From Moves#68

HOLY WAR: AFGHANISTAN Optional Rules

[31.0] MULTIPLE IMPULSES
[32.0] VARYING TERRAIN COSTS
[33.0] ZONES OF POLITICS/TERROR 
[34.0] UPRISINGS
[35.0] SPECIAL WEAPONS
[36.0] AIR SUPERIORITY COMBAT 
[37.0] WEATHER
[38.0] RESISTANCE CROSS-BORDER RAIDS
[39.0] COUP
[40.0] COMMUNIST INVASION OF PAKISTAN

[31.0] MULTIPLE IMPULSES

[This may be used as a variation from the standard sequence of play]

Each game turn consists of a Political phase, a number of Impulses, and
a Jirga Loya stage. 

31.1 Sequence of Play:

1. POLITICAL PHASE
a. Communist Political Phase

(1) The Communist player performs the following activities in the indicated 
order:

* Picks a number of markers from the Communist randomizer specified on
the Politics Chart, apply the results, and decide whether to keep any
markers that can be saved. All Faction markers received are added to the
Communist Coalition box.

* Uses some, all, or none of the Political Action markers saved during
the current or previous game turns.

* Mobilizes Afghan Government units.

(2) Soviet Intervention phase - The Communist player determines the
level of Soviet Intervention for the turn, places any Soviet
reinforcements or replacements on the map, performs Reorganization if
desired, and makes mandated unit withdrawals.

b. Resistance Political phase - the Resistance player performs the
following activities in the indicated order:

* Pick a number of markers from the Resistance randomizer specified on
the Politics Chart, apply the results, and decide whether to keep any
markers that can be saved. All Faction markers received are added to the
Resistance Coalition box.

* Use some, all, or none of the Political Action markers saved during
the current or previous game turns.

* Mobilize Afghan Government units.

* Receive Intervention unit reinforcements (and check for deployment/
withdrawal of Rapid Deployment Force if applicable).

2. FIRST IMPULSE

a. Communist impulse

(1) Movement phase - the Communist player may move all applicable units.

(2) Combat phase - The Communist player conducts combat, in the following 
order:

* Interdiction

* Subversion

* Military (Conventional and Guerrilla)

Re-adjust the Political Index for combat related political effects as
they occur.

b. Resistance impulse

(1) Movement phase - the Resistance player may move all eligible units.

(2) Combat phase - The Resistance player conducts combat, in the following 
order:

* Interdiction

* Subversion

* Military (Conventional and Guerrilla)

Re-adjust the Political Index for combatrelated political effects as they 
occur.

(3) Going Home phase - The Resistance player eliminates any units on
their "unreliable" side which do not occupy a Resistance-controlled
City, Town, or Populated hex.

3. SECOND IMPULSE

Communist Impulse (conducted as described for first impulse)

Resistance Impulse (conducted as described for first impulse)

4. THIRD IMPULSE

Communist Impulse (conducted as described for first impulse)

Resistance Impulse (conducted as described for first impulse)

5. JIRGA LOYA STAGE

a. Political Index Adjustment phase - the players make the appropriate
shifts on the Political index for occupation of cities and towns, and
the presence of the Rapid Deployment Force. If the Index is above 50,
the Communist player makes all shifts first. If the Index is 50 or less,
the Resistance player makes all shifts first.

b. Jirga Loya Resolution phase - the players determine if they want to
hold a Jirga Loya, and then resolve it.

6. GAME TURN COMPLETION

a. Action Marker Adjustment phase - Place all expiring Political Action
markers currently in the "Active markers" box in the appropriate
randonmizers.

b. Pakistan phase - if no Intervention markers are currently in play,
eliminate all non-cadre units of BOTH SIDES located inside Pakistan.
Adjust the Political Index for eliminated units. Use the procedure in
3(a) above to determine which player makes adjustments to the Index
first.

Following the Pakistan phase, the game turn marker is advanced to the
next season and (when necessary) the next year.

