by Jonathan Southard
Game Design: Jon Southard
1. Introduction 2. Game Equipment
2.2 Map and Charts 2.3 Game Scale 2.4 Jamming and Disruption 3. Sequence of Play
3.2 Types of Impulses 3.3 Impulse Sequence 3.4 End of Impulses 4. Ground Movement
4.2 Zones of Control 4.3 Stacking 5. Helicopter and Airmobile Movement
5.2 Helicopter Movement 5.3 Air Defense Fire 5.4 Airmobile Movement 6. Ground Combat
6.2 Artillery Support 6.3 Helicopter Support 6.4 Air Support 6.5 Steps and Strength Markers 6.6 Retreat after Combat 6.7 Advance after Combat 7. Artillery Fire 8. Bombardment
8.2 Bombardment Procedure 8.3 Bombardment Targets and Strengths 8.4 Column Shifts 8.5 Bombardment Results 9. Electronic Warfare 10. Air Strikes 11. HQ Replacement 12. Setup and Victory
12.2 Reinforcements 12.3 Victory 13. Weapons of Mass Destruction
13.2 Nuclear Weapons 1. INTRODUCTION"AirLand Battle doctrine envisions a highly fluid, nonlinear
battlefield where ground and air operations are integrated throughout
the theater. It requires detection of enemy forces and movements, rapid
and violent offensive operations against enemy soft spots, and rapid
exploitation of success. "In an armed conflict of any scale, only the offensive leads to
the attainment of victory over the enemy ... The essence of the offensive
consists of having all the troops that are conducting it destroy the enemy
with all available means and, exploiting the results obtained, advance
swiftly into the depth of his disposition, destroy and capture personnel,
armament, and combat equipment belonging to the enemy, and seize
specific territory." "Wherever Russians have appeared in the history of war, the
fight was hard, ruthless, and involved heavy losses. Where the Russian
stands or defends himself, he is hard to defeat, and it costs a lot of
bloodshed." The shortest route for a Soviet offensive to the Rhine River lies between the East German border and the city of Frankfurt. A successful offensive through this area-the famous Fulda Gap would cut West Germany in half, threaten the vital Ruhr area, and place the rich Frankfurt-Mainz-Darmstadt triangle under Soviet control. If NATO is to win, the US and West German armies must win here. Should war come, both sides anticipate extremely mobile, fastmoving battles. Drive on Frankfurt emphasizes mobile warfare and the need to synchronize various types of highly specialized units. The player who more effectively combines combat, support, and electronic warfare (EW) units at critical times and places will win. 2. GAME EQUIPMENTA complete game of Drive on Frankfurt includes:
200 die-cut playing pieces One 12-page rules booklet Players must supply their own 10-sided die. Use a 10-sided die whenever a die roll is called for. (Read rolls of 0 as 0, not 10 as in some other games.) Players who do not have a 10-sided die may use a six-sided die instead: roll the die twice and consult the Die Rolls Table. 2.1 Playing Pieces The playing pieces include units (representing military units) and markers (to record information). Combat and Support Units Drive on Frankfurt includes two types of units: Combat units: tank mechanized cavalry airmobile mechanized airmobile infantry Combat units are the basis of each side's fighting power and share many characteristics. Support units: artillery helicopter headquarters (HQ) electronic warfare (EW) helicopter base. These exist to give direct or indirect assistance to combat units. Each support unit has unique characteristics. Formations Most units belong to a formation: brigades in the NATO force, divisions or the air assault brigade in the Soviet. Units belonging to a formation are called formation units. Each unit of a NATO brigade is identified by a formation designation (printed on its counter) indicating its brigade and division number. Each unit of a Soviet division is identified by division number only. Color bands have also been printed to make formations easily recognizable. List of Formations and Designations NATO
1st Brigade/ US 1st Mech Division (1/1) West German 2nd Panzergrenadier Division (5/2, and 34/2) West German 5th Panzer Division (6/5,13/5, and 15/5) Soviet
7th Guards Tank Division (7G) 9th Guards Tank Division (9G) 11th Guards Tank Division (11G) 15th Guards Motor-Rifle Division (15G -"The Iron Division") 27th Guards Motor-Rifle Division (27G) Air assault brigade (AA) Headquarters Each formation has a headquarters (HQ). The HQ of a unit's formation is the unit's superior HQ. Each formation unit has one superior HQ. Higher-Echelon Units A few units on each side do not belong to a formation (NATO cavalry, for example). These are called higher-echelon units. DESIGN NOTE: The US and West German force in the game constitutes one US and most of two West German divisions. Five Soviet divisions comprise one Soviet tank army. However, NATO divisions and the tank army are not "formations" in game terms. Sample Units A unit is flipped to its reverse side after being activated each turn. The reverse side shows only the unit's defense value. HQ and EW unit values are read the same as combat units. Parenthesized defense values are used only if no combat unit is present (6.1). All artillery units have movement allowance 5 and ground combat defense value "(1)" (not printed). Type, size, formation, and setup hex are read the same as for combat units. Other information is identical to other combat units. Note: The three nationalities in the game use different terminology. The Soviets, for example, use the term "motor-rifle" to describe what we call "mechanized." For simplicity, the rules use US terminology only.
Unit Sizes
II Battalion I Company *** Platoon X Brigade Headquarters XX Division Headquarters RAG Regimental Artillery Group DAG Divisional Artillery Group AAG Army Artillery Group 2.2 Map and Charts The map represents the area of West Germany where the campaign for Frankfurt may take place. Each hexagon represents only one type of terrain. The Terrain Key on the map explains map symbols and the Movement and Combat Effects Chart lists terrain effects. Features not listed on the chart have no affect upon movement or combat. Roads Highways and autobahns (super-highways) run through hexes but do not affect the base terrain. Any rules reference to "roads" includes highways and autobahns. Urban and town/suburban hexes are treated as roads only if roads run through them. 2.3 Game Scale Each hex represents 4 kilometers (2.4 miles) from side to side, and each game turn represents 12 hours. Each battalion represents about 400-500 men, or 30-50 tanks, or 18-24 guns; each regiment about 1800-2000 men or 90 tanks. Each helicopter unit represents 7-28 helicopters. 2.4 Jamming and Disruption References to these two concepts occur throughout the rules. Briefly, jamming and disruption impede a unit's movement and burden its ability to activate. Players use EW units to "jam" enemy units. There are two types of jamming. Area jamming affects a single hex and has basically the same effects as disruption. Formation jamming affects one formation and can prevent units from undertaking any activity. Disruption results from bombardment (8 and 9). 3. SEQUENCE OF PLAYDrive on Frankfurt is played in game turns. Each game turn is divided into five phases, some of which are further divided into segments. The players conduct the following activities in the order listed. Sequence Outline I. Reinforcement Phase: The players consult the Reinforcement Schedule to determine what reinforcements arrive and secretly plan map-edge arrival hexes. II. Air Allocation Phase (turns 3, 5, and 7 only): The players secretly and simultaneously allocate air strikes to missions (10.1). III. Barrage Phase (turns 2-8)
B. NATO Bombardment: The NATO player may conduct one bombardment. He does not flip over bombarding units. Players alternate conducting bombardments until neither player wishes to conduct any more (but see 8.1). IV. Impulses:
Before activating each unit, check whether its formation is jammed or its HQ disrupted (3.1). B. NATO Impulse: The NATO player declares a type of impulse and conducts it. Before activating each unit, check whether its formation is jammed or its HQ disrupted (3.1). Alternating impulses continue until each player has passed or is required to stop (3.4). V. End Phase:
B. Flip all units face-up. C. Replace HQ units eliminated during the preceding turn (11). D. Advance the Game Turn marker one space along the Turn Record Track. Each pair of game turns constitutes one day 3.1 Impulses and Activation Each game turn consists of a sequence of impulses. All movement and combat take place in these impulses: there is no separate "Movement Phase" or "Combat Phase." The Soviet player conducts the first impulse in each turn. Then the NATO player conducts an impulse; then the Soviet player conducts another impulse, and so on. Activation A unit which moves or makes any kind of attack (ground, bombardment, or EW) during an impulse must be activated. The type of impulse a player declares determines what units he may activate during that impulse (3.2). Each unit may be activated only once per turn. A unit may move and attack only during the single impulse in which it is activated. After an activated unit completes its movement and combat it is flipped face-down. Effects of Formation jamming and HQ Disruption on Activation The following conditions may prevent activation of a ground unit.
