NEW RULES FOR MECH WAR 77
Alan R. Arvold
The following rules were sent to SPI in the mid Seventies for
consideration. They were never published. Here they are for your
Sighting (Line of Sight): If the Line of Sight passes exactly
through the corner of a hex at the intersection of a blocked
hexside and an unblocked hexside then consider the Line of Sight
to be blocked. If the Line of Sight passes exactly through the
length of a blocked hexside then consider the Line of Sight to be
blocked. If the Line of Sight passes exactly through the length
of a hexside of a blocked hex then consider the Line of Sight to
be blocked. In all cases the defender gets the benefit of the
Indirect Fire: Any indirect fire that is placed on the same hex
for more than one consective turn may have the odds of hitting
the hex increased by one each turn. Example: A player must roll a
one in order to hit on the first turn, a one or two on the second
turn, a one, two, or three on the third turn, etc.. These turns
must be consecutive turns or else the procedure begins again. The
hex must always be spotted by a friendly unit, though not the
same one from turn to turn. The same on the board and/or off the
board indirect fire units must continue to fire at the same hex
though. Preplanned artillery and counterbattery fire may also use
this rule provided the target hex is spotted. If the target hex
is hit then it is considered to be automatically hit for any
further indirect fire missions using these rules. Also a target
hex is considered to be automatically hit on the sixth
consecutive turn and any beyond it.
Combat While Mounted: Infantry units may fire while mounted on
APCs/IFVs. When they fire in this manner their attack factors are
halved prior to range attenuation. Infantry units may not use
close assault tactics while mounted on any type vehicle. If an
APC/IFV unit which is transporting an infantry unit makes an
overrun attack, the infantry unit may add its halved attack
factor to that of the vehicle unit's. The defending unit may only
counterattack the overruning vehicle unit. Infantry units may
ride on tanks (vehicles units of the 300 series) but must follow
the same rules as those for riding on an APC/IFV. When riding on
a tank unit, infantry units may be attacked separately from the
tank unit that they are riding on. They are treated as a soft
target when riding on tanks and do get the benifit of terrain.
However when the tank unit is overrunning an enemy unit the
defending units gets two counterattacks, one against the tank
unit and one against the infantry unit riding on the tank unit.
In this situation the infantry unit riding on the tank unit does
not get the benefit of the terrain. Infantry units which being
transported by truck units may not attack in any manner.
Plotting: Units which plot DF no longer have to plot a target hex
or unit. Units which plot OF no longer have to plot a line or
area of fire. However when performing their respective fire
missions units must still follow the rules pertaining to Line of
Sight/Line of Fire and to those rules pertaining to Panic.
Transporting Units: It no longer takes the whole turn to mount or
dismount infantry and other special units. It takes three
movement points to mount and two movement points to dismount an
infantry unit. The transporting unit may move before or after
performing either operation or even both. The unit being
transported may not move in the same turn in which it mounts or
dismounts. The following units may mount and dismount in this
manner; infantry, machine gun, engineer, and anti-tank platoons.
All other dismounted units such as artillery and anti-tank guns
still tank a whole turn to mount or dismount. A transporting unit
may not perform both mounting and dismounting operations during
the same turn.
Infantry Close Assault: The doubling of an infantry unit's attack
factor at one hex range only simulates the increased effect of
the unit's firepower. It does not however simulate the close
assault tactics that infantry units use to dislodge enemy
infantry units in well prepared positions nor the real close in
fighting where hand grenades and hand to hand combat are
possible. This rule will simulate the use of close assault
tactics upon any soft targets. In order to close assault a soft
target an infantry unit must be in an adjacent hex to the enemy
unit. The enemy unit must be in one of the following type hexes;
covering terrain, hilltop, a hex with an improved position marker
on it, a hex that is directly adjacent to a slope or crest
hexside which is in between the attacking and defending unit, or
any combination of the above. The close assaulting unit does not
double its attack factor but instead uses its basic attack
factor. The code CA(I) is used when plotting this task. The
attack is resolved normally. Terrain in the defending unit's hex
does not modify the combat result in any way. An improved
position does cause a minus one modifier to the die roll. A
combat result of pin or delayed panic are treated normally. A
result of D-4 means that the defending unit is taken off of the
board and the attacking unit may move into the hex of the
deceased defending unit. A result of the other levels of
disruption means that the defending unit takes the result and
must also retreat out of the hex one hex in any direction
(defending player's choice) but must follow the rules for panic
movement. If the defending unit has a movement factor of 0 then
it is eliminated, it can not retreat. The attacking unit still
moves into the vacated hex. The defending unit does not get any
defensive fire unless it was plotted to fire at the close
assaulting unit on that turn. If more than one unit close
assaults the same unit then each unit makes their attacks with
the cumulative results then being applied to the defending unit.
One of the attacking units may move into the hex if it is
vacated. If two opposing units close assault each other on the
same turn, neither may retreat nor advance regardless of the
results of the combat. If there is more than one unit in the hex
to be close assaulted the defence factors of each defending unit
are combined into one total and it is from this total that the
combat differential must be determined from.
Smoke: When a hex is hit by smoke shells in indirect fire the
impact hex and the six surrounding hexes are considered to be
covered by smoke.
G Wepaons Class Units: G Class missile units may now fire across
streams, rivers and swamps. However each stream and river hexside
and each swamp hex count as two hexes in terms of range to the
Soviet Infantry Companies may not ride on tanks. (The tank units
are platoon size units.) Soviet Infantry Companies consist of 110
men, 24 MG, and 9 RPG-7.
When a helecopter unit spots for Indirect Fire it is considered
to have elevated itself to spot and may be fired at during the
direct fire phase of the next game turn as if the helecopter unit
had exposed itself at that time.
Smart Shells: When using Smart Rounds in indirect fire, scatter
is eliminated from the indirect fire sequence. Smart Shells may
only be used by Off-the-Board Artillery and only when the target
is spotted by a friendly unit.
Instant Minefields: A hex may be hit by a speical type of
artillery concentration. This concentration is from the Off-the-
Board artillery concetrations. The artillery shoots shells into
the air that break up and rain little minelets into the area
desired. Therefore an artillery concentration makes a hasty
minefield in a hex that it hits. The artillery concentration may
not be used for a regular or smoke attack mission on the same
turn it makes this instant minefield. All other rules for
indirect fire apply.
M Weapon's Class: M Class units when firing at soft targets use
the following table to find the corrected attack strength.
57mm or less basic attack strength (not more than 6)
73mm to 85mm 8
87mm to 100mm 10
105mm or greater 12
New Soviet Units:
Anti-Tank Platoon (131-133) - 18 men, 2 Sagger teams, 2 RPG-7, 2
SPG-9. (12-G(4)-12-2-1) Missile Armed, (9-M-4-2-1) Missiles
Depleted. This unit is a dual class unit and follows the same
rules as other dual class units. This unit replaces the ASU-85
unit in the Motorized Rifle Regiment. (Three per Regiment)
Requires one Truck unit per unit.
Heavy Mortar Detachment (121-126) 24 men, 3 120mm Mortars.
(4-H-25-3-0).Six per Motorized Rifle Regiment.
(Two per Battalion) Requires one Truck unit per unit.
The Self Propelled Mortar Detachment is replaced by one Field