Rules Court

Twelve Rules that Didn't Make It
Into Scorched Earth

by Rick Gayler


In the period of time just prior to and during the Scorched Earth playtest of 1986-87, John Astell experimented with a number of possible new rules for inclusion in that game. Most of the proposed changes made it into the final rules set. Others were dropped after testing proved them to contain problems.

But there were a few rules which were not included primarily because GDW did not want to overburden the game with chrome rules. After all, there were plenty of chrome rules already, and one of the last design steps that John usually undertakes with each project is to streamline the final rules set by trimming away unnecessary frills.

However, there is really no reason why those players so inclined could not incorporate some or all of these chrome rules into their play of Fire in the East/Scorched Earth. So as a change of pace for Rules Court, here are twelve optional rules that were omitted from the final Scorched Earth rules. Commentary on the relative merits of these rules is solicited.

1. Me 110D

The German player may take an Me 110D night fighter in place of an Me 110E fighter reinforcement once during the game. Note that otherwise the Me 110D does not enter play.

2. Bombing Ships

If you think that the Soviet navy has a greater than historical ability, use the following rule: When a ship takes a bombing hit, roll a die to determine the damage to the ship: 1, 2, or 3 means one hit of damage; 4 or 5 means two hits of damage; and 6 (or greater) means three hits of damage. Modify the die roll by +1 for hits by type D air units.

3. Ports

When units in a port hex are attacked in a combat phase and the attacking player gains control of the port hex, roll one die to determine the amount of damage the port receives due to the combat. The number rolled is the number of hits of damage applied to the port. (Note: For game purposes, it is assumed that if the attack does not gain control of the hex, then fighting did not reach the actual port vicinity to cause any major damage.)

If the Kriegsmarine commando unit is included in a German attack, and if the attack captures the port hex, the damage roll is halved, rounding fractions down.

4. River Flotillas

A river flotilla that moves directly from one enemy ZOC to another automatically takes one hit of damage.

5. Replacements

The isolation status of a unit when it is eliminated determines its replacement cost. Each player is maintains two replacement pools. Units which are not isolated when eliminated are placed in the "eliminated unisolated" replacement pool. Units which are isolated when eliminated are placed in the "eliminated isolated" replacement pool.

Units are replaced from the eliminated unisolated pool per the regular rules; units are replaced from the eliminated isolated pool at an additional cost of 1 infantry RP (1/2 infantry RP for battalions).

Example: A German 3-10 motorized regiment would be replaced at the following RP cost:

  • From the eliminated unisolated pool: 1 armor and 2 infantry RPs
  • From the eliminated isolated pool: 1 armor and 3 infantry RPs.

    When a unit is lost while being transported by naval or air transport, place It In the eliminated isolated replacement pool. When the OB calls for units to be placed in the replacement pool, place them in the eliminated unisolated replacement pool.

    6. Replacements

    A unit that has a cadre side may only be replaced at cadre strength. On subsequent turns, the cadre may be rebuilt to full strength per the rules for rebuilding cadres. Note that Joe Hayes also proposed this in the preceding article.

    7. Withholding Units

    When defending, you may withhold units from combat. A withheld unit contributes no strength to the defense of the hex and is ignored for AECATEC purposes. (It may use its AA strength.) The unit is affected by all combat results, except that its strength is not counted for EX or HX purposes.

    8. Air Unit Supply

    Supply status affects air units. During each initial phase, determine the supply status of all airbases that have air units present; the supply status of the airbase affects all air units at the airbase or flying missions from that airbase in the player turn. Air units have their abilities reduced depending upon how many consecutive turns their airbase has been out of supply.

    • On the first turn out of supply air units are unaffected.
    • On the second and third turns out of supply an air unit has its bombing strength halved, its air attack and defense strengths reduced by 2 each' (but never below 1), and its repair roll modified by +1. A fighter has its patrol zone reduced to a radius of 1 hex.
    • On the fourth and subsequent turns out of supply, in addition to the above penalties, an air unit may only fly the regular transfer mission. A fighter may not make any patrol attack. Note: An air unit is never eliminated for being out of supply, even if its airbase is isolated.

    When air or naval supply is used to supply airbases, 1 RE of supply provides supply for 6 air units.

    9. Pass-Over AA fire

    Heavy AA strength points may fire at enemy aircraft flying through their hexes. (Note: This simulates the "Stalingrad ring." Don't get too fanatical here or it'll slow the game down. All things being equal, if there's an open path through the AA within the air unit's range then assume the air unit took it.)

    10. Maximum Patrol Interception Range

    The patrol range of no fighter extends beyond 8 hexes, regardless of its movement rating. For example, an Me 210A fighter (movement rating 18) has a patrol zone extending out to 8 hexes.

    11. Soviet Disbands

    The Soviet player may disband a maximum of 12 REs during his player turn. Note: Disbanded partisan units do not count against this 12 RE limit.

    12. Isolated Soviet Factories

    An isolated factory produces armor replacement points at only half rate (1/2 per turn for a nonupgraded factory, 1 per turn for an upgraded factory). Note: This rule was later given a much more sophisticated treatment and included in The Urals module.

    So there you have them, in no particular order. As you can see, most of the rules are relatively inconsequential. It can certainly be argued, however, that others could prove rather significant. These are the ones that could benefit from further testing, so give them a whirl and let us hear the results.


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