The Central Front Gets Refreshed and Unified 

By Charles T Kamps. Jr 

This is the second part of our enhancement of the Central Front system.
We intend to retrofit the new rules into subsequent editions of Hof Gap
and Fifth Corps. If you subscribe to both S&T and MOVES, with this issue
you've got it all. As I said last MOVES, this series, because of its
timely nature, will undergo additional published updates in the future.
We intend to support and maintain the system as an active, growing
entity. - Redmond 

In the year since Fifth Corps appeared in S&T, several dramatic changes
have taken place in the European military arena. First and most
important, the West German Army has finally reached a decision on its
new wartime organization. Second, it has been revealed that the Soviets
have continued to improve the quality and quantity of their artillery in
Eastern Europe. Both of these changes have been reflected in BAOR. It is
the purpose of this article to bring the first two games of the series,
Hof Gap and Fifth Corps, in line with BAOR. 

Included is an up to date Master Unit Deployment List, similar to the
one in Hof Gap, covering all units for the first two games. The list
includes the new German reorganization and Soviet artillery. Minor
changes are included for some other NATO units.based on information from
players with recent experience in Europe. The list was done from the
perspective of the Seventh Army scenario, as the variables for Warsaw
Pact deployment almost necessitate the playing of both Hof Gap and Fifth
Corps together to get a realistic picture of this front. 

Players will notice the increase in speed of Soviet deployment. This is
due to recent analysis postulating a "single echelon assault" in which
the Soviets would hope to maximize tactical surprise and opt for quick
disruption of NATO defenses. It is also assumed that the Soviet Western
Military Districts are at least partially mobilized, for a contingency
such as Poland, and, characteristically, NATO has not taken
extraordinary precautions. This is the reason for Category II divisions
appearing more quickly than one would normally expect. The series is
also based on the Soviets opting for a sneak attack from garrison
locations, with units moving out of barracks about 12 hours prior to
crossing the West German border. Is this pretty much a worst case? You
bet it is, and so was Pearl Harbor. One important redeeming feature must
be accounted for, however. Many NATO commands have again redistributed
ammunition, making it more accessible. Therefore, the US paralysis
should be limited to Game-Turn One only. 

The Master Unit Deployment List is in tended for players who wish to
make or modify their own counters. At this point it is a strong
possibility that the Hof Gap and Fifth Corps counter sheets will be
reprinted to account for the changes, and be made available in a second
edition, MOVES, or a series wrap-up package. 

Master Unit Deployment List for Hof Gap and Fifth Corps 

How to read the list. 

This list presents major changes in bold italics. Units not depicted in
the list have been deleted from the counter mix. 

Reading from the left, the 1st Column gives unit designation; the 2nd
Column type abbreviation: AA = Airborne Artillery, AC = Armored Cavalry,
AH = Attack Helicopter, AI = Airborne Infantry, AM = Air borne
Mechanized, En = Engineer, FA = Field Artillery, IN = Non-motorized
Infantry, MI = Mechanized Infantry, RA = Rocket Artillery, SP =
Self-propelled Artillery, Tk = Tank (Armor). 

The 3rd Column presents strength - for non-artillery/aviation types the
first number is attack and the second is defense. For these types,
mobile combat strength is the first number in all cases for NATO units,
and the second number for Warsaw Pact units. Artillery and aviation
units have their range given in parentheses. An "s" following strength
indicates a soft unit. 

The 4th Column shows NATO unit location or entry as follows: Location is
a fourd-igit hex number following either an "H" for Hof Gap map, or an
"F" for Fifth Corps map. A "(1)" following the location indicates the
unit may be placed within 1 hex (i.e., adjacent) to the locator hex.
Entry is a three-part code: Game-Turn of entry/entry hex/Operation
Points available in phase of entry. 

Grand Campaign Scenario 



These scenario instructions allow for the combination of the first three
games in the Central Front Series: Fifth Corps, Hof Gap, and BAOR. All
three may be played together, or Fifth Corps may be combined with either
BAOR or Hof Gap exclusively. As victory conditions are determined
separately for each game map, players have complete flexibility in the
choice of games they wish to combine. In playing the Central Front
series, the new Standard Rules issued with BAOR should be considered
authoritative. Additionally, the Exclusive Rules of BAOR carry the
weight of Standard Rules for all the games. Optional Rules for the
series were published in the last edition of MOVES. These Scenario
Instructions cover all other game features žo, essentially, players may
disregard the original Exclusive Rules issued with Fifth Corps and Hof


The three game maps are joined together as shown in the diagram. The Hof
Gap map should be cut on the dotted line printed along the western half
of the north map edge. Then the Hof Gap map is laid over the Fifth Corps
map so that Fifth Corps hexes 0126 and 0151 are directly under Hof Gap
hexes 3901 and 3926 respectively. The BAOR map should be cut along the
dotted line printed on the western half of the south edge of the map.
The BAOR map is then laid over the Fifth Corps map so that Fifth Corps
hexes 3926 and 3951 are directly under BAOR hexes 0101 and 0126
respectively. The overlapping hexrow in each case is assumed to be part
of the playing surface of southernmost mapsheet. Small pieces of masking
tape may be used to hold the maps together (avoid using transparent tape
as it tends to tear the mapsheets). 