31.2 Movement: players conduct movement in all three impulses according
to the standard game rules. [Maybe: unit movement factors halved in
second impulse. quartered in third [round fractions up]

31.3 Military Combat: Players conduct military combat in the first
impulse according to the standard game rules. They conduct combat in the
second and third impulses they make the following modifications:

31.31 Second impulse

* When the ATTACKER is the firing force, shift the column used one to
the left.

* When the DEFENDER is the firing force, shift the column used one to
the right. 

31.32. Third impulse:

* When the ATTACKER is the firing force, shift the column used two to
the left.

* When the DEFENDER is the firing force, shift the column used two to
the right. 

31.4 Air Operations

31.41 A single air unit may be used in some, none or all impulses of a
single player turn (friendly or enemy).

31.42 The restriction on not using the same air unit in both the
friendly and enemy player turn still holds, for example, you can use
the same air unit in all three impulses of the friendly turn, but not in
the enemy, and vice versa).

31.43 Ground support

* If an air unit is part of a firing force (attacker or defender) in the
second impulse, it is eliminated if the die roll of "3" (i.e, a die roll
of "3" is the equivalent of an "a" result on the second impulses).

* If an air unit is part of a firing force (attacker or defender) in the
third impulse, it is eliminated if the die roll of "3" or "4".

31.44 Interdiction

* If an air unit is conducting interdiction in the second impulse, then
subtract "1" from the die roll.

* If an air unit is conducting interdiction in the third impulse, then
subtract "2" from the die roll.

* A modified die roll of less than "1" is equal to "1" (i.e., an "a" result).

31.45 Air Superiority (Optional Rule): Air units have their air
superiority strength reduced by "1" in the second impulse, and "2" in
the third (may not go lower than "0"), regardless if they are attacking
or defending.

31.5 Subversion: Subversion combat is conducted normally in all three
impulses. (Note: an Agitprop marker may be used only once per turn; once
played it is expended).

31.6 Supply: Units must trace supply normally during each impulse (e.g.,
being in supply for movement in one impulse does not give supply for a
subsequent impulse).

31.7 Note that units still have the penalty for conducting operations in
the second and/or third impulse, even if they were not used in a
previous impulse of the player turn. (e.g., an air unit which was used
for interdiction only in a third impulse would still have "2" subtracted
from its die roll.)

31.8 All other game functions are conducted normally.

31.9 If using this rule, then players MUST use the Optional varying terrain 
costs.

31.10 Optional: Players automatically receive their first impulse. But
in order for a player to take an impulse after his first one, he MUST
expend an Agitprop marker. He may do so for the second and/or third. He
expends one marker for each additional impulse. The enemy player, in his
own impulse, must also expend an Agitprop marker if he desires to take
his impulse (which means that a player who has the Agitprop markers to
expend could end up having up to three impulses while his enemy gets
only one per turn).

[Commentary: this radically alters the play of the game. It now becomes
possible to push an offensive if you are willing to accept the cost. The
increased losses to the attacker, and to air units, represent additional
wear and tear on men and equipment as they are pushed to their limits.]

[32.0] VARYING TERRAIN COSTS

[This is used only if using the Multiple Impulse Optional rule.]

Units pay a cost in movement points to enter different types of terrain.
This depends upon their movement type (normal, restricted, or
airmobile).

32.1 Note that units with a restricted movement may now enter swamp and 
rough terrain hexes.

32.2 Airmobile units have the option to move by either airmobile or land
movement. They may only use one type per impulse. Airmobile units do not
have unlimited movement for airmobile movement; rather, they may move up
to the limit of their 
printed movement factor over any type of terrain or enemy units.

32.3 Road Movement: Instead, of the road movement bonus of the Basic
game rules, units pay 1/2 movement factor to move along road hexes, and
1 to move along trails, regardless of other terrain the hex.

