the vehicle is only suppressed. When personnel on the

vehicle are fired upon they are considered exposed as if they are

dismounted.

[38.1] Mounting and Dismounting

When mounting a personnel unit on a vehicle use the same

procedure as that for mounting an APC. When dismounting a

personnel unit from a vehicle the personnel unit "jumps" off the

vehicle into the hex. The vehicle only loses one movement point

in the process and may continue moving if it has any remaining

after the personnel unit dismounts. The personnel unit may not

move from the hex in the same turn it "jumps" into it.

[38.2] Mounted Fire and Overrun

Personnel units riding on a vehicle may use mounted fire as

described in Sections 16.0 and 17.0. When performing mounted

fire, all mounted personnel may participate, not just one

fireteam. When the vehicle is performing an overrun attack or is

being overrun, the mounted personnel do participate in the

overrun combat. At the player's option they may even dismount

from the vehicle before the resolution of the overrun combat. The

vehicle suffers no movement point loss in this case.

 

[39.0] Defilade

Commentary:

In the basic game defilade positions are usually found on hills

and ridges. This is understandable because units on hilltops and

ridges are using the slope of the ground by sitting on the

reverse side of the hill or ridge exposing only turrets or

missile launchers. However defilade can be found almost anywhere

on the map, one just has to look for it. Hence the following

rules are for vehicle units only.

General Rule:

Vehicle units may attempt to enter into defilade positions on any

hex of the map. To do so a vehicle unit must spend an entire turn

in a hex and roll one die at the end of the turn to determine if

it entered into defilade. A roll of 1 or 2 in clear terrain and a

roll of 1, 2, or 3 in forest and town hexes means that a defilade

marker may be put on top of the vehicle counter. This defilade

counter must be faced towards a specific hexside but the owning

player has the option of which direction. As noted in the

diagram, the front three hexsides of the defilade counter provide

defilade protection, the three rear hexsides do not. Vehicles may

enter into defilade in any type of hex. They may not enter into

defilade in the same hex as enemy units. Multiple vehicles are

treated separately when seeking defilade in the same hex. They

may position their respective defilade counters in the same or in

different directions at the owning players choice.

[39.1]

Defilade markers follow the same rules of defilade as the regular

defilade positions printed on the map. A unit may freely move out

of a defilade marker at no extra movement cost. As soon as the

unit leaves the hex the defilade marker is removed. This also

applies when a vehicle unit is killed while under a defilade

position. There is never any additional movement cost for a unit

(friendly or enemy) to enter a hex containing a vehicle under a

defilade counter. Vehicles may start a scenario with a defilade

counter already on them.

[39.2]

A player may attempt to change the facing of the defilade marker

under which he has a vehicle. To do so he must repeat the same

process as that to enter into defilade. Success means that the

marker's facing is changed, failure means that the vehicle loses

the defilade marker all together.

 

[40.0] Ammunition Supply

Commentary:

Up until now in all scenarios all weapon systems are assumed to

have an unlimited supply of ammunition. Given the actual

simulated time in the scenarios this is a reasonable assumption.

But there are some situations where one or both sides will have a

shortage of ammunition for all or some of their organic and

attached weapons. (This will most likely occur towards the end of

a long scenario.) Thus we present the basic loads of ammunition

that each unit carries for each of their weapons systems. Note

that this rule requires extensive bookkeeping by the players and

should only be used for small scenarios.

General Rule:

Each unit regardless whether it is vehicle or personnel is given

a basic load of ammunition for each weapon system it is carrying.

The number of rounds carried corresponds to the number of times

that weapons system may be fired in the course of the scenario. A

round may represent one actual round, missile, or rocket for guns

and missile systems or it may represent a sustained burst or fire

for small arms or automatic cannons. When a unit runs out of

rounds for a weapons system it may not fire it again for the

duration of the scenario. Every time a unit fires it uses a round

of ammunition. In certain situations a weapons system may be

fired more than once in a game turn, therefore more than one

round may be expended in a single game turn by the unit.

Cases:

[40.1] Soviet Units

The T-62, PT-76, ASU-85, and the BMP each carry 40 rounds of

ammunition for their guns. The XMBT carries 43 rounds for its

main gun. The BMD carries 30 rounds for its main gun. The

ZSU-23-4 and the SAU-122 each carry 20 rounds for their main gun.