Its superior HQ is disrupted. This effect also applies to a disrupted HQ unit itself. It is a higher-echelon unit and receives command (4.1) from an HQ which is formation-jammed or disrupted. Activation Determination Procedure If any of the above conditions hold for a unit you wish to activate, conduct the following procedure:
West German and the die roll is 4 or greater. Soviet and the die roll is 5 or greater. 2. Flip the unit face down or move it:
If the modified die roll is greater than or equal to the required value, the unit may be activated normally (but see 4.1, Area Jamming and Disruption). The player must complete movement - but not necessarily any other activity - with a unitbefore rolling for any other. If you wish to activate units stacked together, roll once for the entire stack, not once per unit. Example: The NATO player wishes to activate units of a US brigade that is formation -jammed. The NATO player selects a unit, rolls the die, and obtains an 8. He moves the unit adjacent to a Soviet unit. He now rolls for a second unit and obtains another 8. He moves that unit adjacent to the same Soviet unit and attacks with both his units. He could not have rolled for the second unit before moving the first. DESIGN NOTE: If a unit's formation is formation-jammed, or if the unit's HQ is disrupted, orders may not get through. This effect applies in both general and formation impulses; in either case, the unit's HQ must issue orders. 3.2. Types of Impulses There are three types of impulses: general, formation, and pass (do nothing). General Impulse In a general impulse:
Any number of helicopters may fly. Any number of air strikes may be called. Units need not be "in command" (4.1) to be activated in a general impulse - in fact, units that are out of command may be activated only in general impulses. Formation Impulse When a player declares a formation impulse he must name one of his formations, activate the formation's HQ, and then may activate the following units:
Any or all higher-echelon units that are within 4 hexes of the formation's superior HQ at the start of the impulse. Any number of helicopters. Any number of air strikes may be called. A player may declare only one formation impulse for each formation per turn. A player is not required to activate all of a formation's units in a formation impulse. He may activate some of a formation's units in a formation impulse and others in any number of different general impulses. When a formation impulse is declared, however, the formation's HQ must be activated (and flipped face-down afterwards). A player may not declare a formation impulse for a formation whose HQ is face-down. Pass A player who passes does nothing during that impulse and may not activate any more units for the remainder of the game turn. (His helicopters may still fly defensive support missions, and his artillery may still fire defensive support; see 5 and 6.) His opponent may perform consecutive impulses until he too passes or is required to stop (3.4). Required Activations A player who declares a general or formation impulse must activate at least one ground unit. Flying helicopters or calling air strikes does not constitute activation. DESIGN NOTE: You have the choice between activating your units in driblets (general impulses) or masses (formation impulses). Usually you will want to use formation impulses because more units can be activated at once. If you want to move units from several different formations at once, however, you'll use a general impulse. It is important to understand that you are not required to move formation units by formation impulses; it's simply more efficient. 3.3 Impulse Sequence In each impulse a player may activate some units, move and attack with them, then activate others, move and attack with those, and so on until he has activated all units permitted in the impulse. Attack refers to either ground combat, bombardment, or jamming. In each impulse every activated unit may move and attack as follows:
Combat units may move, attack, and then immediately advance or retreat after combat. A combat unit which has attacked may not use normal movement for the rest of the impulse and may not attack again, but it may advance or retreat after combat. Helicopter units may fly before and/or after their base has moved (if a helicopter base is activated). After flying, a helicopter may support ground combat or bombard, then fly back to its base. A player may attack at any time during the impulse. A player may activate any number of units (within restrictions of 3.2) simultaneously and move them all before making any attacks. Thus, a player may move one unit, then others, then attack with the first unit (or with all the units in combination). After each combat, combat units which moved prior to the attack may not move for the remainder of the impulse - except by advance or retreat after combat. Thus, a player could not move a combat unit one hex, attack, and then continue moving that same unit. EXAMPLE: The NATO player activates the US 1st Brigade in a formation impulse. He moves tank battalion "A" , attacks successfully, and advances into the hex. He then moves the other three battalions as shown to encircle the Soviet unit, using the gap created by the fiist attack. He eliminates the unit and advances. DESIGN NOTE: Modern transport and communications make it likely that the next war will see the most fluid military action in history. Therefore the Drive on Frankftirt impulse sequence allows you maximum flexibility. You may move and attack with some units, then move and attack with others, and so on. 3.4 End of Impulses In each turn, impulses may end in one of two ways:
Impulses may end by die roll. If a player has activated all his units in the current turn, he announces this fact. His opponent, after each of his subsequent impulses, must roll the die. On a roll of 0, 1, 2, or 3 impulses end; on any other roll, the opponent may perform another impulse, if he still has units capable of doing so. Example: The Soviet player performs an impulse and activates his last remaining units. He announces that he has activated all his units. The NATO player then performs an impulse. After the impulse he rolls a 0. Impulses immediately end. 4. GROUND MOVEMENTEach unit may move once per turn, when activated. Command, jamming, or disruption interfere with movement. Zones of control halt movement and may entail an additional cost. 4.1 Movement Procedure Every unit except artillery has a printed movement allowance (MA) which is the number of movement points) it may expend when active. All artillery has MA 5. Units are moved from hex to adjoining hex, expending MPs according to terrain costs. A unit may enter a hex only if it pays the full cost. The Movement and Combat Effects Chart lists the number of MI's needed to enter each hex. Units may never enter hexes occupied by enemy units with a combat value greater than 0. Units may be moved singly or in stacks. Units may be combined into stacks and stacks may split up during movement in any fashion, so long as no unit exceeds its MA. Road Movement Restrictions When a unit enters a hex via a hexside crossed by a road or autobahn it ignores the normal cost to enter the hex and pays the special road rate instead.
