NEW FIRETEAM ORGANIZATIONS

                               by

                         Alan R. Arvold

 

   This article was written in the late 1980's. It was not

submitted to any magazine for publication. Here it is for your

reading pleasure.

 

SOVIET FORMATIONS

These formations are based on the then current intelligence

information that was available at the time.

 

Weapons Support Platoon: 4 x MG, 2 x BMP-1, BMP-2, or BTR-70,

                         2 x RPG-16, 8 CPs.

 

Motor-Rifle Company HQ: 1 x BMP-1, BMP-2, or BTR-70, Highest

                        Leader Counter in the Company.

 

Motor-Rifle Company: 3 x Motor-Rifle Platoon; 1 x Weapons Support

                     Platoon; 1 x Motor Rifle Company HQ; 32 CPs.

                     BTR equipped formations have one AGS-17 and

                     2 more CPs

 

Tank Company HQ: 1 x tank

 

Tank Company: 3 x Tank Platoon; 1 x Tank Company HQ; 18 CPs.

 

Mortar Battery: 1 x Observer Team, 8 x 120mm Mortar, 9 x MT-LB,

                4 x RPG-16, 8 CPs.

 

AGS-17 Platoon: 3 x AGS-17, 3 x BMP-1, BMP-2, or BTR-70, 6 CPs.

 

Motor-Rifle Battalion HQ: 1 x BMP-1, BMP-2, or BTR-70.

 

Motor-Rifle Battalion: 3 x Motor-Rifle Company;

                       1 x Mortar Battery; 1 x AGS-17 Platoon;

                       1 x ACRV spotting vehicle; 1 x Observer;

                       1 x Motor-Rifle Battalion HQ; 110 CPs.

                       BTR equipped formations have one anti-tank

                       platoon of 2 x Spigot, 2 x SPG-9, 2 x BTR,

                       and 4 more CPs.

 

Tank Battalion HQ: 1 tank.

 

Tank Battalion: 3 x Tank Company; 1 x Tank Battalion Hq, 54 CPs.

 

 

US FORMATIONS

These formations are based on then current formations or ones

which were planned at the time.

 

Mech Company HQ: 1 x M2, Highest Leader Counter in the company,

                 4 CPs.

 

Tank Company HQ: 2 x M1 or M60a3, 6 CPs.

 

Mech Company: 3 x Mech Platoon; 1 x Mech Company HQ;

              1 x Observer; 1 x M981; 42 PCs.

 

Tank Company: 3 x Tank Platoon; 1 x Tank Company HQ;

              1 x Observer; 1 x M981; 44 CPs.

 

 

NEW RULE

 

21. UNIT HEADQUARTERS

Design Note: In the basic game, company and battalion command

vehicles have been left out in order to keep the board from being

cluttered up with unnecessary vehicles. However these vehicles in

real life are expected to carry the unit commanders in battle and

to be able to fight if necessary. This allows the commanders to

command from the forefront of the action and to be able to supply

that last bit of firepower necessary to complete the mission.

 

21.1 Soviet Units: Company headquarter units do not recieve any

CPs for themselves. Company headquarters units are added to one

of the platoons in the company. When the platoon is activated

the company headquarters element is activated along with them. The

company headquarter element must meet the grouping requirements

of the platoon in order to be activated in this manner and must

also follow the platoon group activation restrictions. A company

headquarters element may switch from one platoon to another

during the course of a turn providing that when the switch is

made, the command element is within the grouping requirements of

the new platoon it is switching to. A command element may switch

as many times as it wants to in a given turn but may only do so

at the beginning of an impulse. There is no CP cost when the

command element acts in this manner. Of course if the command

element wants to act on its own then it must pay the normal CP

cost for the task in question. The battalion command element acts

in the same manner as the company command element. It can attach

itself to any unit in the battalion and may switch to any unit in

the battalion.

 

21.2 US Units: US company command elements operate the same way

Soviet ones do and follow the same rules. However US command

elements recieve CPs which they may use for their own activation

if they desire to operate alone. This allows the US player to use

his command elements more freely as they do not have to always be

with a platoon.

 

21.3 Command Element Destruction: The destruction of command

elements does not effect the operation of the unit in which they

are assigned except for the loss of CPs for the US player.

 

Make the following changes to the scenarios in the game.