The BTR-60PB, the BRDM-2, and all vehicles with a machine gun

mounted on top of the turret or hull each have 15 rounds. The BMP

carries 5 Sagger missiles, the BMD carries 4 Sagger missiles, and

the BRDM carries 14 Sagger missiles. The Dismounted Sagger unit

carries 4 Sagger missiles. The SPG-9 units carries 6 rounds.

Personnel units armed with an RPG-7 carry 8 rockets for it.

[40.2] American Units

The M60A1, M60A3, MBT-70, and the XM1 each carry 63 rounds of

ammunition for their main guns. The M60A2 carries 30 rounds for

its main gun. The M551 and Vulcan each carry 20 rounds for their

main gun. The MICV, M114, M113, M150, M113Z, and all vehicles

which have a machine gun mounted on top of the turret or hull

each carry 15 rounds for the main guns/machine guns. The M60A2

carries 12 Shillaleagh missiles. The M551 carries 8 Shillaleagh

missiles. The M150 and the M113Z each carry 10 TOW missiles.

Personnel units armed with a Dragon Missile are presumed to be

carrying 2 missiles. All personnel units carry one LAW per man in

each unit.

[40.3] Foreign Units

The Leopard II carries 60 rounds. The Chieftain carries 64

rounds. The STRV carries 50 rounds. The Jagkanone and the

Scorpion each carry 40 rounds. The Marder carries 15 rounds. All

vehicles which have a machine gun mounted on top of the turret or

hull each carry 15 rounds for the machine gun.

[40.4] Personnel Units

There is no limit to the amount of times which personnel units

may fire at other personnel units.

[40.5] Scenarios

Certain scenarios may have a limited amount of ammunition allowed

to one or both sides. The figures listed above are the maximum

amount allowed to each vehicle. Also dismounted personnel units

with anti-tank weapons which start the game in improved positions

are presumed to have an unlimited number of rounds for those anti

tank weapons systems as long as they stay in the improved

positions.

 

[41.0] Special US Ammunition

US tanks have two special rounds for use against personnel

targets in clear terrain. The first is the Canister round which

is like a big shotgun round. It is used against personnel targets

that are close up (out to 200 meters or 4 hexes). The second type

of special round is the Beehive round. This is a variation of the

Canister round where the round is set to explode at a certain

range from the gun after it is fired. When it explodes it does so

with the same effect as the Canister round.

[41.1]

When a tank fires a Canister round it projects a varied attack

rating according to the attached diagram. The numbers inside the

hexes on the diagram are the attack rating applied against all

personnel units in those hexes. The hex that the firing unit is

in has no attack rating. When a tank fires a Beehive round the

round may explode in any hex from a range of 4 hexes out to and

including 60 hexes which the firing unit has a direct line of

sight to. When the round explodes in the hex a Beehive marker is

placed on the impact hex. From there a pattern of attack ratings

is projected according to the attached diagram. The diagram

extends away from the impact hex along the line of sight from the

firing unit through the impact hex or as close to it as possible.

The pattern extends away from the firing unit, not towards it.

[41.2]

All exposed personnel units (both friendly and enemy) when caught

in the blast pattern of either round are attacked with the attack

rating corresponding to the hex they occupy within the pattern.

All vehicle units are forced to button up if they are within the

blast pattern of either round. Personnel units inside vehicles

which are caught within a blast pattern are not affected. The

blast pattern does not extend through forest and town hexes

although they would effect units in the first one of either type

of hex. Blast patterns may extend through contour lines in

accordance with the rules of Section 13.11. Neither Canister nor

Beehive rounds may be used in overrun situations.

[41.3]

Both Canister and Beehive rounds are rare and are always in

limited supply. It is suggested that the US player at the

beginning of scenario roll one die to determine the total number

of each type of round he has for his whole force. The resulting

number of rounds of each type may be divided up amoung the

various tanks in the US player's force.

 

[42.0] Command Control

Commentary:

Up until now command control has been assumed to be automatic

amoung both vehicle and personnel units. Now command control

largely depends on a special panic table for each side. Special

things are taken into account such as visibility, the location of

the leaders, and the general condition of the unit in question.