A Soviet unit may use road rate to enter but not to exit a NATO zone of control. Units With Defense Value 0 If a hex contains only units with defense value 0, enemy units may enter the hex as though it were unoccupied. The units with defense value 0 are eliminated. Command To move normally, a formation unit must be in command at the beginning of its impulse of activation.
In a formation impulse, a higher-echelon unit is in command if located within four hexes of the chosen formation's HQ. In a general impulse it need only be located within 4 hexes of any HQ of the same nationality. If the HQ used to command a higherechelon unit is formation-jammed or disrupted, the effects of 3.1 apply. Effects of Being Out of Command A unit which begins an impulse out of command is penalized as follows:
In a general impulse its MA is halved. (Exception: Soviet airmobile units' allowances are not affected.) Retain fractions when halving. Example: A US higher-echelon unit (MA 5) within four hexes of a US HQ could be activated in that brigade's formation impulse. If not within four hexes of a US HQ, the unit could be activated only in a general impulse, and its MA would be halved (MA 2.5). Area Jamming and Disruption An area-jammed or disrupted unit loses 2 MPs if it successfully activates.
If one of these units is also out of command, subtract the MPs and then halve. West German Territorials (Optional) Certain hexes of Wetzlar, Kassel, Marburg, and Frankfurt are marked as territorial hexes (Terrain Key). The first time a Soviet unit enters a territorial hex, the unit must pay 1 additional MP and may not use road rate. After a Soviet unit has entered the hex, the territorial effect no longer applies for the remainder of the game. DESIGN NOTE: The West German Territorial Army will set up roadblocks at certain key towns. The Soviets can easily brush these aside, but will lose time while doing so. 4.2 Zones of Control Each ground unit having defense value greater than 0 (even parenthesized ones) exerts a zone of control (Z00 into adjacent hexes (but see5.4, Airmobile Movement Restrictions). ZOCs extend into all adjacent terrain except they do not extend across unbridged major river hexsides. Helicopters do not exert ZOCs. ZOCs have the following effects on ground unit movement:
A Soviet unit may use road movement to enter but not exit a NATO ZOC. A unit may not use a bridge to enter an enemy ZOQ it must pay movement cost as if the hex were not bridged. A unit must stop upon entering an enemy ZOC. It must attack and pay the MP cost for the type of attack (6.1). A unit which begins an impulse in an enemy-controlled hex may leave it, but may never move directly from one enemycontrolled hex to another, not even in advance after combat (6.7). DESIGN NOTE: The range and power of modern weapons are so great that, in game terms, units entering a ZCC are required to attack. The Soviet Army, emphasizing speed, practices rapid movement into battle and deployment under fire. Therefore, Soviet units are permitted to roadmove into NATO ZCCs. 4.3 Stacking Players may stack the following numbers of units per hex: NATO: Any two combat and/or artillery units; plus any number of HQ, helicopter, helicopter base, or EW units. Soviet: Two combat units (only one of which may be a regiment) plus one artillery group, plus any number of HQs, helicopter, helicopter base, or EW units. Example: A motor-rifle regiment, a tank battalion, and an artillery group would be a legal Soviet stack. Two regiments or three battalions would be illegal. The NATO player could stack one tank and one artillery battalion, or two tank battalions, or two artillery battalions. DESIGN NOTE: The threat of nuclear attack compels modern formations to spread out more thinly than their World War II counterparts. The stacking rules reflect this caution. Formation and Nationality Restrictions Soviet: Units of different divisions may not stack together. Higher-echelon units and air assault brigade units may stack freely. NATO: Units of different nationalities may not stack together. DESIGN NOTE: Stacking implies more than physical location in the same hex; it also implies cooperation. When Stacking-Limits Apply Stacking limits apply only at the end of each unit's movement, retreat, or advance after combat. 5. HELICOPTER AND AIRMOBILE MOVEMENT5.1 Helicopter and Base Units Bases A base is a ground unit. Each helicopter must remain stacked with its base at all times (except when flying), and they may not change bases. Helicopters are eliminated if their base is eliminated. When a base moves, its helicopters are moved with it (this does not, however, prevent those helicopters from flying later in the turn). The Soviet base is also the Soviet air assault brigade's superior HQ. It is activated according to the rules for HQs. US bases are higher-echelon units, and are activated by the same rules as other (non-HQ) higher echelon units. Three US helicopters are placed with each US base. DESIGN NOTE: Helicopter units represent the actual flying machines; base units represent essential support and headquarters without which those machines cannot fly. Helicopter Flight Helicopters fly for two purposes: to bombard or support ground combat. Each helicopter unit may fly only once per turn (in the Barrage Phase or during impulses, but not both). Helicopter Flight Restrictions
A helicopter may not fly if its base is area-jammed or disrupted. If a formation is formation-jammed during its formation impulse, roll the die for each helicopter you wish to fly as if activating a jammed ground unit (3.1). If the die roll fails, the helicopter is flipped face-down and may not fly this turn. 5.2 Helicopter Movement A flying helicopter is moved to another hex, supports ground combat or bombards, and then is immediately moved back to its base. A helicopter must always return to the base from which it started. The return path may be different from the outbound path. During the flight to the target and the flight back to base, a helicopter is subject to enemy "air defense fire" (5.4). Radius of Action A helicopter may support or bombard any hex within its radius of action. To reach the objective hex a helicopter moves through the hexgrid. A helicopter may fly over enemy units and ZOCs but suffers air defense fire for doing so (5.4).
A helicopter which supports a deliberate or assault attack, or bombards, has its full printed radius of action. Example: US helicopters have a radius of action of 14. A US helicopter could move up to 14 hexes to support a deliberate attack, support an assault, or bombard. It could then return by any path not exceeding 14 hexes in length. The helicopter could move up to 7 hexes to support a hasty attack, or to support defense against any type of attack, and then return by any 7-hex path. DESIGN NOTE: A helicopter's radius of action is analogous to an artillery unit's range: the distance which the helicopter can reach to perform missions. A helicopter unit's radius of action represents distances at which the unit can react in time to assist a battle, not maximum distances the machines can fly in twelve hours. 5.3 Airmobile Movement The Soviet player (only) has an air assault brigade consisting of a base, its helicopters, two airmobile mechanized units, and two airmobile infantry units. The Soviet player may air-move a maximum of two airmobile units each day - every two turns - in the same or different impulses. Command Requirements To air-move, an airmobile unit mustbegin the impulse within four hexes of the Soviet helicopter base. The Soviet player may declare either a general or formation impulse for the air assault brigade. He need not activate the base itself.
If the air assault brigade is formation-jammed, the player must roll the die for each airmobile unit he wishes to activate as if attempting to activate a jammed ground unit (3.1). Airmobile Movement Allowances Each airmobile unit has two MAs, ground and air.