32.4 Supply line lengths remain the same as in the Basic Game rules.

[33.0] ZONES OF POLITICS/TERROR

Communist Control Markers and Terror Markers exert zones of politics
(abbreviated ZOP) and zones of terror (ZOT), respectively. These are the
six hexes


surrounding each type of marker.

33.1 Extent of Zones of Politics and Zones of Terror.

33.11 A ZOP or ZOT extends into the hex containing the marker and into
all six hexagons adjacent to it, as long as those hexagons contain a
city, town or populated symbol.

33.12 A Communist ZOP always supersedes Resistance control of a hex.

33.13 A ZOT always supersedes a Communist ZOP or Resistance control of a hex.

33.14 Note that all city, town and populated hexes in Afghanistan which
do not otherwise contain a Communist ZOP or A ZOT are considered to
contain a Resistance ZOP (and hence, no markers are used to indicate
them).

33.15 If one or more ZOPs and one or more ZOTs overlap in a hex, then
the ZOTs remain in force. The ZOPs are ignored, but the Political
Control marker(s) exerting the ZOPs are not otherwise affected. The ZOPs
resumes their effectiveness the instant all the Terror markers exerting
the ZOTs into the hex are removed from play.

33.2 Effects of ZOPs and ZOTs.

33.21 Communist Zones of Politics: All hexes within a Communist zone of
politics is considered to be Communist controlled. These hexes are all
treated, in effect, as if they contained a Communist control marker.

33.22 Zones of Terror: All hexes within a zone of terror are considered
to be terrorized. These hexes are all treated, in effect, as if they
contained a Terror marker.

33.3 Conversion and Terrorization operations.

33.31 These are conducted the same as in the Basic Game rules, with the
following modifications.

33.32 A Resistance conversion operation against a Communist ZOP must be
directed against the hex containing the marker itself. Directing it
against an adjacent hex has no effect on the ZOP.

33.33 Both sides' conversion operations against a ZOT must be directed
against the hex containing the marker. Directing it against an adjacent
hex has no effect.

33.34 Terrorization operations may be directed against any city, town or
populated hex.

33.4 Subversion Results: It now requires a "P" or 'W' result to Convert
a hex. "S" has no effect.

33.5 Military Combat Results: It now requires a "T" or 'W' result to
Terrorize a hex. 'W' has no effect.

33.6 Air interdiction Results: It now requires a "D" result to Terrorize
a hex. "I" has no effect.

(Comment: since each conversion or terrorization now affects more than
one hex, it becomes more difficult.) 

[34.0] UPRISINGS

Players may use their agitprop markers to initiate uprisings in city
hexes which are enemy occupied but friendly controlled.

34.1 Procedure

34.11 Uprisings occur in the friendly combat
phase.

34.12 The player must have at least one unit capable of subversion
combat adjacent to a city hex. The city must be friendly controlled and
must contain at least one enemy unit.

34.13 The friendly unit conducts a subversion attack against the city,
expending at least one agitprop marker.

34.14 If the result is S, P, or Z, then the player immediately places
one Uprising unit on the city.

IMPORTANT: THE RESULT HAS NO OTHER EFFECT ON ENEMY UNITS OR THE HEX THEY
OCCUPY. [Designer's Note: the political resources would be directed at
the populace, not enemy units.]

34.2 Uprising Units

34.21 A Resistance uprising brings in a guerrilla unit (unreliable) onto 
the city hex.

34.22 A Communist uprising brings in a Communist Party unit (unreliable) 
onto the city hex.

34.24 Units for uprisings come from a player's available pool (i.e,
units eliminated or ready for mobilization). However, an uprising is not
considered mobilization and is not bound by the mobilization rules.

34.3 A player may attempt more than one uprising against a city in a
single turn, as long as no unit makes more than the normal limit of one
Subversion attack, and the stacking value of the city is not exceeded.

34.4 An uprising is an exception to the rule that friendly and enemy
units may not stack together. Each player may stack up to the city's
stacking limit of six units until the conclusion of the current combat
phase.

