Last Updated April 8, 2007
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NOTES
SETTING
THE SCENE
These rules are intended for the 1970's in western Germany or Israel. (mainly
germany). They can be used in the 80's and 90's if you wish. I have given a
few token rules for more sophisticated armour, firepower and targeting systems
than are generally available in the 1970's. They do not try to properly cover
from the period 2000 onwards though.
TURN
SEQUENCE
Take an ordinary set of playing cards, for each "Western" Manoeuvre unit in
use, including helicopters and on board artillery such as mortar select one
black card. You don't need to write on the cards. For each "Soviet" Manoeuvre
unit in use, including helicopters and on board artillery such as mortar select
one red card. Then write on the face of each card the unit it represents. You
may in addition have extra cards, these do not represent a specific unit so
are not written on (they should be black for NATO and RED for Soviet though.
You then shuffle the cards and turn them over one at a time. E.g. if the first
card drawn is a black card, then any Nato manoeuvre unit may take it's turn,
or hold until later in the turn. If the next card drawn is a red card with "3rd
T72 battallion" written on it then that unit may take it's turn. If the next
card is a bonus red card with no units name written on it, then any soviet unit
may have a turn, whether it has already had a turn or not. (no unit may have
more than two turns).
FIGURE
SCALE
To reflect differences in organisation, independence of command etc, Nato units
have more independence at a lower level. This is represented by having a "Tactical
Unit" which is a single vehicle model represent a platoon, and approx 3 of these
units representing a company making up a Manoeuvre unit. For Soviet and Arab
forces the Tactical Unit (single vehicle miniature) represents ½ a company.
The 2 vehicles that represent a company must stay within 2" of each other but
this formation does not have a role in the game, instead the Soviet Manoeuvre
unit is the Battalion of normally 3 companies, or in this case 6 vehicle tactical
units. In western forces a single vehicle represents about 3-4 vehicles or a
platoon of infantry. In soviet or arab forces a single vehicle represents 5-6
vehicles. At this scale 2 vehicles represents a company of tanks or mech infantry.
Artillery is a little different. For western forces a battery is represented
by 2 gun models, and an artillery regiment or battalion by anything up to 8
gun models. Wouldn't really field more than one of these in a game and most
would probably be off board anyway. Soviet Artillery has one gun representing
a battery and 3 guns representing a battalion. As such more than one battalion
may be represented in the game. Again note most of these guns would probably
be off board (saves buying artillery pieces). To represent infantry I would
suggest a single APC mounted with 4-5 infantry figures. (maybe 4 for Nato and
5 for Soviets). If possible the APC should be detachable from the base. Particularly
if it is a BMP, Warrior or Bradley type heavily armed APC. Normally mech inf
units are represented by just this one base, it is not necessary to have separate
mounted and dismounted representations. In most cases they exist together and
share each others fate. There is one special circumstance covered in the rules
which only applies to Bradley, Warrior, BMP and other heavily armed APC's (not
ones with a single heavy machine gun like FV432, M113, BTR). Tanks may specifically
target the APC's when the unit is iin an urban or forested environment as it
is assumed the infantry will be dismounted. If the APC is successfully destroyed
the infantry remain as leg infantry and continue to fight (though with a -1
morale modifier) in all other circumstances the mech inf unit moves, fights
and dies as a single unit.
TERRAIN
SCALE
The current scale used is 1cms = 100 metres, or 1" = 250 yards. Vehicles and
mech inf should be mounted on a base something in the region of 1" square (exact
size doesn't matter). This density of vehicles is more realistic than the entire
battalion of tanks deployed in an area the size of a football field! This game
is intended to be played with 1/285th GHQ or similar miniatures, and no ground
based vehicle can move more than 4" or 1,000 yards in a normal combat turn.
This means the average board represents a large area and allows space for separate
defence lines etc. Do note in above example that a unit may be activated twice
in a turn, could move on each of these, and in theory could even "Transit move"
as one or both of these moves so could move an unlikely but theoretical 16"
during the course of one turn.