An airmobile unit's ground MA is not affected when the unit is out of command (4.1, Command). Airmobile Movement Restrictions and Options
An airmobile move may not start in an enemy-controlled hex. An airmobile move must terminate in a clear hex that is not enemy-occupied (even by a unit with defense value 0). If anairmobile unit lands in an enemy-con trolled hex, theNATO player adds 4 to all air defense fire rolls for adjacent ground units. A unit which survives this fire must attack (unless the defender is disrupted, see 8.5). Prior to its air move, a unit may expend up to half of its ground MA (including fractions). A unit may never use ground movement after using airmobile movement. Air Force interception of Airmobile Moves Immediately after an airmobile move is announced, the NATO player may make one "free" air defense fire. (He also fires for ground units, see 5.4.) Ground Transport of Airmobile Infant If an airmobile infantry unit is stacked with a helicopter base and the units are activated simultaneously, the infantry may move together with the base, using the base's MA instead of its own.
If less than half the base's MA is spent, the airmobile infantry may then move by air in that impulse. 5.3 Air Defense Fire Every time a helicopter or air-moving airmobile unit (5.3) moves adjacent to an enemy-occupied hex, the enemy conducts one air defense fire. Every time such a unitenters an enemy-occupied hex, the enemy conducts two air defense fires. The number of enemy units occupying a hex has no effect upon how many air defense fires the enemy player may make. A player may make any number of air defense fires per turn from each hex. Resolving Air Defense Fire Each hex fires at each moving unit separately. The defending player rolls the die and consults the Air Defense Fire Table. Air Defense Results: Abort:
An airmobile unit must immediately return to its starting hex. Both types of units suffer air defense fire during the return flight. Kill: The unit is removed from play. Example: A helicopter moves through hexes 1,2,3,and 4. When it enters hex 1, the enemy player rolls once for fire from hex 2. When it enters hex 2, he rolls twice for hex 2 and once for hex 8. When it enters hex 3, he rolls once for hex 2 and once for hex 5. And when it enters hex 4 - if it has survived so long - the enemy rolls once each for hexes 5, 6, and 7. 6. GROUND COMBATDrive on Frankfurt has three types of combat: ground combat (involving ground and support units), bombardment (8), and Jamming (9). All references in rule 6 to "combat" and "attack" refer to ground combat. 6.1 Ground Combat Procedure Combat occurs between units in adjacent hexes. Each combat is resolved according to the following sequence: Ground Combat Resolution Sequence 1. Attacker indicates attacking and clef ending units- including supporting helicopters - and announces type of attack. 2. Defender may fly supporting helicopters to the battle. Helicopters must be "called" (6.3) by participating defending units. 3. Attacker and then defender announce supporting air strikes. Air strikes must be "called" (6.4). 4. Attacker and then defender announce supporting artillery. Artillery must be "called" (6.2). 5. Resolve Combat using the Combat Results Table (CRT).
Total the current attack values of all attacking ground and supporting helicopter units to get an attack strength. Total the current defense values of all defending ground and supporting helicopter units to get a defense strength. Find the ratio of attacking to defending strength and round off in favor of the defender to one of the column headings on the CRT. Roll the die and apply all appropriate modifiers (for type of attack, terrain, support units, and others listed with the CRT) to the result. Cross-reference the modified die roll with the column corresponding to the ratio and read the result. Treat modified die rolls of greater than 12 or less than -3 as 12 and -3 respectively. Treat combat ratios of greater than 8:1 as 8:1. If the combat ratio is less than 1:2 the result is automatically "2R/O." 6. Strength markers are placed (6.5). 7. Defeated side retreats (6.6). 8. Advance after combat (6.7). 9. Helicopters return to base. Zone of Control Effects Every unit which moves into the ZOC of an undisrupted enemy unit must attack at some point during the impulse. A unit which begins an impulse in an enemy-controlled hex and does not leave it need not attack. Every undisrupted enemy unit whose ZOC is moved into by a friendly ground unit must be attacked (by ground units) at some point during the impulse. An enemy unit adjacent to friendly units that do not move during an impulse or an enemy unit that advanced after combat into the ZOC need not be attacked. When a unit attacks, every undisrupted enemy unit which has the attacker in its ZOC must be attacked before any more movement takes place. An enemy unit which is disrupted at the instant its ZOC is entered does not compel the entering unit to attack and need not be attacked. Types of Attacks There are three types of attacks: hasty, deliberate, and assault. Each type of attack costs a different number of the attacking unit's MPs. As a player moves a unit into an enemy-controlled hex, he must announce the number of MPs he is expending to enter the hex. The number of MPs spent will determine the type of attack he conducts.
Deliberate attacks cost 1 additional MP. Assault attacks cost 3 additional MPs. A player must conduct the type of attack allowed by the MP expenditure of the combat unit that spent the least number of MPs to enter the defender's ZOC (a deliberate or assault attack may be made only if all attacking combat units have paid the required cost). The type of attack modifies the combat die roll and affects the use of support units (6.2, 6.3, and 6.4). The Ground Combat and Support Summary lists special properties and restrictions of each type of combat. Example: In the illustration of section 3.3, armor battalion A could pay 3 additional MPs and make an assault attack. The other armor battalion moves 3 hexes, so it could only pay the deliberate attack cost. That battalion and the mech battalions could each pay I additional MP, at the instant each moves adjacent to the Soviet unit, and make a deliberate attack. Combat Restrictions
Each combat unit may attack no more than once per turn. All units in a hex must be attacked as a combined whole; you may not attack individual units in a stack. Multi-Unit and Multi-Hex Combat Units may attack one or more hexes simultaneously from as many hexes as possible so long as all attacking combat units are adjacent to all defending combat units. Soviet ground combat units of different divisions may combine in attacks. DESIGN NOTE: The combat system offers you a choice between speed and combat power. You must consider not only your own strength and possible supports, but also the enemy's. Hasty attacks severely limit the support either side can commit. If the defender has more potential support than you do, a hasty attack may be better. Combat Die-roll Modifiers The combat die roll may be modified for several reasons - type of attack, defender's /attacker's terrain, support units, and jamming. Read the list of modifiers on the CRT and apply all appropriate ones to the die roll of each attack. Combat Value Modifiers The combat values of attacking units may be modified for terrain; all modifications are cumulative with all others. Retain fractions when halving.
If any defender occupies an urban hex: the attack values of all attacking armor or cavalry units are halved. The attack values of attacking infantry are halved in a hasty attack only. If attacking across a major river hexside (bridged or not): a unit's attack value is halved. (Other units in the same combat which are not attacking across a major river are unaffected). DESIGN NOTE: Armor and cavalry units are penalized only when attacking from clear because woods or rough would help cover the attackers from defending long-range weapons. Infantry is penalized in the same way only in hasty attacks because in that situation the infantry would attack mounted in its fighting vehicles, whereas in a deliberate or assault attack it would dismount. The most important die-roll modifiers are for supporting artillery and air strikes. It is critical to use these support weapons - as well as helicopters - to improve your chances for success. Combat Results Results on the Combat Results Table are read: Effect on Attacker/ Effect on Defender. 0, 1, or 2: Affected side must remove that number of "steps" (6.5). Each player decides which of his units will suffer losses subject to the following:
Losses must be distributed equally: All combat units must lose one step before any loses two. R: All units of the affected side must retreat (6.6). Example: Two units attack one defender. The result is 1/1R. Oneof the attacking units must lose a step. The defender loses a step and must retreat. Parenthesized and 0 Defense Values
All artillery units have defense value "(1);" this is not printed on the counter. If a hex contains only units having defense value 0, those units may not be attacked but may be eliminated by movement (4.1, Units With Defense Value 0). 6.2 Artillery Support Artillery units contribute combat die-roll modifiers when they lend support to ground units in combat. The attacker adds to his die roll for his own artillery and subtracts for the defender's. Artillery units may support only if they meet requirements for range, headquarters, and formation/nationality. The amount of artillery which may support depends upon the type of attack that is being conducted. General Restrictions Artillery units must be activated to lend support to attacking ground combat units; they need not be activated to support defending units.