34.5 In the combat phase that the Uprising was initiated, the player who
initiated the uprising must attack the enemy unit(s) in the city with
the units he placed in the city itself. Other units outside the city may
also participate. This is resolved exactly as regular combat, except:

* The defender does not get the terrain benefit for defending in a city.

* If the defender is not completely cleared from the hex at the end of
the combat phase, then all surviving attackers within the city are
immediately eliminated. Any friendly units attacking from outside the
city are not eliminated in this fashion.

34.6 An Uprising attempt is distinct from other subversion operations
conducted against an enemy occupied hex. 

34.7 Other effects of Uprisings

34.71 During combat Units may not enter a city containing both friendly
and enemy units.

34.72 If there are both friendly and enemy units in the same City hex,
then it may not be used as a supply source. Also, supply lines may not
be traced into or through the hex.

[35.0] SPECIAL WEAPONS

Special Weapons represent chemical/biological warfare, cluster bomb
units, air dropped mines, surface to surface missiles, and other
advanced military technology. This optional rule must be used in
conjunction with Supply (26.0).

35.1 WHEN TO USE SPECIAL WEAPONS

Players may use special weapons under the following circumstances:

o Communist player: any time.

o Resistance player: whenever Full Intervention marker is in effect.

35.2 Special Weapons and Supply

A unit employing special weapons must be in supply.

35.3 Special Weapons Effects

35.31 If declared by at least one Soviet or Intervention unit (land or
air) in a firing force during a Military combat, shift TWO columns to
the RIGHT on the CRT.

35.32 If declared by at least one Soviet or Intervention air unit
performing Interdiction, shift two columns to the RIGHT on the
Interdiction Table.

35.33 If declared by at least one Afghan Government or Afghan Resistance
unit (land or air) in a firing force, shift friendly combat ONE column
to the RIGHT on the CRT.

35.34 If declared by at least one Afghan Government air unit performing
Interdiction, shift ONE column to the RIGHT on the Interdiction Table.

35.35 No move than two column shifts may occur as a result of special 
weapons.

35.4 Special Weapons Costs

For each separate ground combat or Interdiction air mission in which
special weapons are declared, shift the Political Index ONE (1) in the
defender's favor. [This represents collateral damage inflicted on
civilians; in this war, even "smart" weapons were not operated by smart
(or overly gentle) users.]

[36.0] AIR SUPERIORITY COMBAT

When opposing air units are involved in the same combat, air superiority
combat is conducted prior to any interdiction or ground support
occurring.

36.1 Procedure:

a. Both attacker and defender commit air strikes/helicopters to combat.
b. Conduct air superiority combat.
c. Resolve the ground support or interdiction.

36.2 Air Superiority combat is resolved as follows: each unit has an Air
Superiority strength. Roll one dice for each friendly unit. If the
number rolled is less than or equal to the unit's air superiority
strength, then one enemy air unit is immediately eliminated (the owning
player gets to choose the unit (lost).

36.2 Air superiority strengths:

Soviet airstrikes: 3
Afghan Government airstrikes: 2
United States Airstrikes: 5
United Kingdom airstrikes: 5
Pakistani airstrikes: 2
All helicopters: 0

36.4 Air superiority combat is resolved simultaneously; both attacker
and defender perform it and results are applied regardless of friendly
losses.

36.5 Air superiority combat occurs prior to the resolution of ground 
combat/interdiction. 

36.6 Players may conduct air superiority combat prior to an interdiction
attack. The defending player may place a number of his airstrikes in the
hex being interdicted. These have no effect on the resolution of the
interdiction itself (other than possibly shooting down interdicting air 
units).

36.7 An air unit may conduct both air superiority combat and
support/interdiction in the same hex in the same combat phase.

36.8 Air superiority combat may also be used against enemy air
reconnaissance and air supply missions. In these cases, enemy air
superiority missions are flown immediately upon the air recon or supply
mission being performed.

