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 (firstname.lastname@example.org) on behalf of the Strategy Gaming Society (http://pages.about.com/strategygames/), originally collected by Andrew Webber (email@example.com)