Soviet artillery may support attacking units (offensive support) only if activated in the same impulse (7.1). Disrupted or area-jammed (2.4) artillery units may not support, even if occupying the defending hex itself. Artillery-Support Die-roll Modifiers Each artillery unit has two modifiers which are applied to combat die rolls when the artillery supports ground combat:
Defense/Hasty modifiers are used by the defender when supporting defending units in all types of attacks, and by the attacker when supporting hasty attacks. Range Requirements For any type of support, the range (in hexes) from the artillery unit's hex (exclusive) to the defending unit's hex (inclusive) may not exceed the artillery unit's printed range. Always count range to the defender's hex, for both offensive and defensive support. Calling Artillery Support A player may use artillery to support ground combat but a participating combat unit must call for the support; however, artillery stacked with a participating unit requires no call. Soviet or West German: To call for artillery support, a Soviet or West German combat unit must be within 4 hexes of its superior HQ which in turn is within 4 hexes of the artillery being called. An attacking or defending HQ may call for support without the aid of a second HQ if calling for support from artillery that is within 4 hexes; if not, it requires a second HQ (of the same nationality) as if it were a combat unit. A disrupted or area-jammed combat unit may not call, and a disrupted or area-jammed HQ may not be used to call. US: A US unit may call for artillery support from any distance. No intermediate HQ is necessary. But a disrupted or area-jammed unit may not call. Formation and Nationality Restrictions
Each NATO artillery unit may support only if a unit of its own nationality calls for support. Limits for Type of Attack The number of artillery units which may support each type of attack is limited as follows:
Deliberate attack: Any number of Soviet artillery units of the same division as the calling unit; any number of NATO artillery units. Assault attack: Any number. Artillry Defending Alone If an artillery unit is the only defending unit having non-zero defense value, it may not support itself. Artillery stacked with another support unit having non-zero defense value may support that unit. 6.3 Helicopter Support Helicopters support ground battles by adding their combat values to those of friendly participating combat units. Helicopters have a single value used for both offensive and defensive support. This value is added directly to the combat values of the ground units they are supporting. Each side may use any number of available helicopters to support ground units, no matter what type of attack is underway, but each helicopter may be used in this way only once per turn. Helicopters may not fly from bases that are area-jammed or disrupted. Helicopter Support Procedure Helicopters must fly to a hex containing (or adjacent to) at least one participating enemy combat unit. After the combat is resolved each side's helicopters return to base.
The defender may fly helicopters after the attack has been declared. Air defense fire is resolved as the helicopters fly to and from the target. The defender may not use his helicopters to bombard at this time. (A helicopter supporting friendly defending units may expend only half its radius of action to reach the battle; 5.2, Radius of Action). A helicopter may support its own base under the same rules as for any other hex and suffers air defense fire from adjacent hexes. Calling Helicopter Support Helicopters may be used only if a participating ground combat unit calls for support. The requirements are the same as for artillery, except that there is no maximum distance between the HQ and the helicopter base. 6.4 Air Support Air strikes (10) contribute combat die-roll modifiers when they support ground combat. In each combat, both players (attacker first) announce how many strikes will be used. Only strikes "allocated" to close air support (10.1) may be used. Air Die-roll Modifiers Each strike has an offensive modifier and a defensive modifier, used to support attacks and defenses respectively. These are:
NATO Air and US Helicopter Combination If the NATO player uses both supporting US helicopters and air strikes in support of an attack or defense, he increases his total air strike die-roll modifier by an additional 1, regardless of how many strikes and helicopters are used. Soviet or West German units do not receive this benefit. Calling Air Strikes and Nationality Requirements Calling requirements are the same as for helicopter support. NATO air strikes may support any NATO units. Limits for Type of Attack
Deliberate attacks may be supported by one strike on each side. Assault attacks may be supported by any number of strikes on each side. Example: In a Soviet assault attack the Soviet player uses two air strikes. (He could use only one if the attack were deliberate.) The NATO player commits one strike and a US helicopter to support the defenders. The Soviet player adds 4 to his die roll for his air strikes and subtracts 2 for the NATO air strike/US helicopter combination. The NATO player also adds his helicopter value to his ground strength as usual. 6.5 Steps and Strength Markers Each unit begins the game with one or more steps of strength, as follows:
Soviet armor or mech regiment 3 Soviet armor battalion 2 NATO armor or mech battalion 2 Airmobile battalion 1 All other units 1 Combat losses are expressed in steps. A 1-step loss eliminates a 1-step unit; a 2- or 3-step unit is reduced by one step and receives a strength marker. Strength Markers Each nationality has its own strength markers. Strength markers are placed beneath armor or mechanized units to show their current number of steps and combat values. Units have no strength markers at the start of the game. A unit uses its printed combat values until it receives a Strength marker, at which time the values on its marker are used instead. The marker's front shows the number of steps the marker represents and the back shows armor and mech combat values. When a marker is placed beneath an armor unit, use the marker's armor values; when placed beneath a mech unit, use its mech values. Different markers for the same number of steps have different values (some Soviet 2-step markers, for example, have armor values "7-5", some have "8-6", some have "10-7, and so on). Strength Marker Placement At the start of the game sort all markers by numbers of steps and place them so that only step sizes are showing. When a player needs to place a strength marker he selects one with the proper number of steps - without looking at the combat values - and places the marker beneath his unit. A marker removed from a unit is placed with those not in use and may be drawn again. Strength markers are placed at the following times:
After each combat, every unit which had a strength marker prior to the combat and did not suffer any loss receives a new strength marker of the same step size (if appropriate markers are not available, do not place any). (Optional) After each combat, one unit of each side (owning player's choice) that had no strength marker prior to the combat and did not suffer any loss receives a strength marker of the unit's full- strength step size. Thus, one unit's strength becomes unknown, even though it took no losses. If no marker of an appropriate step size is available, do not place any. Example: Two Soviet regiments (one at 2-step strength) attack a fullstrength NATO battalion. The result is 1 RIO. The full-strength Soviet regiment receives a 2-step marker. The 2-step regiment's marker is removed and it receives a new one. No NATO unit took a loss, but the full-strength unit receives a 2-step marker. Revealing Markers A player may examine the step sizes (the fronts) of both friendly and enemy markers at any time; he may examine the backs only during combat. After a player has completed all moves prior to an attack and declared an attack, and after both players have indicated all participating support units, strength markers of all involved units are revealed. Running Out of Markers If no strength marker is available to record a loss, players may make their own using the following values:
DESIGN NOTE: Despite modern information-gathering devices, the "fog of war" remains as thick and decisive as it was two centuries ago. Strength markers introduce some of this fog to prevent players from planning battles down to the last combat point. Under the optional strength marker rule, an increasing number of fullstrength units will become unknown quantities during the game. This reflects increasing uncertainty about the remaining equipment and current morale of units as the battle progresses. The median value for NATO 1 -step markers is approximately half the printed counter values; the medians for Soviet 2-step and 1 - step markers are approximately two-thirds and two fifths the printed values. Comprehensive Example of Combat Two West German battalions (2 steps each) make a hasty attack against a Soviet regiment (2 steps) stacked with a regimental artillery group (RAG). Helicopter support: The Soviet player flies one helicopter unit to a hex adjacent to one West German battalion. It survives air defense fire. (The helicopter expends no more than half of its radius of action to reach the hex, as req u i red.) Air strikes: Neither side may use air srikes - hasty attack. Artillery support: The NATO player announces that an artillery battalion (of the same brigade) five hexes away will support the attack. (As required, the HO superior to both the ground units and the artillery is located within four hexes of both the defender's hex and the artillery.) The Soviet player may use only the RAG stacked with the defender. Combat result: All units involved have strength markers, which are now revealed. The German values are totaled for a strength of 15 and the Soviet value is 4, plus 3 (for the helicopter) for a strength of 7. Combat ratio is 15:7 or 2:1.
