Moves 59 

Optional Rules for the Central Front Series 

(Fifth Corps, Hof Gap, BAOR, North German Plain, Donau Front) 

Those readers receiving BAOR in S&T nr. 88 will notice the absence of
optional rules, and the incorporation of formerly optional or exclusive
rules into the new standard rules. After a lot of feedback, soul
searching, and re-analysis, a new set of standard rules was released
with BAOR. These standard rules are now applicable to all the games in
the series, even those yet to come. Barring any catastrophe, these
standard rules will not change again. It is highly recommended that
owners of Fifth Corps and Hof Gap read the standard rules in BAOR
carefully, since a number of changes are subtle and yet highly important
to correct play of the games. 

This article is intended to present all valid optional rules for the
entire Central Front series, as well as identify rules applicable to the
first two games (Fifth Corps and Hof Gap) which appeared in BAOR.
Players should remove these center four pages to add to their games. 

A number of exclusive rules in BAOR are also "standard" in nature and
will be included in the two remaining games of the series (North German
Plain and Donau Front). They should be considered standard for Fifth
Corps and Hof Gap as well: 





(Note: It is intended that the Warsaw Pact player have automatic
intiative on all Game-Turns of all scenarios of BAOR and Hof Gap, as
well as during the Battle for Fulda and Fifth Corps scenarios for Fifth
Corps. There may be an occasion in the forthcoming games to have
variable initiative, so the initiative segment has been retained in the
sequence of play. It is highly unlikely, however, that it will be
realistically used in the future.) 


In the next issue of MOVES, there will be an article covering the
linkage of all three games of the series, with scenario instructions,
and an updated Master Unit Deployment List for Hof Gap and Fifth Corps
which changes West German strengths, unit designations, and locations,
based on recent Bundeswehr reorganization. The article will also deal
with items such as the Warsaw Pact preemptive strike, and non-West
German NATO paralysis. 



Nuclear warfare may be initiated by either Player during the Nuclear
Attack Segment of any Game-Turn. Nuclear warfare is not simultaneous;
the Warsaw Pact Player resolves any nuclear attack he wishes to conduct
in a single Nuclear Attack Segment before the NATO Player resolves any
of his. If the NATO Player is the first Player in the game to actually
resolve a nuclear attack, the Warsaw Pact Player may conduct his nuclear
attacks after the NATO Player (in that Nuclear Attack Segment only).
Each Player may conduct nuclear attacks against Enemy units with nuclear
weapons fired from his artillery units or delivered by airpower. 


The number of nuclear weapons available to each Player for the duration
of the game, the strength of each, and the method of their employment is
listed on the Nuclear Weapons Charts (24.6). As a Player uses his
available weapons, he notes their expenditure on a separate sheet of



The Nuclear Weapons Chart lists the method by which each type of nuclear
weapon is employed, either fired from a certain type of artillery unit
or delivered by air. 

[24.11] An artillery unit may fire a nuclear weapon which it is eligible
to deliver into any hex within its range. Certain artillery units
possess a special range for firing nuclear weapons (as listed on the
chart) which represents battlefield missiles which are attached to the
artillery unit and for which separate counters are not provided. An
artillery unit does not gain an FP for firing a nuclear weapon, but must
be in supply to do so. A single artillery unit is allowed to fire only
one nuclear weapon per Game-Turn. 

[24.12] A Player may use a nuclear weapon deliverable by air anywhere on
the Game-Map. This does not require the expenditure of an Air Point, but
may only be executed if the opposing Player does not possess air
superiority. Within these restrictions, any number of eligible nuclear
weapons may be delivered by air per Game-Turn. 


Each nuclear weapon is assigned an Attack Strength on the Nuclear
Weapons Chart. To resolve a nuclear attack, the strength of the weapon
is compared to the Nuclear Defense Strength of the unit under attack.
This strength is "1" if the unit is soft, or "2" if the unit is hard.
The comparison, stated as a ratio, is located on the Combat Results
Table as if a prepared attack was being conducted in flat terrain
(regardless of the terrain actually in the hex under attack). The die is
then rolled and the defender's combat result is applied to the unit
being attacked. The attacker's combat result is ignored. 

[24.21] Any number of nuclear weapons (within the restrictions of those
available) may be assigned to attack a given hex or unit. However, a
separate attack is conducted for each nuclear weapon used. 

[24.22] If more than one unit occupies a hex in which a nuclear attack
is being resolved, each unit is attacked separately by the full strength
of the nuclear weapon(s). 