Note that this rule increases the game length substantially.

General:

Immediately before firing or moving any unit, the player must

check for command control (or panic) of the unit by checking the

Panic Table for the number range needed to be rolled in order to

bring on panic. This number range can be modified by the effects

of visibility, location of leaders, and other things. Two dice

are rolled and if the resulting number is the within the number

range for panic then the unit panics. Any other result means that

the unit operates normally. A panic marker is placed on a unit

when it panics during any phase of the game turn. Panic may be

removed from a unit during the suppression removal phase.

Cases:

[42.1] Panic Fire

A unit that panics while attempting to fire may neither fire nor

move in that Game Turn as it is in a state of panic-fire.

[42.11]

A unit that panics while attempting to fire and fails to remove

the panic marker during the Suppression Removal phase of that

game turn must continue doing nothing during all succeeding game

turns until the panic marker is removed.

[42.12]

Panic is determined for each individual unit that attempts to

fire each turn. Units involved in an overrun firefight may fire

regardless of whether they panic or not.

[42.2] Panic Movement

A unit that panics while attempting to move performs a panic

move. This condition is reflected by rolling the die and

consulting the scatter diagram on the map. The resulting

direction is the direction that a panicked unit moves. If the

unit is a dismounted personnel unit it moves one hex in the

indicated direction. If the unit is a vehicle the die is rolled

again, and the resulting number is the number of movement points

the unit may move in the indicated direction (subject to the

vehicle's normal movement allowance).

[42.21]

A unit that panics while attempting to move and fails to remove

the panic marker during the removal phase of that game turn must

continue to panic move on all succeeding game turns until the

panic marker is removed.

[42.22]

Panic is determined for each individual unit that attempt to move

each turn. Units may perform overruns as a result of a panic

move.

[42.3] Panic Table

 

Soviet attempting to move    1 or less

Soviet attempting to fire    4 or less

American attempting to move  1 or less

American attempting to fire  3 or less

 

Each time a unit attempts to move or fire it must undergo a panic

roll on the panic table using both dice. If the dice roll is

within the number range the unit panics. Note that normally with

two dice a player will not roll a one but the following modifiers

may reduce the final result to one or below. If the scenario is

happening at night or in times of limited visibility (rain,

falling snow, fog) two is subtracted from all panic check dice

rolls. If a unit is suppressed two is subtracted from the panic

check dice roll. If a unit can not trace a line of sight to

another friendly unit within the same platoon two is subtracted

from the panic dice roll. All of these modifiers are cumulative.

[42.4] Panic Removal Table

 

Soviet:   2 or less

American: 5 or less

 

One die is rolled when using the panic removal table. If the die

roll is within the number range on the table the unit recovers

from panic.

[42.5]

Units which start the game in an improved position do not have to

roll for panic until after the first time they fire, are fired

 upon

in any manner, or they move out of improved position.

 

[43.0] Different Size Fireteams and New Squad and Platoon

       Organizations

Commentary:

Different types of infantry have different types of squad and

platoon organizations within their respective armies. For

example, the American light infantry and mechanized infantry each

have their own organizations. The Soviet airborne and motorized

infantry each have their own organizations. Therefore we have

provided larger and smaller size fireteams, both with and without

machine guns, and the corresponding attack effectiveness ratings

against enemy personnel units for each type of fireteam for both

sides.

General Rule:

Fireteams now come in five different sizes. There is the one man,

two man, three man, four man, and the five man fireteams. Each

fireteam has a corresponding team with a machine gun with the

exception of the one man team. All fireteams are treated as

regular personnel units in all respects.

Cases:

[43.1] American Infantry

There are three types of infantry; mechanized, light, and

airborne/airmobile. Each will be described separately.