The die roll is 6, modified to 5, for a 1 R/O" result: one of the West German units loses a step and both must retreat. The Soviet player did not lose a step, but draws a new 2-step marker for his regiment (the players are using the optional strength marker rule). 6.6 Retreat After Combat Every ground combat result contains an R which means the affected player must retreat his units immediately. Length of Retreat
Defending units must retreat 2 hexes but may retreat 3, at the defending player's option, and must finish at least 2 hexes away from the starting hex. Retreat Restrictions and Opfions The following restrictions and options apply to retreats: Enemy-controlled hexes: A retreating unit may enter an enemy-controlled hex only if the hex contains a friendly unit with a non-0 defense value. In this case the ZOC does not halt the retreat (unlike movement). Units may retreat from one enemy controlled hex to another, if both hexes are friendly-occupied by units with non-0 defense values. Enemy units: Enemy-occupied hexes affect retreat the same as they affect normal movement (4.1). The unit must finish at least 2 hexes away from the nearest enemy ground unit if possible. Terrain: A retreating unit may not enter or cross impassable terrain. Stacking: A unit may not end its retreat overstacked. If there is no alternative within the normal retreat distance, the unit must continue retreating (farther than the normal distance) until it reaches a hex in which it can stack legally. If it cannot reach such a hex it is eliminated. (A retreating unit may not enter the same hex twice.) Helicopters: Helicopters do not affect retreat. Inability to retreat: If a unit cannot (for whatever reason) retreat the minimum required number of hexes 0 for an attacker, 2 for a defender), the unit is eliminated. Remove it from play. 6.7 Advance after Combat When the defender retreats, attacking units may advance. Although advance is voluntary, the option to do so is lost if not exercised immediately. Support units stacked with victorious ground units may advance with those units (even if the support units did not participate in the battle). Support units, however, must remain stacked with advancing combat units throughout the advance. Zone of Control Effects A unit may never advance from one enemy-controlled hex to another, not even to occupy the defender's vacated hex. A unit may enter an enemy-controlled hex during advance but must stop there; this costs no extra MPs. Length of Advance Every unit may advance a number of MPs equal to the smallest number remaining to any participating combat unit. (Thus, advance allows units to expend unused MPs.) The first hex advanced into must be the defender's vacated hex. Units pay terrain costs exactly as in movement, but:
Units may not use road rate to advance into the defender's vacated hex. Example: The defender retreated from a rough hex. the attacker attacked through a road hexside and has 3 MPs of advance. The attacker, even though advancing along a road, must pay 2 MPs for the rough hex; he now has I MP to continue the advance. Suppose the same unit had had only 1 MP with which to advance. He still could have advanced into the vacated hex, but no farther. If, however, the hex from which he is advancing was enemy controlled, he could not advance at all - regardless of the number of MPs he had remaining. 7. ARTILLERY FIREThere are two types of artillery fire: combat support, which takes place only during impulses (6.2), and bombardment which may take place during the Barrage Phase and/or during impulses. When activated during impulses, artillery may either bombard or support an attack, and may do so before or after it moves. During the Barrage Phase artillery may only bombard and it may not move. Restrictions on Soviet Artillery Soviet artillery may fire offensively only once per turn: it may bombard during the Barrage Phase or fire offensively (support an attack or bombard) during impulses, but not both.
Flip Soviet artillery face-down after it bombards or lends offensive support to show that it may not do so again for the remainder of the turn. Restrictions on NATO Artillery A NATO artillery unit may fire twice per turn: it may bombard once in the Barrage Phase (8.1) and fire once (either bombard or support combat - offensive or defensive) during impulses. Unlike Soviet artillery, NATO artillery which has used both its allowed fires may not support units defensively in its own hex.
When a NATO unit uses its allowed fire during impulses, place a Fired marker to indicate that it may not fire again that turn. (Fired markers are never placed in the Barrage Phase, only during Impulses.) DESIGN NOTE: NATO artillery units are weaker than their Soviet counterparts but may fire twice per turn. It is very important that the NATO player use this advantage well. Soviet artillery usually relies more upon thorough advance planning - massive bombardments during the Barrage Phase. 8. BOMBARDMENTArtillery, helicopters, and air strikes may be used to bombard. Bombardment may be performed during impulses and/or during the Barrage Phase. 8.1 Barrage Phase During the Barrage Phase, the players may perform any number of bombardments. They alternate performing bombardments (Soviet player first) until one of the players declines to perform another. When this occurs, the other player may perform as many bombardments as he wishes before impulses begin. 8.2 Bombardment Procedure During impulses, bombarding units must be activated, and then the owning player declares the bombardment. During the Barrage Phase bombardments are simply declared. When a player declares a bombardment, he must resolve it according to the following sequence: Bombardment Resolution Seq ' uence 1. Designate the target unit. 2. Total the bombardment values of bombarding units into a bombarding strength.