[24.31] Any combat result incurred by a unit defending in a nuclear
attack must be applied as an FP gain. No retreat is possible. 

[24.32] A unit subjected to a nuclear attack (whether it suffers any FP
gain or not) may not expend any Operation Points in the next Friendly
Player Phase. The unit may be flipped to its FP side during the Phase

[24.33] NATO units are prohibited from entering 
any hex subjected to a nuclear attack (by either Player) in the first
NATO Player Phase following the attack. 

[24.34] The Operation Point cost for entering a hex subjected to a
nuclear attack is doubled for the entire Game-Turn in which the attack
is resolved. Players may use facsimiles of the markers shown below to
indicate the effects of a nuclear attack in a hex. 


The NATO Player must plot nuclear weapon expenditure one Game-Turn in
advance of actual employment. During the Nuclear Attack Segment, the
NATO Player secretly writes down the identity number of a target hex or
the designation of a target unit for each nuclear weapon he wishes to
employ. He must also note the type of nuclear weapon used and the method
by which it will be delivered (naming the specific artilery unit if the
weapon will be fired by artillery). During the Nuclear Attack Segment of
the next Game-Turn, the attacks of all nuclear weapons so assigned are
resolved. If a Warsaw Pact unit is the assigned target of an attack, and
the unit has been moved adjacent to a NATO unit or into a city hex, the
attack is cancelled. Likewise, if the chosen delivery system is no
longer available (i.e., the Warsaw Pact has air superiority or the
assigned artillery unit is not within range), the attack must be

[24.41] The NATO Player may not choose a hex that contains a West German
city, or that is occupied by, or adjacent to, a NATO unit as a target

[24.42] A cancellation of a nuclear attack is considered an expenditure,
and the assigned nuclear weapon is no longer available. 

[24.43] The NATO Player may plot as many nucle ar attacks as he wishes
in a single Game-Turn, up to the limit of weapons provided by his
Nuclear Weapons Chart. 


Nuclear attacks
conducted by the Warsaw Pact Player are resolved in the same Nuclear
Attack Segment in which they are declared. Each nuclear attack is
declared against a specific target hex containing any number of NATO
units (see 24.22). As long as a target hex is not adajacent to Warsaw
Pact units, any hex may be chosen as a target. The Warsaw Pact Player
must adhere to a rigid schedule of nuclear weapon expenditure. In the
first Nuclear Attack Segment that the Warsaw Pact Player conducts
nuclear warfare, he may ex pend up to 33 nuclear weapons. In each of the
next six Nuclear Attack Segments that follow, he may expend up to 6
nuclear weapons. At the end of this period, the Warsaw Pact Player may
expend a maximum of 3 nuclear weapons per Game-Turn for the duration of
the game. The limits on expenditure given above are maximums; the
Warsaw Pact Player is free to expend fewer than allowed but doing so
does not allow him to expend more in subsequent Game-Turns. 



Atomic Demolition Munitions (ADM's) may be used by the NATO Player only.
They are nuclear weapons designed to enchance the obstacle value of the

[24.71] ADM's may only be assigned to friendly NATO units, and only
during the Nuclear Attack Segment of the Game-Turn prior to the
Game-Turn of use. 

[24.72] On the Game-Turn following the turn of assignment of an ADM, the
holding unit may detonate the ADM in any one hex that it passes
through during the course of it first Movement Phase. 

[24.73] A hex in which an ADM has been detonated costs a unit twice the
normal number of OP's to enter. In addition, the effects of Autobahns,
roads, and access hexsides are nullified by the ADM. 

[24.74] An engineer unit that enters a hex subjected to ADM demolition
restores the normal entry cost of that hex. 



In each scenario the NATO Player may deploy a certain number of
Wehrbereichskommando static infantry battalions. These units are
deployed hidden and may never be moved. Static infantry battalions may
be supported by West German artillery and attack helicopter units.
Although these units are battalion-sized, they are considered to be
company-sized for purposes of exerting a ZOC (see 6.24). 



Before the start of play, the NATO Player secretly writes down the hex
numbers of each city hex in which he wishes to place a static infantry
battalion. During play, as soon as a Warsaw Pact unit moves adjacent to
a city hex containing a static battalion, the NATO Player must declare
that unit's presence. If the Warsaw Pact unit occupies a hex controlled
by that static battalion, it must cease its movement as per 5.22.
Players may make facsimiles of the counters as shown below to use during


Each static infantry battalion is treated as a soft unit possessing an
Attack Strength of "0" and a Defense Strength of "1". Static battalions
may neither move, attack, nor expend Operation Points in any manner.
Static battalions may never retreat; they must absorb all adverse combat
results by gaining FP's. 