 

Scenario 1 - No Changes

Scenario 2 - No Changes

Scenario 3 - US Forces

             Add to 1st Platoon 1 LAW and 1 Dragon

             Add to 2nd Platoon 1 LAW and 1 Dragon

             Add to Turn 2 Reinforcements

             1 Mech Co HQ - 1 M2, 4 CP's

             Soviet Forces

             Add to Turn 2 Reinforcements

             1 Rifle Co HQ - 1 BMP-2

             1 Weapons Support Platoon - 2 BMP-2, 4 MG, 2 RPG-16,

                                         8 CP's

Scenario 4 - US Forces

             Add to 1st Platoon 1 MG, 1 Dragon, and 1 LAW

             Add to 2nd Platoon 1 Dragon

             Add to 3rd Platoon 1 Dragon

             Add 1 Mech Co HQ - 1 M2, 4 CP's

             Soviet Forces

             Add 1 Rifle Co HQ - 1 BMP-2

             Add 1 Weapons Support Platoon - 2 BMP-2, 4 MG,

                                             2 RPG-16, 8 CP's

             Add 1 Rifle Co HQ - 1 BMP-1

             Add 1 Weapons Support Platoon - 2 BMP-1, 4 MG,

                                             2 RPG-16, 8 CP's

Scenario 5 - US Forces

             Add to 1st Platoon 1 Dragon and 1 LAW

             Add to 2nd Platoon 1 Dragon and 1 LAW

             Add to 3rd Platoon 1 MG, 2 Dragons, and 1 LAW

             Add 1 Mech Co HQ - 1 M2, 4 CP's

             Soviet Forces

             Add 1 Rifle Co HQ - 1 BMP-2

             Add 1 Weapons Support Platoon - 2 BMP-2, 4 MG,

                                             2 RPG-16, 8 CP's

             Add to Mortar Platoon - 2 120mm Mortars, 2 MT-LB

             Add 1 Rifle Co HQ - 1 BMP-1

             Add 1 Weapons Support Platoon - 2 BMP-1, 3 MG,

                                             1 RPG-16, 6 CP's

Scenario 6 - US Forces

             Add 1 Mech Co HQ - 1 M2, 4 CP's

             Soviet Forces - No Changes

Scenario 7 - US Forces

             Add to 2nd Platoon 1 MG and 1 Dragon

             Add 1 Mech Co HQ - 1 M2, 4 CP's

             Soviet Forces

             Add 1 Rifle Co HQ - 1 BMP-2

             Add 1 Weapons Support Platoon - 2 BMP-2, 4 MG,

                                             2 RPG-16, 8 CP's

             Add to Turn 3 Reinforcements - 1 Tank Co HQ - 1 T-80

Scenario 8 - US Forces

             Add 1 Mech Co HQ - 1 M2, 4 CP's

             Add to Turn 2 Reinforcements - 1 Mech Co HQ - 1 M,

                                                           4 CP's

             Soviet Forces

             Add 1 Rifle Co HQ - 1 BMP-2

             Add 1 Weapons Support Platoon - 1 BMP-2, 2 MG,

                                             1 RPG-16, 4 CP's

             Add to Turn 4 Reinforcements - 1 Tank Co HQ - 1 T-80

Scenario 9 - US Forces

             Add 1 Armor Co HQ - 2 M1, 6 CP's

             Soviet Forces

             Add 1 Rifle Co HQ - 1 BMP-2

             Add 1 Weapons Support Platoon - 1 BMP-2, 2 MG,

                                             1 RPG-16, 4 CP's

Scenario 10 - US Forces

              Add to 1st Platoon 1 Dragon and 2 LAW

              Add to 2nd Platoon 1 Dragon and 2 LAW

              Soviet Forces

              Add 1 Rifle Co HQ - 1 BTR-70, 1 AGS-17, 2 CP's

              Add 1 Weapons Support Platoon - 2 BTR-70, 4 MG,

                                              2 RPG-16, 8 CP's

Scenario 11 - No Changes

 

Scenario 12 - US Forces

              Add to 3rd Platoon 1 Dragon and 1 LAW

              Add to 4th Platoon 1 Dragon and 1 LAW

              Add 1 Mech Co HQ - 1 M2, 4 CP's

              Soviet Forces

              Add 1 Rifle Co HQ - 1 BMP-1

              Add 1 Weapons Support Platoon - 1 BMP-1, 2 MG,

                                              1 RPG-16, 4 CP's

              Add to Turn 2 Reinforcements the following:

              1 Rifle Co HQ - 1 BMP-2

              1 Weapons Support Platoon - 2 BMP-2, 3 MG, 2 RPG-16,

                                          6 CP's