MOVEMENT
Nearly everything moves at the same speed. 4" per turn. Mech inf move at this
speed unless they are within 2" of an enemy target, or in an urban environment
or in a major forest etc in all of these cases they are assumed to have dismounted
with the APC behind them, and can only move 2". Likewise in urban or forested
terrain tanks are also reduced to the lower speed of 2"
TRANSIT MOVE - If troops are behind friendly lines and not yet been engaged in combat they have the option to "move faster" this is simulated by doubling their movement speed but making them more vulnerable to fire. Units can not do this if they have been fired upon by ANYTHING, including artillery and air attacks as they would then be being much more careful!
SPOTTING
I try and make up clever spotting rules, and then never use them! So I have
tried to be practical rather than very clever. If any unit moves or fires then
everyone can see it from anywhere. There are then two target types, Infantry
which can take cover and hide very well and tanks and other vehicles which are
more difficult to hide. In addition each of these has two states. Heavily dug
into prepared firing positions, covered fox wholes etc that took a long time
to prepare, and much more hasty, hull down positions, hidig behind a bush etc.
Because of the scale of the board the defender could have secondary defensive
lines that have to be scouted, identified and overcome. Recon units don't normally
get used much in a game like this, but now they actually have a use. As such
the spotting table has 2 figures. The first is the range at which a target is
automatically spotted by most troops. The 2nd is the range that they are automatically
spotted by specialist reconnaissance units. If the reccon unit spots them ,
then everyone spots them. If you are big on Reccon you could say that the recon
unit has to survive until the end of the turn for the target to be spotted but
I can't be bothered. Likewise I have considered making it more difficult to
hit reccon units, but again can't be bothered. Feel free to do so if you wish
though.
TO
HIT
Ultra modern computerised represents those targeting computers available on
Leopard 2, Abrams, challengers and perhaps T-90 or later soviet tanks? It is
not available for any vehicles in the 1970's period the rules are aimed at.
ATGW are a special case, I want to factor in their relative slow speed and the
chance for an enemy to retaliate. I have avoided giving the enemy the option
to take evasive manoeuvres but would like to give them the chance to fire back
and disrupt the missile firers. This works fine if a "card" represents any unit,
but not so well when a card represents a named unit. I am still thinking about
this one. TO HIT results Remember that the firer and the target both represent
more than one vehicle, and the timeframe represents more than one shall. As
such I have abstracted the number of hits as a "single" hit or "multiple hits"
the only difference being that when a target is barraged with multiple hits
there is a greater likelihood of more vehicles being destroyed or incapacitated,
thus affecting the "Penetration" figure.
TACTICAL
UNIT MORALE / CASUALTIES
Any tactical unit may be totally destroyed. This represents significant loss
of life and irreparable damage to a significant number of vehicles. Prior to
that level of damage the unit's effectiveness can still be degraded. I have
refered to this as Tactical Unit Morale, it is infact an amalgam of psychological
factors and physical damage. A unit can suffer -1, -2 or -3 morale damage. The
next level is total destruction. Each morale level has greater penalties on
combat power and freedom of movement.
COMBINING DAMAGE - e.g. if a US mech inf platoon was blasted by a T72 unit and suffered a -2 morale effect, and was then hit by a BM-21 barrage which also inflicted a -2 morale modifier. The way you work out the damage is to take the worst of the two damages (the original one or the new one) and add ONE to the level. So in this example the mech inf platoon would have it's morale dropped by a factor of -3 which equals "Broken".
MORALE
RECOVERY
Because the morale factor is an abstract of psychological factors, hum and machinery
damage and death, it is possible that morale will improve, that humans can be
bandaged and machinery can have minor damage repaired. As such at the end of
every complete turn, not one unit's turn, the complete turn. Every unit that
has anything less than an OK morale rolls a D6 and may increase their morale
level. In addition to tactical morale, the larger manoeuvre unit that the tactical
unit is a part of also has a morale level. There is no roll for this it is made
up out of the sum of tactical unit morale. I.e. if enough platoons are trashed
the company as a whole will retreat. If enough platoons then heal their morale,
the company as a whole may attack again.