The combined or single Central Front games begin on Game-Turn One (an
A.M. Game-Turn) and end with the completion of Game-Turn Ten, or at the
completion of any Game-Turn from Game-Turn Four on, by mutual consent of
the players. The Warsaw Pact player is the First player during every
Game-Turn. (The Initiative Segment of the Sequence of Play is skipped.) 


[31.11] NATO units from the BAOR game are set up according to 20.1 of
the BAOR rules. NATO units from Fifth Corps and Hof Gap are set up
according to the updated Master Unit Deployment List accompanying this
scenario. West German Territorial Static units may be deployed according
to Optional Rule 25.3 (see MOVES nr.59). 

[31.12] To accomodate the joining of BAOR and Fifth Corps, the West
German 21/2 Artillery and 22/2 Rocket Artillery units (which normally
enter the BAOR map on Game-Turn One) are ignored as reinforcements and
are initially deployed on hex 3134 of the Fifth Corps map. All other
NATO reinforcements are entered normally as per BAOR rules or the Master
Unit Deployment List, as applicable. 


[31.21] Warsaw Pact reinforcements are entered according to BAOR cases
21.4 and 22.2. Order of appearance is detailed in BAOR case 20.2 and the
Master Unit Deployment List. 

[31.22] Soviet airborne reinforcements consist of the 76th Guards
Airborne Division and the 103rd Guards Airborne Division. Both divisions
may be dropped in the same or different Game-Turns as the Warsaw Pact
player desires. BAOR case 22.4 details the option of dropping the 76th
GABD off map. This option is available to the 103rd as well. If the
Warsaw Pact player decides to drop the 103rd GABD off map, then no NATO
reinforcements enter either the Hof Gap or Fifth Corps game maps. This
includes US units at Major Training Areas off map. 


[31.31] NATO units on the BAOR map trace lines of supply to sources
outlined in 21.71 of the BAOR rules. NATO units on the Fifth Corps map
may trace supply to an Autobahn or road hex leading off the west edge of
the map, or the south edge (west of hex 0122), or the north edge (west
of hex 3922). NATO units on the Hof Gap map may trace supply to an
Autobahn or road hex leading off the west edge only. 

[31.32] All Warsaw Pact units, except artillery, are automatically
supplied for the first four Game-Turns of any scenario, regardless of
whether they can trace a valid line of supply or not. Warsaw Pact units
on the BAOR map trace supply according to 21.72 of the BAOR rules. All
Soviet units may trace supply to an Autobahn or road hex leading off the
east edge of the Fifth Corps map, the east edge of the Hof Gap map, or
the north edge of the Hof Gap map east of hex 3931. East German units
may trace supply to an Autobahn or road hex leading off the east edge of
the Fifth Corps map, or the north edge of the Hof Gap map (east of
3931), or the east edge of the Hof Gap map (north of 2850). Czech units
may trace supply to any road hex leading off the east edge of the Hof
Gap map. 


[31.41] Warsaw Pact initial air superiority is determined according to
21.2 of BAOR rules. Air superiority applies to all playing maps. When
the Warsaw Pact player has air superiority, he receives 12 Air Points
per map. This total of 36 Air Points may, at the discretion of the
Warsaw Pact player, be used anywhere on any map(s), as long as the total
of Air Points expended per Game-Turn does not exceed 36. When the NATO
player has air superiority, he receives 18 Air Points per map. This
iotal of 54 Air Points may, as above, be used anywhere. 

[31.42] The Warsaw Pact player may conduct a pre-emptive airstrike
against six hex groups per map in play, according to 21.5 of BAOR rules.
This total of 18 strikes may be apportioned among the game maps as the
Warsaw Pact player wishes. 

[31.43] No die roll is ever made on the Airpower Table on the first
Game-Turn to determine the presence of ground fog. The first Game-Turn
is always considered clear. 

[31.44] The Warsaw Pact player receives 3 column shifts in his favor
when using chemicals on Game Turns One through Four, two column shifts
in his favor when using chemicals on Game Turns Five through Eight, and
one column shift in his favor when using chemicals on Game-Turns Nine
and Ten. The NATO player may never use chemicals. 


[31.51] NATO and Warsaw Pact units may move from one playing area to
another across the hexrow where the two maps overlap. NATO units only
may also move from map to map across off-map territory (see 31.56). 

[31.52] Air Points and pre-emptive airstrikes may be used anywhere on
the three playing areas. E-W points and nuclear warheads allocated to
one map may never be used against targets on another map. 

[31.53] Artillery units of both sides located on one map may support
friendly units located on another map, provided that such fire is not
traced across off-map territory. 

[31.54] Attack helicopter units may be used to support friendly units
located on another map, provided that the "flight path" can be traced
entirely across on-map territory. 