[25.21] NATO units of any nationality may be stacked in a hex occupied
by a static battalion. The static infantry unit does not count for
purposes of stacking, although it may add its Defense Strength to that
of any units stacked with it. 

[25.22] If units which are stacked with a static battalion are retreated
as a result of combat, the static battalion is automatically eliminated.

[25.23] Static infantry battalions may never participate in an attack
nor contribute toward the application of column shifts when resolving a
NATO attack. 

[25.24] The current FP level of each static infantry battalion is shown
by placing the appropriate FP marker in the hex it is considered to
occupy. The FP level of a static battalion is never averaged with other
units occupying the same hex. Each static battalion may possess from 0
to 4 FP's; when such a unit is called upon to gain a fifth FP, it is
eliminated. Remove the FP marker from play. 


The following static battalions are available for use in the first three
games of the series, and must be placed within the limits of the cities

BAOR: VBK 22 (Hannover), VBK 23 (Hildesheim), VBK 35 (Detmold), VBK
44 (Kassel). 

Fifth Corps: VBK 41 (Koblenz), VBK 43 (Wiesbaden). 

Hof Gap: VBK 63 (Ansbach), VBK 64 (Wurzburg), VBK 67 (Bayreuth). 



Current West German tactical thought is heavily influenced by the
political concept of "forward defense." With the advent of this
doctrine, traditional German excellence in mobile defense has been
sacrificed to the idea of holding as much ground, as far forward, as


No West German unit may retreat to fulfill combat loss requirements
until it is within 2 FP's of being destroyed. Therefore, a West German
mechanized or armored battalion could not retreat until it had a
cumulative total of 3 FP's. Similarly, a West German company, could not
retreat until it had absorbed at least 2 FP's, and an artillery unit
could not retreat unit] it had accumulated 4 FP's (except when being
attacked by counter battery fire only). 



Polish forces are among the best trained and equipped units in the
Warsaw Pact. While they would undoubtedly be very tenacious in the
defense of their homeland, their enthusiam for a Soviet war of
aggression might be of a low order. 



To simulate deteriorating morale, double all combat losses against
Polish units from the Combat Results Table. 


All Polish non-artillery units participating in attacks are subject to
unreliability. For each such unit or stack, the Warsaw Pact Player must
roll one die on the Polish Unreliabilty Table (27.3) at the time he
declares combat. Based on the number of FP's the unit/stack in question
currently possesses, the Table will yield a result which either allows
or denies the unit the ability to participate in the attack. This
procedure is initiated separately for each stack for each attack
throughout the game. 




Victory conditions for the Central Front Series are based on relative
criteria regarding Warsaw Pact advance rates and NATO's ability to
retain control of urban areas. These victory conditions have been
modified for game balance. Actual "victory conditions" for the Warsaw
Pact, based on their announced goals (i.e., planned rate of advance) are
presented below. As an additional comment, the West Germans would
consider the loss of 100 km of terrain, about half of the game map, as a
devastating defeat. 


Soviet victory conditions may be judged according to the following rates
of advance:

Last Two Numbers of Advance Hex:

Game-	Marginal	Substantive	Strategic
Turn	Victory 	Victory		Victory
4	34		30		26
5	30		25		20
6	26		20		14
7	22		15		8
8	18		10		2
9	14		5		Exit
10	10		Exit		none


If the Phasing Player is attempting to move all the units in a
particular Enemy-controlled hex out of that hex in accordance with 6.2,
his die roll is modified as follows: 

"1" is subtracted from the die roll during a P.M. night turn or during
ground fog; or if the unit is separated from all Enemy units' ZOC's by a
river hexside. 

"1" is added to the die roll for each adjacent hex in excess of one,
which contains an enemy unit exerting a Zone of Control over the Phasing
unit or stack. 


Units may not move, advance, or retreat into or out of a rough terrain
hex except through Autobahn, road, or access hexsides on the Hof Gap
map. Units may conduct normal attacks and exert Zones of Control into
such hexes as usual. Airmobile and Airborne Infantry units, only, are
exempt from any of the above restrictions. 

NB submitted by John Kula (
on behalf of the Strategy Gaming Society
originally collected by Andrew Webber