36.9 Air superiority missions may not be flown against enemy land units
utilizing airmobile movement.

[37.0] WEATHER

Depending upon the season, there will be different effects for weather.
The effects of weather take effect at the beginning of a game turn, and
last for the entire turn.

37.1 Spring

(1) Units may use the Road Bonus only along Roads (NOT Trails) in High
Mountain and Rough hexes. If a unit using Road Bonus enters a Trail hex,
then it immediately loses the bonus for the remainder of its movement.
Units may still enter otherwise forbidden terrain through hexsides
containing Trails.

(2) No more than HALF of each player's air units are available (round
fractions UP). Place the remaining air units in the "Used" Section of
the Air Units boxes.

(3) Only Roads count toward the usual "Road/Trail" hex allowance when
tracing a supply line. Treat Trail hexes as "non-Road/ Trail" hexes
during Spring.

37.2 Winter

Same as Spring effects PLUS:

(4) Only ONE unit on each side may use Airmobile movement to land in a
non-Desert hex. Any number may use Airmobile movement to land in Desert
hexes (Airmobile units may still move normally by land).

(5) Each player receives only HALF the indicated number of Mobilization
points (round fractions UP). Soviet and Intervention
reinforcements/replacements are NOT affected.

37.3 Summer

Units located in desert hexes have the non-Road/Trail portions of their
supply line halved in length (rounding fractions UP). Communist units
would be able to trace an off-road supply line no more than three hexes,
the Resistance no more than five.

37.4 Fall

There are no special effects during autumn game turns.


[38.0] RESISTANCE CROSS-BORDER RAIDS

38.1 Resistance combat units located in hexes inside Afghanistan
adjacent to the USSR may conduct cross-border raids. They do so in the
Resistance Combat phase, as long as they conduct no other type of
combat. Roll the die on the USSR Border Raid Table for each unit
performing a raid. The result is not modified for any reason, including
the presence of Soviet units adjacent to the raiding unit.

38.2 The Cross-Border Raid Table is located with the game charts and tables.

[39.0] COUP

The Coup rule applies only to the Campaign scenario. Under certain
conditions the Soviets MUST launch a coup in Kabul to replace the
current Afghan government with one more amenable to their policies.

39.1 Timing of the Coup

The coup MUST takes place during the combat phase of the Communist
player turn that Soviet Policy changes to Limited Intervention or
Fullscale Intervention FOR THE FIRST TIME IN THE GAME. The Communist
player may not move any Afghan Government units out of the Kabul hex or
holding box on the game turn a Coup must be conducted. (Note that the
Communist player may have units in Kabul, and these may be required to
attack Afghan Government units in the Kabul hex itself.)

39.2 Procedure

The Soviet player rolls on the Coup Table, makes the indicated die roll
modifications, and applies the result.

39.3 Coup Results

39.31 Coup Succeeds (C) - Shift Political Index TEN (-10) in favor of the
Communists. Roll one die for each Afghan Government combat unit on the
map; a result of 1 or 2 causes a unit to be Neutralized. Follow the same
procedure as defined for Neutralization due to Subversion Combat (16.2).
Any other result is "no effect."

39.32 Coup Resisted (R) - The Soviet player MUST attack all Afghan
Government units in Kabul. Use ALL Soviet units IN and ADJACENT to the
Kabul hex. Soviet air units may provide Ground Support, perform
Interdiction, or do nothing, as the Communist player wishes. The
Resistance player controls the Afghan Government forces for purposes of
this special combat, but no Afghan Government air units may be used.
Ignore any effects related to Communist or Resistance control of the
hex. The CRT results that a City hex normally negates are counted in
this case. If the combat causes any Afghan Government units to be
eliminated (or if there are no Afghan units in Kabul to start with) AND
there is at least one Soviet combat unit of any type in the hex at the
end of the combat, then the coup succeeds (see above). Otherwise, the
coup fails (see below).