PENETRATION
TABLES
The table cross refernces weapon size to range to target. Then 6 separated numbers
are given. These numbers represent 6 categories of target ranging from M113
APC to Challenger 2 tank. Examples are given just below the penetration table.
It is not exhaustive but should give you a good idea. Please note the main difference
between the first and 2nd column is qty and quality of spaced armour. Column
one is FV432, M113, BTR or other APC's with a thin steel or aluminium skin proof
against little more than small arms and shrapnel. The 2nd column is more sophisticated
APC's with assorted high tech spaced armours to protect against RPG's and perhaps
20-30mm autocannons, such as the Warrior and the Bradley. I don't think any
unit from the 1970's falls into this category, perhaps some light tanks, Sheridan,
PT76 etc. Because a vehicle represents about a platoon, I have not made it easy
to get a bonus for a "flank shot" you have to be totally to the side or rear
of a unit to qualify.
SMALL
ARMS
This represents all direct anti infantry weapons. Including small arms, tank
and infantry machine guns, and auto cannons up to 30mm. The assumption being
that any vehicle armed with a weapon of higher calibre than 30mm would use this
weapon primarily against vehicles, and would use it's lighter secondary weapons
against infantry. You role 1D10 and add a bonus for the category you are in.
The inf platoon then potentially suffers a morale reduction in exactly the same
way as a vehicle unit is affected by main gun fire. In the special case of a
mech inf platoon, it could have suffered -1 morale hit at long range from a
tank which fires at the APC. It then gets to within 2" of an enemy infantry
platoon and counts as dismounted. The mech inf takes another -1 morale modifier
from infantry fire and the mech inf unit, both men and APC are now at a morale
modifier of -2. (take the worst of -1 and -1 and then make 1 level worse, i.e.
-2)
SMALL
ARMS SHOOTING
Inf
V mounted inf = use RPG's
Inf V leg infantry = use small arms
Tank V mounted inf = use main gun at APC
Tank V leg infantry = use MG's on small arms
Inf V mech inf dismounted = small arms only, can't use RPG's
Tank V Mech Inf dismounted = EITHER MG's against inf on small arms table, APC
shares the fate of the infantry, OR main gun against APC in which case the APC
is detroyed and removed from base if +1 penetration or better is scored. In
which case only -1 morale modifier is applied to the tactical unit.
CLOSE
COMBAT
This is very similar to small arms and is intended to cover leg infantry and
mech infantry combat. Tanks can fight in close combat but only with a factor
of +1 which would put them on the same value as an average soviet platoon. Not
a productive use of your armour. Mech inf units fight as a single unit, if they
are carried by M113, BTR etc the vehicle is completely ignored. If they are
carried by an APC with effective weaponry such as a Marder or BMP then the mech
inf unit gets a +1 factor to represent this firepower, the APC does not fight
separately in the close combat, nor can it use it's weapons at long range against
armour if it adds the +1 to the mech inf's combat value. If one side outnumbers
the other, the side with more units, rolls multiple dice and keeps the best
of them. This does not gurantee a victory but it does increase the odds. The
losing side loses one Tactical unit. To take into consideration the destructive
nature of close combat, if both sides score equal, then both sides lose a tactical
unit. Note in close combat there is no option to inflict -1,-2 or -3 morale
modifiers. The losing unit is removed as destroyed.