[43.11] Mechanized Infantry

Each squad consists of an APC, a carrier team, and a maneuver

team. The carrier team consists of the driver, the gunner for the

.50 cal machine gun, and the team leader, plus whoever else the

squad leader leaves with them. The maneuver team would consist of

the team leader and the rest of the squad not assigned to the

APC. The squad leader would be with either the carrier team or

the maneuver team. The number of men in each team is variable

according to the tactical situation, but a squad may never have

more than eleven men. Therefore the Amercian player may break up

his squad into as many teams as he wants to. The carrier team

must have at least two men (the driver and the machine

gunner/team leader who are the normal crew of the APC and

therefore do not get a fireteam counter for themselves) but may

have more men if the player so desires. Any extra men will be

given a fireteam counter equal to the number of men in the

fireteam plus a machine gun if they are assigned one. When there

are two men in the carrier team the team leader mans the machine

gun but when there are three or more men in the APC then the one

of the extra men becomes the machine gunner. The maneuver team

may have any number of men up to nine including the squad leader

(unless he stays on the APC), the team leader, and the rest of

the squad. These may operate as one fireteam or as two separate

fireteams subject to the number of men available and the size of

teams the player wants. When the maneuver team operates as two

smaller fireteams the squad leader is in one fireteam and the

team leader is in the other. There is a two man fireteam assigned

to the platoon headquarters APC in addition to the normal carrier

team. One is the assistant platoon sergeant and the other is an

extra man. The platoon leader normal acts as the machine gunner

on the APC but could have the assistant platoon sergeant perform

this task as well. There are five M-60 machine guns in a platoon.

Each squad has one and the other two are distributed amoung the

squads and the platoon leaders discretion. No squad may have more

than two machine guns. The two man fireteam on the platoon

headquarters APC may become an MG team if so desired.

[43.12] Light Infantry

Each squad consists of two five-man fireteams and a squad leader

which may have a single one man counter. The platoon consists of

three regular squads and a weapons squad of ten men. In a weapons

squad there are two M-60 machine gun and three Dragon systems.

The weapons squad may be broken up into as many teams as the

player wants keeping in mind the ten man limit, it may operate

together as a regular squad, it may be distributed amoung the

three regular squads, or any combination of the above. Dragons may

be transfered to a fireteam in a regular squad or it may operate

as a one man team. Once such a transference is made in a scenario

it is permanent.

[43.13] Airborne/Airmobile Infantry

Airborne/Airmobile infantry is organized and operated like light

infantry with two differences. The regular squads have ten men

instead of eleven in the light infantry so the squad leader is

in one of the fireteams. The weapons squad has nine men with two

M-60 machine gun and two Dragon systems assigned to them. Other

than those there are no other differences between light and

airborne/airmobile infantry.

[43.2] Soviet Infantry

There are two types of infantry; motorized and airborne infantry.

Each will described separately.

[43.21] Motorized Infantry

The squad and platoon organizations described in the rule book

apply to the motorized infantry.

[43.22] Airborne Infantry

Each squad consists of one BMD vehicle and a six man squad. The

squad may be broken down into two teams of any size as long as

the total number of men in both teams equal six. The squad has

one machine gun and one RPG-7. Other then the six man squad and

the special qualities of the BMD, Airborne Infantry is organized

and operates in the same manner and motorized infantry.

[43.3] Vehicle Crews

In certain tactical situations some vehicles may dismount some of

the crew and weapons systems. The M113, M150, and M113Z may

dismount the machine gun on top of the APC. With it comes one man

from the crew. In order to put it into operational status, one or

two men from a nearby personnel unit must be used depending on

how big you want to make the MG team. The M113Z and the M150 may

also dismount the TOW missile system and two men. The TOW uses

the same values in both mounted and dismounted configurations on

the attack effectiveness chart. In all of the above cases

mounting and dismounting follow the same rules as regular

personnel units. The dismounted teams may not move from the hex

they dismount into (the weapons systems are too heavy to move

tactically) but the vehicle may move. The BRDM may dismount a two

man team in a hex adjacent to the vehicle. The vehicle may not

move and the team is armed with an RPG-7. The T-62 may dismount

one man with a machine gun but a nearby personnel unit must

supply one or two men in order to make it an operational MG team.

The T-62 may not move and the MG team may not move either and

must be an adjacent hex to the T-62. In all cases these special

dismounted teams may fire on the anti-personnel attack

effectiveness chart and follow all other rules pertaining to

personnel units.

