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: [17.3] WARSAW PACT MARCH ORDER DIAGRAMS [21.1] WARSAW PACT DOCTRINE [21.2] WARSAW PACT AIR SUPREMACY [21.3] WARSAW PACT INITIATIVE (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.) [21.6] NATO CORPS ARTILLERY 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. [24.0] NUCLEAR WARFARE GENERAL RULE: 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. PROCEDURE: 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 paper. CASES: [24.1] USE OF NUCLEAR WEAPONS 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. [24.2] RESOLUTION OF NUCLEAR ATTACKS 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). [24.3] EFFECTS OF NUCLEAR ATTACKS [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 however. [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.
[24.4] NATO ASSIGNMENT OF NUCLEAR WEAPONS 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 cancelled. [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 hex. [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. [24.5] WARSAW PACT ASSIGNMENT OF NUCLEAR WEAPONS 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. [24.6] NUCLEAR WEAPONS CHARTS
[24.7] ATOMIC DEMOLITION MUNITIONS (ADM's) 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 terrain. [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. [25.0] WEST GERMAN TERRITORIAL UNITS GENERALRULE: 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). CASES: [25.1] DEPLOYING 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 play.
[25.2] PROPERTIES OF STATIC BATTALIONS 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. [25.3] AVAILABILITY OF STATIC BATTALIONS 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 listed: 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). [26.0] WEST GERMAN DOCTRINE COMMENTARY: 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 possible. GENERAL RULE: 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). [27.0] POLISH UNRELIABILITY COMMENTARY: 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. CASES: [27.1] COMBAT LOSSES To simulate deteriorating morale, double all combat losses against Polish units from the Combat Results Table. [27.2] DETERMINING UNRELIABILITY 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. [27.3] POLISH UNRELIABILITY TABLE
[28.0] DOCTRINAL VICTORY CONDITIONS COMMENTARY: 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. GENERAL RULE: 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 [29.0] EXITING ENEMY CONTROLLED HEXES 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. [30.0] HOF GAP TERRAIN 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 (firstname.lastname@example.org) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (email@example.com)