[31.55] Airborne units may be dropped on any maps, at the discretion of
the owning player. See also 31.22 for Soviet off-map parachute options. 

[31.56] During any friendly Player-Phase, any number of NATO units may
be exited off the south edge of the Fifth Corps map (west of hex 0122)
and immediately be re-entered into play during the next NATO friendly
Player-Phase on the west edge of the Hof Gap map, or vice versa.
Similarly, NATO units may be exited off the north edge of the Fifth
Corps map (west of hex 3926) and be reentered into play during the next
NATO friendly Playe-rPhase on the west edge of the BAOR map, or vice
versa. In order to do so, a unit must be exited from a road or Autobahn
hex leading off the appropriate map edge, and must have at least six
Operation Points remaining in its allowance for the Phase after doing
so. In the immediately following Player-Phase, the unit must enter the
other map as a reinforcement, via road or Autobahn, and may expend only
six Operation Points in that Phase. A NATO unit may not be exited from a
hex, or entered into a hex, from which a Warsaw Pact unit that exerts a
Zone of Control has been exited. 


Non-West German NATO units are subject to special movement and combat
restrictions during the first Game-Turn of any scenario. At the
beginning of Game-Turn Two, and thereafter, the restrictions of these
cases do not apply. Exception: The following units are not subject to
these restrictions: 

1. On the BAOR map: British units east of the Weser River, and units of
the 4th Armoured Division, as well as Belgian units initially deployed. 

2. On the Fifth Corps and Hof Gap maps: all units of the 2nd and 11th
Armored Cavalry Regiments, the 2/15/3 mechanized infantry battalion, the
2/41/3 self-propelled artillery battalion, the 1/68/8 Armoured
battalion, and any units at a Major Training Center (see 31.7). 

[31.61] Non-West German NATO units (except those listed above) may not
expend Operation Points in any manner. Artillery and helicopter units
may not support a combat or use counterbattery fire. 

[31.62] Subject units must, if attacked, defend with their Mobile Combat
Strength. If attacked, they may retreat normally, and are released from
these restrictions. 


Before the NATO player sets up his units at the beginning of the game,
he uses the MTA Table (31.73) to determine which US brigade is currently
at a Major Training Area. He rolls one die to determine which column to
refer to (as noted across the top of the table) and then rolls the die
again to locate the result in the appropriate column, i.e., which US
brigade starts at an MTA. 

[31.71] After determining which brigade is affected, the NATO player
consults the Master Unit Deployment list and places all units for that
brigade as follows: 

1. All units except mechanized infantry battalions are placed within two
hexes of hex 1238 on the Hof Gap map. 

2. All mechanized infantry units enter play as reinforcements during the
initial NATO Player-Phase of Game-Turn One on the south edge of the Hof
Gap map, west of hex 0142. Each such unit may expend only 6 Operation
Points during its phase of entry. 

[31.72] All units in a brigade at MTA's are exempt from the restrictions
of 31.6. 


[31.81] British, West German and East German airborne infantry units are
all eligible for airborne drop in accordance with 15.0 of the Standard
Rules. They are, however, non-motorized, and when being moved they treat
all road and Autobahn hexsides as access hexsides instead. Furthermore,
they are treated as company-sized units for the purposes of exerting a
Zone of Control. 

[31.82] Units from the BAOR game which are eligible for airmobile
operations are detailed in 21.8 of the BAOR rules. The following units
from Hof Gap/Fifth Corps are eligible for airmobile operations after
conversion to airmobile status: all East German, Czech, and Soviet
motorized rifle regimemts, all Soviet airborne mechanized battalions;
all US 2-8 mechanized infantry battalions, The following units are
eligible for airmode operations at all times: East and West German
airborne infantry units, Soviet airborne artillery. 


Victory conditions are met in the same manner as described in 22.7 of
the BAOR rules. Victory conditions are, however, determined separately
for each mapsheet (i.e., "front"). 

[31.91] Warsaw Pact victory conditions are determined for each mapsheet
according to 22.71 of the BAOR rules - that is the same chart is
applicable to all three games. For victory purposes, however, Warsaw
Pact units must trace a line of supply to the east edge of the mapsheet
which they occupy, regardless of the fact that they may be able to be
supplied for game purposes by tracing a route onto another map. By
mutual consent, the players may use Optional Rule 28.0 (Doctrinal
Victory Condifions) for Warsaw Pact victory determination. 

[31.92] In the event that no Warsaw Pact victory is attained, the NATO
player determines his level of victory as follows: 

1. On the BAOR map, as per 22.72 of the BAOR rules. 

2. For the Fifth Corps map and the Hof Gap map, victory criteria are
outlined on the tables in 31.93. 


NATO City Hexes		Level of Victory

95 or more 		Strategic Victory

77-94 			Substantive Victory

66-76 			Marginal Victory


NATO City Hexes		Level of Victory

22 or more 		Strategic Victory			

15-21 			Substantive Victory

8-14 			Marginal Victory

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