3. Consult the Bombardment Table. Locate the row corresponding to the target unit type and the column corresponding to the bombardment strength (use the highest column heading which does not exceed the total strength). If the bombarding strength is less than that in the left most column of the table, then the bombardment has no effect. 4. Determine range from spotters. Count the distance from the target hex to a "spotting unit" (see 8.4). 5. Apply column shifts for spotting units and for NATO combination of helicopters with air strikes. 6. Roll the die. Modify the die roll for terrain as listed beside the table, and cross-reference with the adjusted column to obtain the result. 8.3 Bombardment Targets and Strengths Targets of Bombardment
Any enemy ground unit (including a helicopter base) may be bombarded. A unit may be bombarded only once per Barrage Phase or impulse, but in any number of impulses per turn. The defending player may not support his unit against bombardment. Bombarding Forces For a single bombardment, a player may combine any number of air strikes, but the number of artillery and helicopter units which may be combined in a single bombardment depends upon whether the bombardment is occurring during the Barrage Phase or during impulses:
During an impulse a player may combine as many artillery and helicopter units as he can activate. US units may not bombard together with West German units. NATO air strikes, however, may bombard with either nationality. Artillery that is disrupted or area-jammed at the start of the impulse may not bombard. Bombarding artillery must be within range of the target unit's hex and helicopters must fly to the target hex (or any adjacent hex) and are subject to air defense fire. Bombardment Values Artillery units use their printed bombardment values. Helicopter units use their printed values, but they are doubled when bombarding armor or cavalry units. Air strikes bombard with the following values:
NATO 9 DESIGN NOTE: Helicopters are doubled when bombarding armor and cavalry because their main weapons are antitank missiles. 8.4 Column Shifts Air and Helicopter Combination If the NATO player uses at least one US helicopter and at least one NATO air strike in the same bombardment, he shifts one column right. Soviet and West German units receive no such benefit. If the NATO player already is using the rightmost column, he ignores the shift. Spotting Units The spotting unit is the unit that is nearest to the target hex and that is:
neither disrupted nor area-jammed, and (Soviet or West German bombardment only) within four hexes Of a superior HQ which is neither disrupted nor area-jammed. The bombarding unit may spot for itself if it meets the above requirements. The Bombardment Table lists Spotting Distance Column Shifts for each side. Locate the column shift corresponding to the distance from target hex to spotting unit, and shift this number of columns left. Ignore terrain and enemy units when counting spotting distance. There is no limit on the spotting unit's distance from the bombarding units, nor is there any maximum spotting distance. If column shifts carry beyond the leftmost column, the attack has no effect. Example: US units are bombarding. The target hex is 2 hexes from the nearest West German unit and 5 hexesfrom the nearest undisrupted US unit (including the bombarding units). US units cannot use West Germans as spotters, so the spotting range is 5. (If West German artillery were bombarding, the spotter would have to be within 4 hexes of a superior HQ, but this is not required for US units.) The NATO player consults the "5-8" column. He must shift I column left. DESIGN NOTE: Various kinds of airborne, electronic, and troop reconnaissance are used to locate targets. Even if a bombarding unit "spots for itself" it needs its HQ to receive target priorities and intelligence. The spotting unit determines roughly how far away these reconnaissance assets are deployed. 8.5 Bombardment Results Bombardment results include disruption (D) and step loss/ elimination/ disruption N. The * result is interpreted differently for each type of target unit. Consult the chart of results appearing with the table to determine the effect against the current target. Example: A "*" result against a combat unit causes step loss and disruption. An "* result against an HQ unit or helicopter base causes disruption. Disruption Effects Disruption causes all effects of area jamming (9) plus the following: If an HQ unit is disrupted, effects are the same as if its formation were jammed. The ZOC of a disrupted unit does not compel attacks (6. 1). But all other ZOC effects continue to apply. A disrupted EW unit may not jam enemy units. There is no additional effect if a disrupted unit is disrupted again. Place Disrupt markers on disrupted units. (For removal, see 9.) (Note: Helicopters never become disrupted, but disruption of the base prevents their use.) 9. ELECTRONIC WARFAREEach undisrupted EW unit may attempt jamming once per turn during its activation, before or after it moves. A disrupted unit may not attempt jamming. There are two types of jamming: formation and area. A player must declare each attempt to be one type or the other. Area jamming The player designates a target hex, traces "jamming range" (see Jamming Procedure) to the hex, and if the jamming succeeds, units in the hex are area-jammed. Place an Area jam marker in the hex. Effects of Area-jamming
Any unit located in an area-jammed hex incurs at the instant of combat combat die-roll modifiers (see the CRT) and may not call for support (6.2). An HQ in an area-jammed hex at the moment of combat may not be used to call for support. Artillery units in an area-jammed hex may not fire. A helicopter base in an area-jammed hex may not fly helicopters, nor airmobile units; further, airmobile units that start an impulse in an area-jammed hex may not air-move. Formation jamming The player designates a target formation and traces jamming range to the formation's HQ. Formation jamming affects activation of all units in the formation including the HQ itself and higher-echelon units attempting to activate in the formation's impulse (3. 1). Place a Formation jam marker on the jammed HQ. Note: The Jamming/Disruption Effects Chart summarizes jamming effects on each game function. Jamming Procedure
For formation jamming, indicate the HQ unit of the target formation. 2. Determine range: Count the range from the jamming unit to the target hex or HQ. The maximum ranges are 12 for Soviet units and 8 for NATO units. 3. Consult the Jamming Table: Locate the appropriate headings at the top of the table (Soviet for Soviet attempts, NATO for NATO attempts), and locate the column corresponding to the range. 4. Roll the die, add applicable modifiers from those listed with the table, and cross-reference with the column to obtain the result. Jamming and Disruption Removal At the end of each turn, the players attempt to remove Disrupted or Jam markers (including those placed in the current turn). For each Jam or Disrupted marker, roll a die.
On a roll of 2 or less the marker remains in place. In addition, all Area jam markers in non-occupied hexes are removed. DESIGN NOTE: Modern military forces - particularly US ones depend heavily upon radio communications. Jamming those communications can upset enemy efforts very effectively. Electronic warfare is a complex business of countermeasure and counter- countermeasure, simplified in the game to "jamming." Another aspect of EW, very much open to you in the game, is bombarding and disrupting the enemy's jammers. Area jamming represents massive use of powerful equipment to shut down all frequencies in a limited area. Formation jamming represents selective jamming of a few frequencies at a time - and perhaps transmission of bogus messages - to achieve a more limited disruption over a broader area. All units of the formation are being jammed, not only the HQ; the HQ is simply a convenient target on which to put the marker and to use for measuring jamming range. The Soviets prefer area jamming. It is well suited to their jammers which, like most Soviet weapons, are big, powerful, numerous, and not very sophisticated. Formation jamming requires fewer jammers but more agile ones; it is the preferred US method. 10. AIR STRIKESOn turns 3,5, and 7 (once per day) each player receives a number of air strikes. He secretly allocates each of these to one of two missions: either "close air support" or "bombardment" (see below, Mission Allocation). Strikes may then be used during the turn for the mission to which they are allocated. There are no air unit counters; players record allocation and expenditure of strikes on paper. Availability of Air Strikes Air allocation occurs at the start of turn 3, 5, and 7.