ARTILLERY
At the beginning of each turn, each artillery observer that a side has been
allocated must plot artillery, not for the turn that is about to take place
but for the turn following. The chance of the artillery hitting the target is
increased by how well the observer can see the target. If when the artillery
falls the target is still where it was when the artillery was called in, OR
there is a target within 2" of that point then a hit hits that unit. If there
is no such target within 2" of the target point anymore then the artillery barrage
does nothing. The chance of hitting other targets if the barrage is off target
by a bit is increased by the weight of the barrage. We avoid precise fall of
shot etc. If for example a BM-21 salvo rocket battery falls on a mech inf company
in woods and a 6 is rolled, the mech inf platoon that was targeted is hit plus
the 2 nearest other platoons as well, so long as they are within 4" of the original
target. In this case probably all platoons in the mech inf company would be
hit by the barrage. For damage inflicted by indirect fire I have tried to simplify
the cover categories. Infantry only get the maximum cover factor if they are
mech inf greater than 2" from an enemy, and not in urban territory, which implies
they are mounted in their vehicles, or if they are taking up defensive positions
in prepared concrete pillboxes which is not very likely. If they are dismounted
and merely hiding in fox holes, shell holes, woods or town buildings they count
as the first column and are more vulnerable.
SMOKE
Instead of plotting HE fire, you may plot smoke. Salvo
rockets can't. Mortars and medium lay 3" X 2" per model, heavy is
same but 4" X 2". To make life easy smoke always lands where you aim
it. It lands at the beginning of the following turn, (same as HE) and disperses
at the end of that turn. Smoke does not provide 100% cover. To fire through
smoke roll 1D6. If you have 1980's or better Thermal imaging then youy can see
the target and fire on a roll of 3,4,5,6 otherwise only on a roll of 5,6. If
you fail you can not fire at anything else.
COUNTER
BATTERY
I have included simple counter battery rules to allow you to try and take out
the opposing artillery. It is simple and there are no morale modifiers, either
you get the other guy or you don't. In the case of an enemy artillery unit being
taken out this does mean they are all dead. It is possible men and vehicles
have been killed or injured, it is also possible that fire has become too heavy
and they have decided to relocate to a significantly different location. The
amount of time it will take them to relocate, set themselves up and get back
on the artillery net means that the game will be over, hence them dropping off
the world. If you were playing ultra modern with sophisticated MLRS, AS90 etc
vehicles it may be possible for them to shoot and scoot and get set back up
within the length of the game. I suggest something like, each turn after an
artillery unit has been neutralised by counter battery fire, roll 1D10. On a
roll of "0" the unit comes back on line. I think this should only apply to very
well connected tactical fire control systems such as the west own from the 1990's
onwards.
AIRCRAFT
Each turn roll a dice to see if you get close air support. Factor is high for
US because they love aircraft and low for Russia as they don't believe in close
air support. When an aircraft comes on the board the defender gets one roll
to try and abort the attack run. Make a subjective decision as to how good the
air defence is and roll 1D6. I suggest this is agreed before the game begins.
If the aircraft does not abort or is shot down then drop 1 bomb in their run
at any target that has currently been spotted. They then leave the board.
HELICOPTERS
Count as an ordinary platoon. They have cards and move and shoot like a tank,
they normally have a choice of firing ATGW or rockets or autocannon once per
turn, they choose which weapon system to use dependant on their needs. Helicopters
tend to fly nap of earth, take this into account when considering who can fire
at them, from a line of sight basis. Good systems like Gepard or ZSU-23/4 roll
1D10 and on a score of 8,9,10 destroy a helicopter model. This is their turn.
Many infantry carry hand held SAM's which could be used against a helicopter,
though they aren't very good in this role. As such I allow them a free shot
at the helicopter, but only with a 1 in 10 chance of bringing it down. I am
not sure about this rule and may change it.
MINES
I can't be bothered to use mines, and view them more of an obstacle than a real
offensive weapon. However these simple rules I feel give the right effect. If
engineers clear a gap then anyone can get through without a problem in future.
If an ordinary unit tries to clear a minefield the results are less effective
and a few mines are left behind, as such all units which follow after them still
have a small chance of taking damage.
HIDDEN
DEPLOYMENT
No fixed view on this, a reasonable option is to put card counters out where
real units are and include say 30-50% bogus card counters. Only when you get
close enough to see what it is do you turn the counter over. Gets tricky as
could be infantry or vehicle? SMOKE Can be laid instead of HE by artillery.
Mortar or medium artillery lays 3" Heavy artillery 4" and salvo rockets 6" wide
layer of smoke, in all cases 2" thick. Lasts for one turn.