39.33 Coup Fails (F)?Shift Political Index TEN (+10) in favor of the
Resistance. Roll one die for each Afghan Government combat unit on the
map; a result of 1 or 2 causes a unit to Defect, a result of 3 or 4
causes a unit to be Neutralized. Follow the same procedure as defined
for Defection and Neutralization due to Subversion Combat (16.2 and
16.3). Any other result is "no effect."

39.4 Resistance Occupies Kabul

If for any reason Kabul is physically occupied by Resistance combat
units when a Coup is required, then the Coup automatically succeeds if
at least one Soviet unit occupies Kabul at the end of the Communist
combat phase. The Coup automatically fails if at least one Resistance
unit occupies Kabul at the end of the Communist Combat phase, OR if NO
Soviet combat units are present in Kabul. Follow all the provisions of
rule 29.32 when resolving combat. Afghan Government units may NOT
participate on either side of the combat, and are ignored for purposes
of combat resolution AND occupation of Kabul, even if they are
physically present in Kabul. 

[40.0] COMMUNIST INVASION OF PAKISTAN

The Communist player may, during any Soviet Policy phase, announce an
invasion of Pakistan. This allows any number and type of Communist units
(including non-cadres) to move into Pakistan and conduct attacks of any
type in any hex (including Pakistan City hexes).

40.1 Effect on Intervention

For the remainder of the game, both Limited and Full Intervention are
considered to be in effect. If one or both markers are not in play, they
are immediately taken from the randomizer and placed in the Resistance
Coalition box. For the rest of the game, they cannot be removed from the
box and returned to the randomizer for any reason. Permanently remove
the Communist "Intervention End" marker from play.

40.2 Effect on Military Combat

40.21 The Communist player may now conduct land attacks against
Pakistani cities and towns.

40.22 All Pakistani city and town hexes are considered to have an
intrinsic military combat strength of THREE (3), and an intrinsic
Intelligence factor of Zero (0). Cities may only defend, never attack.
Additionally, Pakistani City and Town hexes are all considered to have
Anti-Aircraft capability. These intrinsic strengths and capabilities can
only be eliminated by inflicting a loss of A, T or X on the hex
containing the City. If, however, at least one Communist unit does not
advance after combat into the hex, the intrinsic strengths are fully and
immediately restored. The Communists must have a garrison of at least
one combat unit in each occupied City hex at the end of EVERY Movement
and Combat phase, or the intrinsic strengths automatically reappear.
[The intrinsic strengths represent an abstraction of Pakistani military
defense forces.]

40.3 Effects on popular support standard rules remain in force (see 7.8).

40.4 Effect on Political Index

40.41 Ignore the rules provisions raising the Political Index for the
presence of Communist units in Pakistan or lowering it for the
utilization of the Rapid Deployment Force.

40.42 Alter the Political Index as follows during the Jirga Loya. Stage:

+3 each turn the invasion is in effect (i.e., for the remainder of the game).

-1 for each Pakistani City which is occupied by Communist unit(s)

-1/2 for each Pakistani Town which is occupied by Communist unit(s)
(round fractions up)

+1 for each Pakistani City not occupied by Communist unit(s)

-1/2 for each Pakistani Town not occupied by Communist unit(s)
(round fractions up)

40.4 Effect on Victory Conditions

Once a Communist Invasion of Pakistan occurs, the Soviets invade
Pakistan, each side receives an additional victory condition (for a
total of FOUR).

(1) Communist: Occupy all cities and towns in Pakistan with at least one
Soviet (not Afghan Government) unit.

(2) Resistance: Have at least one Afghan Resistance or Intervention unit
in ANY City or Town hex inside Pakistan, with no Communist combat units
or Political Control markers in any Pakistani city or town on the map.

If a player attains ALL FOUR victory conditions, this is considered a
Grand Strategic victory. The player achieves complete political and
military control of Southwest Asia.

NB submitted by John Kula (kula@telus.net)
on behalf of the Strategy Gaming Society
(http://pages.about.com/strategygames/), 
originally collected by Andrew Webber 
(gbm@wwwebbers.com)