[43.4] Reconnaissance Units

Both the Americans and the Soviets have light reconnaissance

units, better known as scouts. For the Soviets consist of

riflemen mounted on motorcycles. For the Americans they consist

of scouts mounted on Jeeps. The Soviets have three types of recon

counters. Two of them are one man and two man fireteams mounted

on individual motorcycles. The othe counter is a two man MG team

mounted on one motorcycle with the machine gun mounted on a

sidecar. The Americans have only one type of counter. It is a

three man MG+ team mounted on a Jeep. All counters have a

movement factor of six movement points and are treated as

dismounted personnel targets in terms of vulnerability. These

units may not be mounted on any vehicle in the game. When

employing fire on the move these units may use both the short

halt technique and the fire on the move technique for machine

guns as described in Rule Section 17.13. The American units may

carry LAWs but the Soviets may not carry the RPG-7. The Soviets

are usually employed in sections of five motorcycles each

although it is possible that smaller groups of motorcycle scouts

may be found in reconnaissance teams. The American units are

usually employed in teams of two or four Scout Jeeps each. When

employing direct fire these units use the corresponding fireteam

or MG+ team line on the attack effectiveness chart in relation to

their size and compsition.

[43.5] Larger Scale Recon Units

Both sides have recon elements from their respective higher level

headquarters which may sometimes be on the forward edge of the

battlefield. They are either used in conjunction with other units

or they are used by themselves.

[43.51]

US Armored Cavalry Platoon: 6 M551, 2 M113, 2 TM+, 1 Dragon , 1

M106 (represented as 1/2 off map 4.2 in. Mortar).

This is the present organization of the armored cavalry platoons

in the Armored Cavalry Squadrons.

[43.52]

US Armored Cavalry Platoon: 3 M551, 4 M114, 2 M113, 2 TM+, 1

Dragon, 1 M106 (represented as 1/2 off map 4.2 in. Mortar).

This is the old organization of the armored cavalry platoons

which may still exist in some units which are still awaiting

conversion to the new organization.

[43.53]

US Reconnaissance Platoon: 4 M150, 6 M113, 4 MG, 4 Dragon

(Divided up one per MG team).

This is the present organization of the reconnaissance platoons

organic to the armored and mechanized infantry battalions.

[43.54]

US Reconnaissance Platoon: 12 M114

This is the old organization of the reconnaissance platoons which

may still exist in some units which are awaiting conversion to

the new organization.

[43.55]

Soviet Reconnaissance Platoon: 3 PT-76, 4 BRDM-2.

This is the standard reconnaissance platoon organic to the tank

and the motorized rifle regiments.

[43.6] Engineers

Engineer units are regular personnel units who in addition to

following all the rules pertaining to personnel units also have

engineer capabilities. In a game of this tactical level this

translates into the ability to breach obstacles. Engineer units

come in fireteam counters just as the other personnel units do.

In order to breach minefields and blocks an engineer unit must be

adjacent to which the obstacle is implaced. The unit remains

adjacent for six turns performing no functions. Starting on the

seventh turn the owning player rolls the dice in the direct fire

phase, using the following table to determine the success of

breaching the obstacle. If the number rolled corresponds to the

number on the chart for that turn, the obstacle is breached.

Turn 7  - 2

Turn 8  - 2, 12

Turn 9  - 2, 3, 12

Turn 10 - 2, 3, 11, 12

Turn 11 - 2, 3, 4, 11, 12

Turn 12 - 2, 3, 4, 10, 11, 12

Turn 13 - 2, 3, 4, 5, 10, 11, 12

Turn 14 - 2, 3, 4, 5, 9, 10, 11, 12

Turn 15 - 2, 3, 4, 5, 6, 9, 10, 11, 12

Turn 16 - 2, 3, 4, 5, 6, 8, 9, 10, 11, 12

Turn 17 - Automatic Breach of Obstacle.

An engineer unit must stop the breaching process whenever it is

suppressed, but once suppression is lifted the process may

continue from where it was interupted. If the engineer unit is

killed during the process, another engineer unit may come and

continue the process starting where the previous engineer unit

left off. It takes at least a two man engineer team to perform

the process. When the obstacle is breached the marker is removed

from the board. American engineer squads are organized in the

same way as their infantry counterparts except that they do not

carry an M-60 machine gun in their squad. Russian engineer squads

follow the rules as their infantry counterpart except that they

always ride in a truck instead of an APC.