The NATO player secretly rolls the die. He halves his net die roll, rounding down. The result is the total number of air strikes he receives for that allocation. On game turn 3, the NATO player subtracts 2 from his die roll. There is no distinction between "US strikes" and "West German strikes", each NATO strike may support or bombard with either nationality. Mission Allocation There are two air missions: close air support (CAS) and bombardment. In each Air Allocation Phase players secretly and simultaneously allocate each available strike to one of these missions. A player may allocate any of his strikes to either mission. Allocations need not be specified by turn: a player may use any mission on either of the two upcoming game turns. Allocations remain secret throughout the following two turns. Example: It is turn 5. The NATO player rolls 8 and halves this to 4; he receives four air strikes. He writes, "CAS-2, Bombardment-2", allocating two strikes to each mission. Mission Execution Strikes allocated to CAS may support ground combat (6.4) but may not bombard. Strikes allocated to bombardment may bombard but may not support ground combat. Each strike may be used only once. Any number of strikes available may be used in any impulse or during the Barrage Phase. Strikes not used prior to the next Air Allocation Phase are lost. 11. HQ REPLACEMENTAn eliminated HQ is returned to play at the end of the turn following the one in which it was eliminated (at the end of turn 6 if eliminated on turn 5, for example). It may be placed in any road hex that is:
not in an enemy ZOC (unless friendly-occupied). If no hex meets these requirements the HQ may not be returned to play that turn. If no units of its formation remain in play the HQ is never returned. 12. SETUP AND VICTORY12.1 Setup NATO Initial Setup Each NATO unit which has a hex number printed on its counter is set up in that hex. The remainder enter play as reinforcements. Soviet Unit Arrival and Start of War All Soviet units enter play as reinforcements. At the start of the game, the war has not yet begun. It begins only when a Soviet unit enters West Germany. The Soviet player may wait as many turns as he wishes before moving the first unit across the border. Prior to the start of the war, each side moves and receives reinforcements, but no other activities are permitted. NATO units may not enter hexes adjoining the East German border. DESIGN NOTE: The Soviet player thus can choose how long he wishes to build up before attacking. While he builds up, NATO will be building up too. NATO Pregame Impulses After the NATO player has set up his forces and the Soviet player has planned entry of his turn 1 reinforcements (12.2), the NATO player conducts a number of pregame impulses. He rolls the die and consults the Pregame Impulse Table. The table specifies the number of impulses the NATO player may conduct before the first turn begins. Each impulse may be general, formation, or pass. All rules for activation and command apply; however, only movement is permitted. The NATO player may not bombard or conduct EW. A unit making a pregame move may not enter a hex that adjoins the East German border. Each unit may be activated only once. Units activated in pregame impulses may be activated normally during the first turn. Pregame Impulse Table
0-4 1 5-9 2 DESIGN NOTE: The pregame moves represent NATO responses to warnings of Soviet mobilization; they depend upon a die roll because who knows how Western politicians will respond. 12.2 Reinforcements The Reinforcement Schedule lists which reinforcements arrive when. Reinforcements are marked with a game-turn number instead of a setup hex. Some reinforcements enter play at mapedge hexes and others are deployed within the playing area. Reinforcement hexes are marked on the map. Where Reinforcements Arrive Units enter play at the following hexes: NATO: Each NATO formation must enter or be deployed at specific hexes listed in the Reinforcement Schedule. Units deployed on the map may be moved in the impulse they are deployed. SOVIET: Each Soviet formation may enter at any Soviet reinforcement hexes. The Soviet player also has delayed reinforcement hexes. To enter at these hexes, Soviet units must delay one turn. For example, a division scheduled for turn 1 could enter at a delayed hex on turn 2 or later. Units of the same formation may use both normal and delayed hexes. Planning Reinforcement Entry A player scheduled to receive reinforcements at a map-edge must plan the hexes at which they will enter. At the start of the turn, he secretly writes down what hex(es) each formation and higherechelon unit will use.
The Soviet player plans entry of his turn 1 reinforcements prior to NATO pregame impulses. The NATO player does not plan hexes for reinforcements that are deployed in the playing area; he chooses hexes at the moment he deploys them. A specific hex must be planned for each higher-echelon unit. Unity of Reinforcements Reinforcements may be brought into play by announcing a formation impulse and bringing all or part of a reinforcing formation into play. One higher-echelon unit may also enter play at the same time. Alternatively a player may bring units into play using general impulses, three units per impulse.
The Soviet air assault brigade must be activated as a formation in order to enter play. (Note that airmobile units may use half their ground MPs to enter play, and then air-move.) Helicopters or airmobile units may not "fly" onto the map. A stack entering at a map-edge highway hex must pay 1/2 MP for every stack or single unit that previously entered at the hex in the same impulse. On an autobahn the cost is 1/3 MP. At a nonroad hex units pay the normal terrain cost for every unit that entered the hex previously in the impulse. Units may arrive at an enemy-controlled hex but may not leave it that turn, except by advance after combat. Units are automatically in command during the turn they enter play, unless their formation HQ is already in play at the start of the turn. 12.3 Victory Victory is determined by counting victory points (VPs). After the fourth and eighth game turns each player totals his accumulated VPs. The players then subtract the NATO total from the Soviet total. If the net Soviet total after turn 4 is 65 or greater, the Soviet player immediately wins an Overwhelming Victory. Otherwise, the net total after turn 8 determines victory. Victory Point Schedule Soviet: VPs
5 Each other urban hex controlled. 2 Each town/suburban hex controlled. 6 Each division "threatening" (see below) a map-edge reinforcment hex. 2 Each NATO step loss (count each helicopter or HQ as 1). NATO:
End-of-Game Victory Levels: Net Soviet
150 or more Soviet overwhelming victory 130-149 Soviet substantial victory 100-129 Soviet marginal victory 90-99 Draw 70-89 NATO marginal victory 50-69 NATO substantial victory 49 or fewer NATO overwhelming victory Hex Control The player with a unit closest to a hex controls that hex (exclude airmobile and out-of-command units). If the closest units of each side are equidistant, the NATO player controls the hex. Unlike many other games, having moved through a hex is irrelevant. Threats The Soviet player scores points for each division which threatens any map-edge NATO reinforcement hex. Autobahn hexes which are not reinforcement hexes - for example, hex 0207 - are worth nothing. A division threatens a hex if the HQ plus at least half the division's combat units are located within one movement allowance of the hex. The path of hypothetical movement may not be traced through NATO units or NATO ZOCs. Each unit counts as one unit, regardless of step losses. There are no additional points if the division threatens more than one hex. 13. WEAPONS OF MASS DESTRUCTION13.1 Chemical Weapons There are no explicit rules for chemical weapons. It is assumed that both sides employ them immediately. The unit values and combat results reflect their effects. 13.2 Nuclear Weapons Either player, feeling his position is hopeless, may overturn the game table. He forfeits the game, but we hope he enjoys losing so spectacularly. Drive on Frankfurt
Designer's Notes by Jonathan Southard Player's Notes by C.R. McKinney Units of Drive on Frankfurt by Jonathan Southard Back to Table of Contents: CounterAttack #1 To CounterAttack List of Issues To MagWeb Master Magazine List © Copyright 1987 by Pacific Rim Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |