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TNW RULESmaybenew
TNW RULESmaybenew
Next
War
Modern Conflict
in Europe
RULES OF PLAY
Addenda as of September 1979
GAME DESIGN
James F. Dunnigan
GRAPHIC DESIGN
Redmond A. Simonsen
GAME DEVELOPMENT
Mark Herman
RULES ERRATA RE-WRITE as of April 2005
Donald G. Lazov
MINOR SYNTAX ERRORS & UPDATE as of April 2007
Marc A Bellizzi
Copyright C 1978, Simulations Publications, Inc., New York, N.Y., 10010
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[1.0] INTRODUCTION..............................................................................................................................6
[2.0] GENERAL COURSE OF PLAY........................................................................................................7
[3.0] GAME EQUIPMENT.........................................................................................................................7
[3.1] THE GAME MAP...........................................................................................................................7
[3.2] GAME CHARTS AND TABLES...................................................................................................7
[3.3] THE PLAYING PIECES................................................................................................................7
[3.4] GAME SCALE...............................................................................................................................9
[3.5] PARTS INVENTORY.....................................................................................................................9
[3.6] RULES QUESTIONS.....................................................................................................................9
[3.7] DEFINITION OF TERMS..............................................................................................................9
[4.0] SEQUENCE OF PLAY.....................................................................................................................11
[4.1] BASIC SEQUENCE OUTLINE FOR ONE GAME-TURN........................................................11
[4.2] ADVANCED SEQUENCE OF PLAY FOR ONE GAME-TURN...............................................12
[5.0] LAND MOVEMENT AND COMBAT............................................................................................13
[5.1] HOW TO MOVE LAND UNITS.................................................................................................14
[5.2] MOVING MORE THAN ONE UNIT..........................................................................................14
[5.3] ROAD, HEDGEHOG, AND TACTICAL MODES.....................................................................14
[5.4] FATIGUE......................................................................................................................................15
[5.5] OFF-MAP MOVEMENT.............................................................................................................17
[5.6] WARSAW PACT RAIL MOVEMENT........................................................................................18
[5.7] LEG INFANTRY (Optional).........................................................................................................18
[6.0] ZONES OF CONTROL....................................................................................................................18
[6.1] EFFECTIVENESS OF ZONES OF CONTROL..........................................................................18
[6.2] RESTRICTIONS ON ZONES OF CONTROL............................................................................19
[6.3] EFFECTS OF ENEMY ZONES OF CONTROL ON RETREAT................................................19
[6.4] MOVING ADJACENT TO FRIENDLY UNITS IN ENEMY ZONES OF.................................19
[6.5] EFFECTS OF RETREATS ON ZONES OF CONTROL............................................................19
[6.6] BREAKTHROUGH ZONES........................................................................................................20
[6.7] LIMITED INTELLIGENCE ON UNIT STATUS........................................................................20
[7.0] LAND COMBAT..............................................................................................................................20
[7.1] STANDARD ASSAULT...............................................................................................................21
[7.2] ACCELERATED ASSAULT........................................................................................................21
[7.3] DISENGAGEMENT....................................................................................................................22
[7.4] COMBAT DICE ROLL MODIFIERS..........................................................................................23
[7.5] RETREAT, BREAKTHROUGH, AND ADVANCE AFTER COMBAT.....................................24
[7.6] COMBAT BETWEEN DIFFERENT SIZE UNITS.....................................................................25
[7.7] CHEMICAL WARFARE..............................................................................................................26
[8.0] SUPPLY............................................................................................................................................26
[8.1] NATO SUPPLY.............................................................................................................................26
[8.2] WARSAW PACT SUPPLY...........................................................................................................27
[8.3] FRONT SUPPLY HEADS (Warsaw Pact Only)...........................................................................27
[8.4] OUT OF SUPPLY.........................................................................................................................27
[8.5] AIRBORNE SUPPLY (For Use with the Air Game Sections 20.0, 21.0)....................................28
[9.0] CADRE RATING.............................................................................................................................28
[9.1] ORIGINAL CADRE RATINGS...................................................................................................29
[9.2] SPECIAL CADRE RATING SITUATIONS................................................................................29
[10.0] STACKING.....................................................................................................................................30
[10.1] STACKING LIMITATIONS.......................................................................................................30
[10.2] OVERSTACKING......................................................................................................................30
[10.3] RETREAT AND STACKING.....................................................................................................30
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[11.0] STEP REDUCTION......................................................................................................................31
[11.1] STEP REDUCTION....................................................................................................................31
[11.2] ELIMINATION...........................................................................................................................31
[12.0] BREAK-DOWN AND RECOMBINATION..................................................................................31
[12.1] BREAK-DOWN.........................................................................................................................31
[12.2] BREAK-DOWN AND FATIGUE...............................................................................................34
[12.3] BREAK-DOWN AND CASUALTIES.......................................................................................34
[12.4] GENERAL SUPPLY AFTER UNIT BREAK-DOWN...............................................................34
[12.5] RECOMBINATION....................................................................................................................34
[12.6] RECOMBINATION AND FATIGUE.........................................................................................35
[12.7] RECOMBINATION AND CASUALTIES.................................................................................35
[13.0] SUPPORT UNITS...........................................................................................................................36
[13.1] STACKING EFFECT OF SUPPORT UNITS............................................................................36
[13.2] ARTILLERY UNIT CAPABILITIES.........................................................................................36
[13.3] EFFECTS OF CASUALTIES ON ARTILLERY UNITS...........................................................37
[13.4] HEADQUARTERS AND DIVISION BASES...........................................................................37
[13.5] FLAK UNITS, SSM UNITS, AND EW UNITS (OPTIONAL).................................................37
[13.6] FRONT SUPPLY HEADS..........................................................................................................37
[13.7] SOVIET RAILROAD REGIMENTS.........................................................................................38
[13.8] SOVIET ASSAULT ENGINEERS.............................................................................................38
[13.9] SUPPORT UNITS AND FATIGUE............................................................................................38
[14.0] REINFORCEMENTS.....................................................................................................................39
[14.1] ENEMY OCCUPATION OF A REINFORCMENT ENTRY HEX............................................39
[14.2] OVERSTACKING REINFORCEMENTS.................................................................................39
[14.3] WARSAW PACT ALLIES REINFORCEMENTS.....................................................................39
[14.4] SOVIET REINFORCEMENTS..................................................................................................40
[14.5] FRENCH, BELGIAN, DUTCH, DANISH, AND LUXEMBOURG REINFORCEMENTS....40
[14.6] UNITED KINGDOM, CANADIAN, AND ITALIAN REINFORCEMENTS..........................41
[14.7] UNITED STATES REINFORCEMENTS..................................................................................41
[14.8] WEST GERMAN REINFORCEMENTS...................................................................................42
[14.9] AIR UNIT REINFORCEMENTS...............................................................................................42
[15.0] REPLACEMENTS.........................................................................................................................42
[15.1] REPLACEMENT STEPS...........................................................................................................43
[15.2] WHICH UNITS CAN REPLACE COMBAT STEPS................................................................43
[15.3] BATTLEFIELD RECOVERY (Optional)...................................................................................43
[15.4] CADRE RATING OF REBUILT UNITS...................................................................................44
[15.5] REPLACEMENT STEP SCHEDULE (Campaign Game).........................................................44
[16.0] WEATHER (Optional)....................................................................................................................44
[16.1] HOW TO DETERMINE THE TIME OF YEAR........................................................................44
[16.2] HOW TO DETERMINE THE WEATHER................................................................................45
[16.3] EFFECTS OF BAD WEATHER ON MOVEMENT..................................................................45
[16.4] EFFECT OF BAD WEATHER ON LAND COMBAT..............................................................45
[16.5] EFFECT OF BAD WEATHER ON AIR COMBAT...................................................................45
[16.6] OTHER EFFECTS OF BAD WEATHER..................................................................................45
[17.0] OPTIONAL SUPPLY.....................................................................................................................45
[17.1] NATO ORGANIC SUPPLY.......................................................................................................46
[17.2] WARSAW PACT ORGANIC SUPPLY......................................................................................47
[17.3] FRONT SUPPLY HEADS AND NATO RESUPPLY CAPACITY............................................47
[17.4] EFFECTS OF UNIT BREAK-DOWN ON SUPPLY.................................................................47
[17.5] AMMUNITION RATION...........................................................................................................48
[17.6] LEG INFANTRY ORGANIC SUPPLY......................................................................................48
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[17.7] FLAK AMMUNITION (Used Only In Conjunction with Air Game)......................................49
[18.0] CHEMICAL WARFARE (Optional)...............................................................................................49
[18.1] INITIATION OF CHEMICAL WARFARE................................................................................49
[18.2] EFFECTS ON THE FIRST GAME-TURN OF CHEMICAL WARFARE................................49
[18.3] EFFECTS ON THE SECOND GAME-TURN AFTER THE START OF CHEMICAL
WARFARE.............................................................................................................................................50
[18.4] EFFECTS ON THE THIRD AND SUBSEQUENT GAME-TURNS OF CHEMICAL
WARFARE.............................................................................................................................................50
[18.5] EFFECTS OF CHEMICAL CONTAMINATION MARKERS..................................................50
[18.6] ENFORCEMENT OF THE GENEVA CONVENTION............................................................51
[18.7] MISSILE DELIVERED CHEMICALS......................................................................................51
[19.0] NUCLEAR WEAPONS (Optional)................................................................................................51
[19.1] TYPES OF PULSES...................................................................................................................52
[19.2] NUCLEAR ATTACK..................................................................................................................52
[19.3] NUCLEAR CONTAMINATION................................................................................................53
[19.4] TOTAL NUCLEAR AVAILABILITY (Campaign Game)..........................................................53
[19.5] GAME-TURN PULSE AVAILABILITY (Campaign Game).....................................................53
[19.6] PREEMPTIVE OR RETALIATORY STRIKE (Campaign Game)............................................54
[19.7] NUCLEAR ATTACK ON TARGETS IN HEDGEHOG MODE...............................................54
[19.8] NUCLEAR PREPAREDNESS AND TRAINING (Optional)....................................................54
[19.9] NEUTRON WARHEADS (Optional; Hypothetical)..................................................................54
[20.0] AIR COMBAT (Optional)...............................................................................................................54
[20.1] AIR ALLOCATION....................................................................................................................55
[20.2] AIR COMBAT............................................................................................................................55
[20.3] A ROUND OF AIR COMBAT....................................................................................................55
[20.4] HOW TO RESOLVE AIR COMBAT.........................................................................................56
[20.5] AIR SUPERIORITY LEVEL.....................................................................................................56
[20.6] INTERCEPTION LEVEL..........................................................................................................57
[20.7] GROUND SUPPORT LEVEL....................................................................................................57
[20.8] PILOTS (Optional).....................................................................................................................58
[20.9] AIR UNIT STEP REDUCTION.................................................................................................58
[21.0] AIR OPERATIONS (Optional).......................................................................................................59
[21.1] GROUND LEVEL SUPPORT MISSIONS................................................................................60
[21.2] FLAK..........................................................................................................................................60
[21.3] FLAK SUPPRESSION...............................................................................................................61
[21.4] AIR TO GROUND ATTACK.....................................................................................................62
[21.5] SOVIET DIVISIONAL FLAK...................................................................................................63
[21.6] ORGANIC FLAK AMMUNITION............................................................................................63
[21.7] NATO INTERDICTION OF WARSAW PACT SUPPLY..........................................................63
[22.0] AIRFIELDS (Optional)...................................................................................................................64
[22.1] AIRFIELD HOLDING BOXES.................................................................................................64
[22.2] REPAIR OF AIR UNITS............................................................................................................65
[22.3] CAPTURE OF AIRFIELDS.......................................................................................................66
[23.0] NAVAL GAME (Optional).............................................................................................................66
[23.1] GENERAL COURSE OF PLAY FOR THE NAVAL GAME....................................................66
[23.2] NAVAL SEQUENCE OF PLAY.................................................................................................67
[24.0] NAVAL MOVEMENT AND COMBAT.........................................................................................67
[24.1] HOW TO MOVE NAVAL UNITS..............................................................................................68
[24.2] NAVAL MOVEMENT INHIBITIONS AND PROHIBITIONS................................................68
[24.3] STACKING.................................................................................................................................68
[24.4] NAVAL COMBAT......................................................................................................................68
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[24.5] REDUCTION OF COMBAT DIFFERENTIAL.......................................................................68
[24.6] PORT HOLDING BOXES.........................................................................................................68
[24.7] TASK FORCES...........................................................................................................................68
[24.8] SPECIAL NAVAL MOVEMENT SITUATIONS.......................................................................69
[25.0] SEARCH ZONES...........................................................................................................................69
[25.1] EFFECTS OF SEARCH ZONES...............................................................................................69
[25.2] SECONDARY (Surface) SEARCH............................................................................................70
[25.3] PRIMARY (Air) SEARCH.........................................................................................................70
[25.4] NON PHASING NAVAL UNIT SEARCH OPTIONS...............................................................71
[26.0] NAVAL UNIT COMBAT................................................................................................................71
[26.1] ENTERING AN ENEMY SEARCH ZONE...............................................................................71
[26.2] WHICH UNITS MAY ATTACK................................................................................................72
[26.3] CONDUCTING A NAVAL COMBAT.......................................................................................72
[26.4] DISENGAGING FROM NAVAL COMBAT.............................................................................73
[26.5] COMBAT STRENGTH EFFECTS.............................................................................................73
[26.6] ORDNANCE DEPLETION.......................................................................................................73
[26.7] SUBMARINES...........................................................................................................................73
[26.8] BATTLE DAMAGE...................................................................................................................74
[26.9] REPAIR OF BATTLE DAMAGE..............................................................................................74
[27.0] NAVAL AIR UNITS.......................................................................................................................74
[27.1] NAVAL ATTACK AIR GROUPS...............................................................................................74
[27.2] ORDNANCE DEPLETION.......................................................................................................75
[27.3] NAVAL AIRFIELDS...................................................................................................................75
[27.4] LAND AIR UNITS AND HELICOPTERS vs. NAVAL UNITS................................................75
[28.0] MINELAYING AND SWEEPING.................................................................................................75
[28.1] MINELAYING...........................................................................................................................76
[28.2] MINE SWEEPING.....................................................................................................................76
[28.3] EFFECTS OF MINES................................................................................................................76
[28.4] MINE DEPLETION...................................................................................................................76
[29.0] AMPHIBIOUS ASSAULT..............................................................................................................77
[29.1] NAVAL TRANSPORT................................................................................................................77
[29.2] AMPHIBIOUS LANDING.........................................................................................................78
[29.3] DANISH FERRIES.....................................................................................................................78
[29.4] SPECIAL U.S. 2ND MARINE DIVISION AMPHIBIOUS ASSAULT....................................78
[30.0] HELICOPTERS (Optional)............................................................................................................79
[30.1] HELICOPTER MOVEMENT....................................................................................................79
[30.2] FLAK vs. HELICOPTERS.........................................................................................................79
[30.3] HELICOPTER ATTACK............................................................................................................80
[30.4] HELICOPTER GROUND SUPPORT........................................................................................80
[30.5] HELICOPTER STEP REDUCTION..........................................................................................80
[30.6] HELICOPTER TRANSPORT....................................................................................................80
[31.0] SPECIAL FORCES (Optional).......................................................................................................81
[31.1] PLOTTING A SPECIAL FORCES MISSION...........................................................................81
[31.2] SPECIAL FORCES ASSAULT PHASE....................................................................................81
[31.3] COMBAT STEPS........................................................................................................................82
[31.4] PERFORMING AN ASSAULT..................................................................................................82
[31.5] COMMUNICATIONS ASSAULT..............................................................................................82
[31.6] AIRFIELD ASSAULT................................................................................................................82
[31.7] PORT ASSAULT........................................................................................................................83
[31.8] CONCLUDING AN ASSAULT.................................................................................................83
[31.9] (addition) SPECIAL FORCES vs. SPECIAL FORCES.............................................................83
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[32.0] AIRBORNE AND AIRMOBILE UNITS (Optional)....................................................................84
[32.1] MOVING AIRBORNE AND AIRMOBILE UNITS BY HELICOPTER..................................84
[32.2] DISEMBARKING AIRBORNE AND AIRMOBILE UNITS....................................................84
[32.3] AIRBORNE PARA-DROP.........................................................................................................84
[32.4] AIR TRANSPORT FOR AIR-TRANSPORTABLE UNITS......................................................85
[33.0] RECONNAISSANCE AIR UNITS (Optional)...............................................................................85
[33.1] RECONNAISSANCE AIR UNITS AND AIR COMBAT.........................................................86
[33.2] HOW TO SPOT ENEMY OCCUPIED HEXES........................................................................86
[33.3] RECONNAISSANCE INTELLIGENCE...................................................................................86
[34.0] DAMAGE AND REPAIR...............................................................................................................86
[34.1] DAMAGE...................................................................................................................................87
[34.2] REPAIR.......................................................................................................................................87
[34.3] REPAIR POINT SCHEDULE....................................................................................................88
[34.4] BRIDGE DEMOLITION............................................................................................................88
[35.0] ALPINE UNITS (Optional)............................................................................................................88
[36.0] ELECTRONIC WARFARE (Optional)..........................................................................................88
[36.1] EFFECTS OF EW ON THE ATTACKER..................................................................................89
[36.2] EFFECTS OF EW ON THE DEFENDER.................................................................................89
[36.3] INITIATION OF ELECTRONIC WARFARE............................................................................89
[36.4] HOW LONG ELECTRONIC WARFARE LASTS....................................................................90
[36.5] ELECTRONIC WARFARE UNITS AND COMBAT................................................................90
[37.0] VICTORY CONDITIONS..............................................................................................................90
[37.1] VICTORY POINTS....................................................................................................................90
[37.2] BASIC HEX VALUES...............................................................................................................91
[37.3] LINES OF COMMUNICATION................................................................................................91
[37.4] BONUS HEX VALUES..............................................................................................................91
[1.0] INTRODUCTION
The Next War is a brigade/divisional level simulation of a Soviet-led Warsaw Pact (WP) invasion of the
central European front of the North Atlantic Treaty Organization (NATO) in the late 1970s. The three
maps cover the area from north of Denmark, through Germany and Austria and into the industrial
heartland of Italy. The Campaign Game covers the first 60 days after mobilization, while a number of
scenarios depict smaller areas of operations over shorter time periods.
SPI expects to update The Next War annually by incorporating the latest military developments in
weaponry, doctrine, and organization in inexpensive kits. In order to make this updating process as
accurate as possible, SPI welcomes unclassified information sent in by players regarding the various
aspects of the military situation in central Europe. Unit locations, strengths, and readiness states; terrain
features; and weapons performances are particularly important. Players are also encouraged to forward
suggestions relevant to the rules of play, ideas for the next edition, and reports on the progress of games
played, especially campaign games. SPI is particularly interested in the following: which scenario and
which options were used; the location of the front line at various dates; strategic and tactical advice to
players; and any other details which the writer has the time and patience to include. Please do not write
these reports on the same page as a rules question. Send these reports to:
Next War Update
Simulations Publications, Inc.
44 East 23rd Street
New York, New York 10010
7
Note: During the development of the game, several pieces of OB information came to light. Most of the
information was incorporated at the last minute, but some of it could not make it into this edition of The
Next War. This new information, as it becomes available, will be incorporated in future updates of the
game. The following U.S. deployments in the game are incorrect (the article OB is correct). The 212th
Artillery group is a REFORGER unit. The 4th Infantry (M) Div is not a REFORGER unit, but is
earmarked for Europe and should appear later than scheduled in the game. The 101 st AA is not a
REFORGER unit and is not earmarked for Europe.
8
* GRAPHIC
ARTILLERY
* GRAPHIC
FLAK (Mobile)
* GRAPHIC
ASSAULT ENGINEER
* GRAPHIC
NAVAL UNIT
* GRAPHIC
Naval Unit Types: AC = Amphibious Cargo; ALC = Amphibious Landing Craft; PT = Patrol Boat; FF
= Frigate; MS = Minesweeper; ML = Minelayer; PF = Patrol Frigate; SS = Submarine; DG = Guided
Missile Destroyer; DD = Destroyer; CG = Guided Missile Cruiser.
ATTACK HELICOPTER
* GRAPHIC
TRANSPORT HELICOPTER
* GRAPHIC
NAVAL AIR UNIT
* GRAPHIC
AIR UNIT
* GRAPHIC
Note: Air Superiority Ratings may be replaced with B Bomber), R (Reconnaissance), N (Naval), or T
Transport). If air unit strengths are in parentheses, air unit is not all-weather.
[3.32] Summary of Unit Types
* GRAPHICS
Note: Division Bases are support units and they have various unit symbols but they are always
considered brigade size formations. The unit symbol has no additional effect on their function.
10
Assault: Land units may attack Enemy land units by Standard Assault, Wave Assault, or Column
Assault. An Assault is a means of fulfilling the requirement to engage Enemy units in combat under
certain conditions.
Break-Down: The process by which divisions may be replaced with their brigade components on the
game-map is called Break-Down.
Brigade: The term brigade in the game is synonymous with the terms regiment, battalion, and
component unit. Brigade refers to the subunits of a division or to any independent formation.
Cadre Rating: In combat, units add their current Cadre Rating to their die modification total. All units
start the game with a Cadre Rating dependent on their nationality. After combat, units may lose their
original Cadre Rating and assume the Cadre Rating of 5. All elite units have an original Cadre Rating of
one greater than their national Cadre Rating.
Combat Strength: Combat Strength describes both the offensive and defensive power of a unit.
Combat Unit: A Combat Unit is a division, brigade, regiment or battalion which is not a support unit.
Displacement: When a Warsaw Pact Front Supply Head is either successfully engaged in ground combat
or destroyed by air units, the Front Supply Head is displaced. When a Front Supply Head is displaced, it
is moved back 5 hexes.
Division: When all of the component units combine with a division base, they may constitute a division.
The division has the same division designation as its component units. NATO does not initially deploy
most of its units in division formations.
Electronic Warfare: Electronic Warfare occurs when an Electronic Warfare (EW) unit successfully jams
or intercepts his opponents radio traffic. In the game, this is represented by gaining combat advantages
when an EW unit successfully uses its equipment.
Electronic Warfare Rating: All naval units-air, surface, and submarine-have an Electronic Warfare
Rating, which is used when calculating naval combat results. An Electronic Warfare rating is different
from the values used in Electronic Warfare.
Fatigue: Units have the ability to increase their movement beyond their basic Movement Allowance.
When they do so, however, there is a possibility of incurring Fatigue. Fatigue can affect units on two
levels, and when it is in effect, the unit is hampered in its movement and combat abilities.
Flak: Flak is another term for ground-to-air fire or anti-aircraft fire. Ground units and naval units use
flak to engage Enemy air units in combat. Flak units are also referred to as ADA and SAM units.
Independent Formation: A brigade that has no division superstructure and is capable of supplying itself
when using the organic supply rules in the game is referred to as an Independent Formation.
Markers: There are various Markers used in the game to show temporary or long-term effects on units.
Some Markers are used to show more than one effect.
Mode: Land units are always in one of three particular formations or Modes: Road, Tactical, or
Hedgehog. Units in Road Mode are in a traveling formation; units in Tactical Mode are in a mobile
combat formation; and units in Hedgehog are in a non-mobile defensive formation.
11
Movement Allowance: The Movement Allowance of a unit is the quantification of that units ability to
traverse a certain distance in one Game-Turn measured in Movement Points. All land units have a basic
Movement Allowance of 20 Movement Points. Land units may exceed their basic Movement Allowance
by up to 30 Movement Points by employing Fatigue Movement.
NATO: The following nations are part of the North Atlantic Treaty Organization: Belgium (BE), Canada
(CA), Denmark (DK), France (FR), Italy (IT), Luxembourg, Netherlands (NE), West Germany (WG),
United Kingdom (UK), United States (US).
Neutral: The following nations are neutral: Austria (AU), Liechtenstein. In addition, certain countries on
the game map may not be entered by units of either Player. These countries are Sweden, Switzerland,
and Yugoslavia.
Nuclear Pulse: A Nuclear Pulse is one nuclear mission. A Nuclear Pulse comprises from one to six
nuclear warheads. A Nuclear Pulse is the gross nuclear kilotonnage required to destroy the area covered
by one battalion.
Offensive and Defensive Barrage Strength: Artillery units may participate in combat in conjunction with
Friendly land units by using their Offensive or Defensive Barrage Strength when they fulfill certain
conditions.
Placing (units): This usually refers to air units that are placed in the hex where they are to perform a
mission. The units are, in effect, not flown or moved through the hex grid as are helicopter units and
land units, but are simply placed in a hex.
Recombination: When the component units of a division form themselves into the division formation,
the units are said to recombine.
Replacement Step: During the game, certain nationalities receive Replacement Steps. A Replacement
Step is worth approximately one brigade and is used to replace losses taken in combat or due to fatigue.
Replacement Steps can be accumulated.
Step: Units have various levels of strength, referred to in terms of Steps, Combat Steps, or Steps lost.
The current level of strength for a unit is determined by the lack of or the type of casualty markers
placed under the unit. A unit that has no casualty marker under it is at full strength. If a unit has a 1Casualty marker under it, it has lost 1 Combat Step. If a unit has a 2 or 3-Casualty marker under it, the
unit has lost 2 Combat Steps. No unit has more than 3 Combat Steps.
Support Unit: A Support Unit is an artillery unit, division base, SSM unit, EW unit, RR Regiment, FSH,
assault engineer unit, flak unit, or headquarters unit.
Warsaw Pact: The following nations are part of the Warsaw Pact: Czechoslovakia (CZ), East Germany
(EG), Hungary (HU), Poland (PO), Soviet Union (SU).
12
13
7. NATO Land Stage
NATO Player initiates his land movement.
A. NATO Reinforcement Phase: Reinforcements are placed on the map (see Section 14.0).
B. NATO Special Forces Assault Phase: The planning and execution of all Special Forces missions
is conducted (see Section 31.0).
C. NATO Airborne Phase: Airborne units move either by helicopter or are Para dropped onto the
map (see Section 32.0).
D. NATO Replacement Phase: If the NATO Player receives any Replacement steps, these are
incorporated into units meeting the conditions in Section 15.0.
E. NATO Movement and Combat Phase: Land units move and engage in combat. Combat is a
function of movement and expends Movement Points (see Sections 5.0-7.0).
F. NATO Contamination Removal Phase: Persistent Chemical Contamination markers are removed.
Nuclear Contamination markers are evaluated to see if they are removed (see Cases 18.5 and
19.3).
8. Naval Stage
The Naval Stage continues for 12 Naval Turns before the End Stage is performed. The following
sequence is repeated for each of the 12 Naval Turns.
A. Initiative Determination Phase: The First Player is determined.
B. First Player Naval Air Phase: The First Player moves his naval air units which attempt to spot
enemy naval units and engage them in combat (see Section 27.0).
C. First Player Naval Movement and Combat Phase: Naval units move and when they spot the
enemy naval units engage them in combat. Minelaying and sweeping occur (see Sections 24.0,
26.0and 28.0).
D. First Player Amphibious Phase: If naval transport units are in coastal hexes, they may land
marine units that they may be transporting (see Section 29.0).
E. Second Player Naval Air Phase: Same as First Player Naval Air Phase executed by Second
Player.
F. Second Player Naval Movement and Combat Phase: Same as the First Player Naval Movement
and Combat Phase executed by Second Player.
G. Second Player Amphibious Phase: Same as the First Player Amphibious Phase executed by
Second Player.
9. End Phase
At the conclusion of Naval Turn Twelve, the End Phase occurs. All repair operations of installations and
air units occur. The Game-Turn marker is advanced to the next Game-Turn and another Game-Turn
begins.
14
Movement Point to enter or cross. Units may also expend Movement Points to conduct attacks and
move adjacent to Friendly and Enemy units (see Movement Point Costs Chart: Terrain Effects, 5.17). All
movement and combat costs are cumulative. The supply status of a unit is determined at the instant the
unit initiates movement (see Section 8.0) and at the instant of combat.
CASES:
15
Movement Points to move but is deployed for mobile combat. A unit in Hedgehog is prepared for
defense and may not move but adds 2 to its die modification total if attacked. At the instant a unit enters
Hedgehog Mode, a Hedgehog marker is placed on the unit to indicate this status. Notes: See Terrain
Effects Chart for the Movement Point cost to change Modes. Units in Tactical Mode require no markers
to indicate mode status.
[5.31] A unit in Road Mode pays the Movement Point cost under the Road Mode column on the Terrain
Effects Chart.
[5.32] A unit in Tactical Mode pays the Movement Point cost under the Tactical Mode column on the
Terrain Effects Chart.
[5.33] If a unit in Road Mode is attacked, 4 is added to the Enemy die modification total (see Case 7.4).
A unit in Road Mode may not initiate combat.
[5.34] A unit in Tactical or Hedgehog Mode is not subject to any adverse die modifications due to mode.
[5.35] A unit in Road or Hedgehog Mode exerts no Zone of Control. If a unit deploys into Tactical Mode
by expending Movement Points (see 5.17) the unit immediately acquires a Zone of Control.
[5.36] A unit may move adjacent to an Enemy unit that is in Road or Hedgehog Mode without paying
the usual additional 4 Movement Point cost.
[5.37] A Friendly unit in Hedgehog may not move. If a Friendly unit in Hedgehog is attacked, the
Friendly unit adds 2 to its die modification total (see Case 7.4). A unit in Hedgehog may not initiate
combat.
[5.38] The Princes Own Militia of Liechtenstein is always in Hedgehog.
[5.39] SSM units, Mobile ADA units, Soviet railroad regiments, and EW units are always in Road
Mode, except If stacked with a combat unit in tactical mode, or stacked with a combat unit in hedgehog
mode. Mode changes under this Case are automatic and do not require the expenditure of movement
points.
[5.4] FATIGUE
Units may exceed their Basic Movement Allowance of 20 Movement Points, but units that do so are
subject to Fatigue. A unit that is at either Level 1 or Level 2 Fatigue is Fatigued. If a unit has no Fatigue
and the Fatigue level is increased by one level, the unit is at Level 1 Fatigue. If a unit is at Level 1
Fatigue and the Fatigue level is increased by one level, the unit is at Level 2 Fatigue. If a unit is at Level
2 Fatigue and the Fatigue level is increased by one level, the unit loses one Combat Step and remains at
Level 2 Fatigue. In no case may a unit expend more than 50 Movement Points per movement and
combat phase.
[5.41]
A. At the instant that a unit exceeds its Basic Movement Allowance by one Movement Point, the owning
Player determines if the unit incurs Fatigue. On a die roll of 1-3, the unit increases its Fatigue Level by
one. On a die roll of 4, increase the Fatigue Level by one only if the unit is already fatigued; otherwise
there is no effect. On a die roll of 5, if the unit is at Level 2 Fatigue, the unit loses one Combat Step;
otherwise there is no effect. On a die roll of 6, there is no effect.
16
B. At the instant that a unit exceeds its Basic Movement Allowance by 11 Movement Points, the
owning Player increases the units Fatigue one level except if the unit is un-fatigued and the die roll is 6.
C. At the instant that a unit exceeds its Basic Movement Allowance by 21 Movement Points, the owning
Player increases the units Fatigue one level.
Example: A Warsaw Pact unit in Tactical Mode in hex S3209 (Rough-1) has expended 19 Movement
Points; the unit enters hex S3109 (Rough-1). The Warsaw Pact Player must roll the die to determine
Fatigue because the unit has expended 23 Movement Points (3 more than its Movement Allowance). The
Fatigue die roll indicates that the unit does not incur Fatigue. The unit continues moving to hex S3009
(Rough-1). The unit has expended 27 Movement Points. The unit enters hex S2909 (Rough-1) which is
an Enemy-controlled hex. The unit enters the hex and rolls for Fatigue, the result is 1, so the unit incurs
Level 1 Fatigue. Place an F1 counter on top of the unit. The unit must engage the Enemy in combat,
having expended 39 Movement Points.
[5.42] Levels of Fatigue can be removed at the beginning of a units Movement and Combat Phase
through the expenditure of Movement Points (see 5.17).
[5.43] Level 1 Fatigue
Whenever a unit reaches Level 1 Fatigue, an F1 marker is placed on the unit where it remains until it is
removed through the expenditure of Movement Points. Add one Movement Point to the cost of each hex
entered by a unit at Level 1 Fatigue.
Example: A NATO unit which had expended 19 Movement Points in the current Movement and Combat
Phase is in Tactical Mode at hex C3929. It moves to hex C4028 (Rough-1 terrain) expending 4
Movement Points. Arriving at hex C4028, it has expended 23 Movement Points and the owning Player
must roll for Fatigue. A 2 is rolled. So the unit is at Level 1 Fatigue. An F1 marker is placed on the unit.
The unit moves on to hex C4128, also a Rough-1 hex. It expends 5 Movement Points (4 for terrain and 1
for Fatigue) to move to that hex, bringing its total expenditure to 28 Movement Points. If a Friendly unit
possessing an, F1 marker participates in combat, the Enemy unit adds 1 to its die roll modification total
(see Cases 5.45 and 7.4).
[5.44] Level 2 Fatigue
Whenever a unit reaches Level 2 Fatigue, an F2 marker is placed on the unit where it remains until it is
removed through the expenditure of Movement Points. Add 2 Movement Points to the cost of each hex
entered by a unit at Level 2 Fatigue. A unit at Level 2 Fatigue may be reduced under Case 5.42 to Level
1 Fatigue by expending 10 Movement Points, or it may be reduced to no fatigue by expending 20
Movement Points.
Example: The unit in the Case 5.43 example continues moving to hex C4227, which is Enemycontrolled. The Friendly unit expends 13 Movement Points to enter that hex (4 for terrain plus 1 for
Fatigue plus 4 for entering an Enemy Zone of Control plus 4 to assault the Enemy unit), bringing its
total Movement Point expenditure to 41. The result is an automatic increase of the Fatigue Level by one,
from level 1 Fatigue to Level 2 Fatigue. If a Friendly unit possessing an F2 marker participates in
combat, the Enemy unit adds 2 to its die modification total (see Cases 5.45 and 7.4).
[5.45] The Fatigue Level of support unit counts as a combat die modification only If there are no combat
units stacked with the support units.
[5.46] The combat ability of SSMs and flak units is not affected by Fatigue.
17
[5.47] If the expenditure of Movement Points for assault necessitates a die roll for possible increase in
the Fatigue Level of the Assaulting unit, roll for Fatigue before rolling for combat.
[5.48] If upon entering a hex, a unit expends sufficient Movement Points to qualify for two Fatigue die
rolls (e.g., it expends 10 or more Movement Points over and above its Movement Allowance by moving
into that hex), then the die is rolled twice before any other action occurs.
[5.49] (addition) Fatigue Levels have no effect on the Movement Point cost of rail movement.
18
another 4 Movement Points to assault, bringing its total to 25 Movement Points. It must roll for
Fatigue immediately, before the combat is resolved.
[5.58] Helicopters may not move off-map across the North or Baltic Seas. See also Case 49.67.
19
[6.13] A unit may leave an Enemy-controlled hex only as a result of Assault, Column Assault, or
Disengagement (see Section 7.0).
[6.14] A unit may always leave a hex controlled exclusively by Friendly units without penalty or
condition.
[6.15] If a Friendly unit enters an Enemy-controlled hex, it must immediately stop and initiate combat
with Enemy units exerting a Zone of Control into that hex. A unit that has insufficient Movement Points
to initiate combat must use Fatigue Movement. If a unit still has insufficient Movement Points to initiate
combat, that unit may initiate no further action. The presence of a Friendly combat unit negates an
enemy Zone of Control in that hex for purposes of this Case. In other words, a Friendly unit may be
reinforced without requiring the reinforcing unit to initiate combat.
[6.16] There is no additional effect of having more than one unit exert its Zone of Control into a given
hex.
[6.17] (addition) During a Friendly Movement and Combat Phase a unit located in an enemy Zone of
Control may change mode, expending 8 Movement Points, from Tactical Mode to Hedgehog Mode, or
vice versa, or from Road Mode to either Tactical Mode or Hedgehog Mode, but may not change from
any other Mode into Road Mode while in an enemy Zone of Control.
20
21
determine their respective die modifiers. Roll the dice and modify the total see Case 7.4), and refer to
the appropriate ratio column of the Combat Results Table. As a result of combat, one of three things will
occur: a unit will lose one or more combat steps; both Players units will remain in place for the
remainder of the Movement and Combat Phase; or the Enemy unit will retreat requiring the attacking
unit to advance after combat. If the result of the combat is a D, the attacking unit provided it has
sufficient Movement Points remaining can continue to assault the defending unit.
CASES:
22
23
[7.3] DISENGAGEMENT
A Phasing unit may attempt to leave an Enemy-controlled hex in which it begins a Friendly Movement
and Combat Phase. This is called Disengagement. A unit attempting Disengagement must attempt to
disengage from all Enemy units whose Zones of Control it is within. A unit attempting Disengagement
expends 6 additional Movement Points. All rules applying to other types of combat also apply to
Disengagement, including ammunition expenditure, air and helicopter support. Only the results of
combat are different. A unit may only attempt disengagement once per Friendly Movement and Combat
Phase.
[7.31] Determine the combat ratio by adding the Attack Strengths of all the non-Phasing units from
which the Phasing unit is disengaging and compare the total to the Defense Strength of the Phasing unit
that is disengaging. Roll the dice, modify the result for die modifiers as if the non-Phasing units were
attacking the unit attempting Disengagement, and determine the result. Note: When a unit disengages,
the combat results have different meanings. Refer to the Disengagement Combat Results explanation
under the Combat Results Table. The terrain die modifier is applied to the unit attempting
Disengagement. Stated another way, a Disengagement attempt is handled as if all the enemy units from
which the Friendly unit is attempting to withdraw were attacking the withdrawing unit; the unit which is
trying to disengage is not treated like an attacking unit but as a defender.
[7.32] Units with an Attack Strength of zero may not prevent Enemy units from disengaging from their
Zone of Control.
[7.33] Units that are out of supply cannot prevent a unit from disengaging.
[7.34] (addition) Pursuit following disengagement may not bring the pursuing enemy unit into the Zone
of Control of a Friendly unit other than the one which successfully disengaged; such a Zone of Control
halts the pursuit.
[7.35] (addition) Pursuit, following disengagement, is never mandatory - unlike Advance after Combat and may be refused or discontinued at any point by the Enemy later.
24
J. Check step loss condition (see Section 11.0)
K. Odds over 7-1 or less than 1-2 (see Combat Results Table explanations)
L. No-ZOC marker (see Case 7.58)
M. Assault Engineers
N. 1st Turn Benefits (if any)
25
[7.55] An eligible unit may retreat any number of times per Game-Turn (see Case 7.57).
[7.56] If a Friendly unit retreats onto another Friendly unit, both units lose their Zone of Control for the
remainder of the current Movement and Combat Phase. A No-ZOC marker is placed on both units.
Stacking restrictions may not be violated due to retreat (see Case 10.3). A retreating unit does not affect,
and is not affected by, the mode status of the unit it retreats onto.
[7.57] For each unit with a No-ZOC marker that retreats as a result of combat, the owning Player must
roll one die for each retreat. On a roll of 1 or 2, the retreating unit loses one step. On a roll of 3 to 6,
there is no effect.
[7.58] A unit defending with a No-ZOC marker has a combat die roll modifier of + 2 for the Attacker. A
unit attacking with a No-ZOC marker has a combat die roll modifier of +2 for the Defender.
[7.59] (addition) No unit may ever retreat over an Alpine or impassable hexside. In advance after
combat, if the Movement Point cost to enter the terrain of the hex vacated by the defeated enemy unit is
greater than the Movement Point cost of the assault, the advancing unit must expend a number of
Movement Points equal to the difference between the two costs at the time of mandatory advance after
combat. Thus, a Friendly unit attacking an Enemy unit which is in Rough 2 across an unbridged Minor
River in Wet Weather expends 4 Movement Points for a Standard Assault, obtains a D result, and then
expends 16 Movement Points to occupy the hex (6+4=10; x2 = 20; -4 = 16).
26
with 3 brigades chooses to take step losses in combat. Two combat steps are removed for the D result,
and two additional combat steps are removed for the two additional brigades.
[7.67] If a Friendly division engages two Enemy brigades, the Friendly Player adds 1 to his combat die
modification total.
[7.68] If a Friendly division engages three or more Enemy brigades, there are no die modifications
applied under Case 7.6.
[7.69] Regardless of how many Enemy brigades are attacked by a Friendly division, the Enemy Player
must remove two combat steps if he takes losses due to a D result. Example: NATO brigades are
attacked by a Soviet division and the result of the combat is D. Even though three brigades constitute a
division equivalent, the brigades must remove two combat steps. (If the brigades are all in the same hex,
two additional combat steps must be removed, for a total of four; see Case 7.66.)
[7.8] (addition) When more than one combat unit is defending against a single assault, die modifications
on the land CRT are made for best terrain; worst supply state, worst fatigue level, worst mode status;
total of all step losses; and for chemical warfare, EW, and No ZOC marker if any of the defending
combat units are affected by them.
[8.0] SUPPLY
GENERAL RULE:
Units must be in supply in order to use their full Combat Strength and Movement Allowance. The
supply status of a unit is determined at the instant the unit initiates movement and at the instant the unit
participates in combat. If units are not in supply, they are penalized with respect to their movement and
combat capabilities. When a unit is in General Supply the unit is tapping its Friendly main logistics
network. A unit in General Supply has full movement and combat capabilities.
PROCEDURE:
Each combat unit traces a supply path of varying length to a supply source or to an HQ unit which is
itself in supply. A supply path is a continuous overland path of hexes uninterrupted by Enemy units,
Enemy Zones of Control, un-bridged Major river hexsides, Impassable Mountain hexsides, or nuclearcontaminated hexes. All supply paths are calculated for terrain using only the Road Mode column of the
Terrain Effects Chart. Supply path costs are calculated for terrain only. The only exception is for Civilian
Panic areas, where costs are reckoned as if in tactical mode. Breakthrough zones do not interrupt supply
paths.
CASES:
27
28
[8.5] AIRBORNE SUPPLY (For Use with the Air Game Sections 20.0, 21.0)
[8.51] Airmobile and airborne units being airlifted are automatically in General Supply for the remainder
of the Game-Turn, provided that they took off from an airfield that was in General Supply.
[8.52] Marine units are automatically in General Supply for the Game-Turn following the one in which
they were amphibiously landed.
[8.53] Airmobile, airborne and marine units are in General Supply as long as the Friendly Player
maintains control of the Air Superiority and Air Interdiction Levels in the Air Sector in which the unit is
located.
[8.54] (addition) Airmobile, airborne and marine units may be treated as independent units or as
division components for supply purposes, at the choice of the owning Player, in any particular situation.
29
Whenever units participate in combat, their Cadre Ratings are added to their respective die
modification totals. Whenever the modified dice roll of a combat is 4 through 10, all units participating
in the combat lose their original Cadre Rating. All units that lose their original Cadre Rating have a
Cadre Rating of 5 for the rest of the game (flip the unit over to show this change). A Cadre Rating has no
other effect on the game. If the modified combat dice roll is anything other than 4 through 10, the units
retain their original Cadre Ratings. Once a unit has lost its original Cadre Rating, a modified dice roll of
4 through 10 has no further effect.
Example: If a Friendly unit which possesses its original Cadre Rating participates in combat and the
modified dice roll for the combat is 4 through 10 inclusive, the Friendly unit loses its original Cadre
Rating and is flipped over from its original Cadre Rating side to its other side.
CASES:
30
[9.23] All Soviet units with strengths of 14B10 armor or 10B12 mech are second line units. Second line
units have different original Cadre Ratings than 1st line Soviet units. All other Soviet units are first line.
[9.24] All Italian units Car are Carabinieri units.
[9.25] All airborne, marine, and alpine units possess an original Cadre Rating that is one greater than
their national original Cadre Rating. Example: A Soviet marine regiment has an original Cadre Rating
of 5 (4+ 1=5).
[9.26] Players may, by mutual agreement before the start of play, adjust original Cadre Ratings.
[9.27] When a division recombines if any component unit of that division has lost its original Cadre
Rating then the division after recombining has a Cadre Rating of 5.
[10.0] STACKING
GENERAL RULE:
Stacking is the condition whereby more than one Friendly unit can occupy the same hex. Stacking rules
apply during the entire Game-Turn. There are five basic varieties of land unit to be considered in regard
to stacking: brigades/regiments/battalions, divisions, and headquarters.
CASES:
[10.2] OVERSTACKING
When a hex contains units in excess of the stacking limit at any time during the Game-Turn, the excess
is eliminated from the game by the Enemy Player. Note: In the initial set-up, certain hexes will be
overstacked. These stacks have until the end of the first Game-Turn to remedy the situation.
31
[11.2] ELIMINATION
[11.21] When a unit takes a step loss and is in possession of either a 2- or 3-Casualty marker, the unit is
eliminated if it is either a brigade or regiment. If the unit is a division, the division counter is removed
and is replaced by its division base.
[11.22] When a division base. Soviet RR regiment, or headquarters unit takes a one-step loss, the unit is
eliminated.
32
[12.1] BREAK-DOWN
[12.11] When a division is not in an Enemy-controlled hex, it may break down into its component units
during the Friendly Movement and Combat Phase at a cost of 2 Movement Points, replacing the
Division counter with its component units all bearing the same division designation (see 12.13).
[12.12] After a Break-Down, each component unit has Movement Points remaining equal to the number
of Movement Points that the division counter had remaining, up to the instant of and including the
Break-Down.
[12.13] Warsaw Pact units do not possess specific Break-Down units. When a Warsaw Pact unit breaks
down, replace it with a division base and three regiments of the proper type (see Case 12.14) and
nationality. For Recombination purposes, the same exact units are not needed. Players may, for greater
realism, attempt to keep track of the units.
[12.14] Warsaw Pact divisions may be broken down as follows:
Divisional Strength
4D1
3D1
3D1
3D1
3D1
2D1
2D1
2D1
2D1
2D2
2D1
[12.15] The counter mix does not limit divisional Break-Down. Players may make additional regiments
and division bases if they wish.
[12.16] NATO and Neutral divisions may be broken down as follows. Note that the Division Base of the
appropriate division designation and unit type is included in each division composition except where
stated otherwise. Division names are in bold type. All component units are brigades unless otherwise
stated.
AUSTRIA
East: 1/East Tank Bn, 4/East Tank Bn, 5/East Jager, 7/East Jager, 3/East PG;
West: 7/West Tank Bn, 10/West Tank Bn, 1/West Jager, 6/West Jager, 4/West PG
BELGIUM (see Case 12.56)
1st Mech: 1/1 Mech, 7/1 Mech, 10/1 Mech;
2nd Mech: 4/16 Mech, 17/16 Armor, 12/16 Mech
CANADA
Canadian Forces Europe: 4 Mech, 2 Combat Group, 5 Combat Group (no division base)
DENMARK
33
Jytland: 1/Jyt Mech, 2/Jyt Mech, 3/Jyt Mech;
Sjaelland: 1/Sja Mech, 2/Sja Mech, 3/Sja Mech
FRANCE
1st Mech: 1/1 Mech, 3/1 Mech, 11/1 Mech;
3rd Mech: 5/3 Mech, 12/3 Mech, 13/3 Mech;
4th Mech: 10/4 Mech, 15/4 Mech, 16/4 Mech;
7th Mech: 6/7 Mech, 7/7 Mech, 8/7 Mech;
8th Mech: 2/8 Mech, 4/8 Mech, 14/8 Mech;
11th AB: 1/11 AB, 2/11 AB, 3/11 AB;
Alpine: 17/Alp, 27/Alp
ITALY
Centauro Armor: 1/Cent Armor, 2/Cent Armor, 3/Cent Armor;
Ariete Armor: 1/Ariet Armor, 2/Ariet Armor, 3/Ariet Armor;
Legnano Mech: 1/Leg Mech, 2/Leg Mech, 3/Leg Mech;
Cremona Mech: 1/Cre Mech, 2/Cre Mech, 3/Cre Mech;
Mantova Mech: 1/Man Mech, 2/Man Mech, 3/Man Mech;
Folgore Mech: 1/Fol Mech, 2/Fol Mech, 3/Fol Mech;
Granatieri de Sardegna Mech: 1/Gds Mech, 2/Gds Mech, 3/Gds Mech
NETHERLANDS
1st Mech: 11/1 Armor, 12/1 Mech, 13/1 Mech;
4th Mech: 41/4 Mech, 42/4 Mech, 43/4 Mech;
5th Mech: 51/5 Armor, 52/5 Mech, 53/5 Mech
WEST GERMANY
1st PG: 1/1 PG, 2/1 PG, 3/1 pz;
6th PG: 16/6 PG, 17/6 PG, 18/6 pz;
7th PG: 19/7 PG, 20/7 PG, 21/7 pz;
11th PG: 31/11 PG, 32/11 PG, 33/11 pz;
3rd Pz: 7/3 PG, 8/3 Pz, 9/3 pz;
5th Pz: 6/5 PG, 13/5 Pz, 15/5 Pz;
10th Pz: 28/10 PG, 29/10 Pz, 30/10 Pz;
12th Pz: 14/12 PG, 35/12 Pz, 36/12 pz;
2nd Jager: 4/2 PG, 5/2 PG, 34/2 pz;
4th Jager: 10/4 PG, 11/4 PG, 12/4 pz;
Geb: 22/1 Geb, 23/1 Geb, 24/1 Geb;
1st LL: 25/1 LL, 26/1 LL, 27/1 LL (no division base)
UNITED KINGDOM
1st Armor: 7/1 Armor, 11/1 Armor;
2nd Armor: 1/2 Armor Task Group, 2/2 Armor Task Group;
4th Armor: 6/4 Armor, 20/4 Armor;
3rd/Mobile Force: 5/3 Airmobile, 9/3 Airmobile, 24/3 Airmobile
UNITED STATES
1st Armor: 1/1A Armor, 2/1A Armor, 3/1A Armor;
2nd Armor: 1/2 Armor, 2/2 Armor, Armor, 3/2 Armor, 4/2 Armor*;
3rd Armor: 1/3A Armor, 2/3A Armor, 3/3A Armor;
1st Mech: 1/1 Mech, 2/1 Mech, 3/1 Mech;
34
3rd Mech: 1/3 Mech, 2/3 Mech, 3/3 Mech;
4th Mech: 1/4 Mech, 2/4 Mech, 3/4 Mech, 4/4 Mech*;
8th Mech: 1/8 Mech, 2/8 Mech, 3/8 Mech;
101st Airmobile: 1/101 Airmobile Rgt, 2/101 Airmobile Rgt, 3/101 Airmobile Rgt;
2nd Marine: 2/2 Marine Rgt, 6/2 Marine Rgt, 8/2 Marine Rgt
* See Case 12.55
Abbreviations: AB = Airborne; Bn = Battalion; Geb = Gebirger (Mountain); LL = Luftlande (Airborne);
Rgt = Regiment.
[12.5] RECOMBINATION
[12.51] When all component parts of a division (including the division base) are in the same nonEnemy-controlled hex during a Friendly Movement and Combat Phase, the component units may
recombine into it division that has the same division designation as the component units. Note: This may
also be done when one brigade of a three-brigade division has been eliminated or is surrounded by
35
enemy zones of control. (see Case 12.7). Example: The American 8th Mechanized Division Base and
its second and third brigades are together in hex C1929; the first brigade of the 8th Mech Division had
previously been eliminated. The remaining components of the division may combine into the 8th
Mech Division. Replace the counters representing the division base and the two brigades with the
division counter (12C26), but place a 1- Casualty marker under the division in accordance with Case
12.7.
[12.52] The Movement Point cost to the component units to recombine is 4 Movement Points each.
[12.53] A Recombination can take place only if all component units have at least 4 Movement Points
remaining. Players must keep track of remaining Movement Points for units that have moved but will
recombine later on during the Movement and Combat Phase.
[12.54] A newly recombined division has Movement Points remaining equal to the number of
Movement Points remaining to the component unit that expended the most Movement Points during the
current Movement and Combat Phase. Example: The component units of a division recombine. The
division base expended the most Movement Points to move and recombine: 17 Movement Points. The
newly recombined division has 3 Movement Points remaining. The newly recombined division can still
use Fatigue Movement.
[12.55] 4 Brigade Divisions
The U.S. 4th Mech and 2nd Armored Divisions each contain 4 brigades. When recombining either of
these divisions, only 3 brigades and a division base may recombine into a division formation. The extra
brigade remains independent. The independent formation may be used as a spare if one of the other
brigades is eliminated.
[12.56] Belgium
Both Belgian divisions start the game with two brigades. These two brigades may form into a division
formation. Each of these divisions has a third brigade which mobilizes later in the game. These units are
independent formations. These independent formations may be used as a spare if one of the original
brigades is eliminated.
[12.57] (addition) The French Alpine Division and the British Armored Divisions break down into a
division base and two not three combat components.
36
Total
0
1-3
4-6
7-9
Note: If a Broken Down division recombines and one brigade has lost two steps, then if the division
breaks down again, all of the brigades will have a one-step loss. Thus, the unit has been given an
additional step loss. This is an intentional design mechanic.
37
[13.27] If artillery is stacked in a hex that receives an adverse combat result, the artillery unit is affected
by this result.
[13.28] (Optional) An artillery unit expends 1 Ammunition Point each time it participates in a combat
(see Section 17.0). All Austrian artillery regiments are treated as independent units for purposes of
organic supply (see Case 17.47). This applies when relying on Organic Supply only.
38
[13.64] If a Front Supply Head is eliminated (see Case 8.34), it returns to the map on the next GameTurn after it is eliminated. It is then placed on any unoccupied, non-Enemy-controlled east or southeast
map edge railroad or Autobahn hex. If these conditions cannot be met, the reappearance of the Front
Supply Head is re-scheduled for the next Game-Turn.
39
[14.0] REINFORCEMENTS
GENERAL RULE:
NATO and the Warsaw Pact may receive reinforcements during the Reinforcement Phase. Details on the
arrival of reinforcements, which may be modified by the Cases of this Section, are found in the Scenario
Reinforcement Schedules. The owning Player may always choose to delay the entry of reinforcements to
a later Game-Turn.
PROCEDURE:
During each Friendly Reinforcement Phase, the Friendly Player determines if he receives any
reinforcements. If he does, he then determines where the units will be brought onto the map. This
determination may delay the arrival of the reinforcements for one or more Game-Turns. Then all units
that are to arrive on that Game-Turn are placed on the map in either Road or Tactical Mode.
The Reinforcement Schedule is listed by unit and by the Game-Turn on which that particular unit is first
available.
(Clarification)
Reinforcement schedules in this Section are for the Campaign Game; see Scenario Rules for scenario
reinforcement schedules. Rules in this Section apply to Scenarios except where incompatible with
Scenario rules.
CASES:
40
[14.31] Poland
Polish units scheduled to appear on a particular Game-Turn may be brought in on any of the following
hexes: C6101, C6110, C6115. The reinforcements may also be brought in one Game-Turn after they
were scheduled to appear at hex C6127.
[14.32] Polish Marines
The Polish 7th Marine Division may be withdrawn from Gdynia (Initial Deployment) and enter hex
C6101 one Game-Turn later. The same procedure can be done in reverse.
[14.33] Hungary
All Hungarian reinforcements are brought on hex SE1414.
[14.34] Czechoslovakia
All Czechoslovakian reinforcements are brought in on hex C6127, C6115, SE0907, or SE1408.
[14.35] East Germany
East Germany receives no reinforcements.
41
42
[14.69] Alternatively, the units mentioned in Case 14.68 and all other Italian reinforcements may enter
in Road Mode at hex S2734, S2934, S3334, or S3833.
43
arrive until these conditions are met. Air units may not be brought in at an airfield located in an air
sector in which the Enemy Player has won control of the Air Superiority or Air Interception Level.
[15.0] REPLACEMENTS
COMMENTARY:
Neither side will have any manpower problems initially. What will cause a problem will be equipment.
GENERAL RULE:
During each Friendly Replacement Phase, the Friendly Player may be able to replace destroyed combat
steps for Friendly units.
PROCEDURE:
During each Replacement Phase, a Player may receive Replacement steps that can be accumulated from
Game-Turn to Game-Turn. When a Friendly division has lost two or more combat steps, the unit can be
rebuilt. In order to be rebuilt, the division must be in General Supply and not adjacent to, an Enemy unit.
A division cannot move in the Game-Turn that it is rebuilt.
CASES:
44
moves any other units. A unit may attempt to recover a combat step once per Movement and Combat
Phase.
[15.31] The owning Player rolls the die and consults the following list. If the die roll is equal to or less
than the indicated number, the combat step is recovered and added to the owning Players Replacement
step total. Note: The Replacement step is incorporated into the owning Players Replacement step total
for the next Game-Turn or later.
West Germany: 3
Other NATO: 2
All Warsaw Pact: 1
[15.32] If a unit loses more than one combat step during a Movement and Combat Phase, the unit may
attempt to recover only one of those steps per Game-Turn.
[15.33] (addition) Steps regained by brigades and regiments through Battlefield Recovery are only
worth one-third of a regular replacement step each.
NOTE: Players may play the game at this point. The Optional Rules add a great deal of complexity
and playing time to The Next War. Players should at this time play a Scenario without any Optional
Rules.
45
46
There are two forms of supply, General and Organic. A unit in General Supply does not expend Organic
Supply. When a unit is not in General Supply, it must expend Organic Supply in order for the unit to use
its full movement and combat capabilities. There are two forms of Organic Supply: fuel and
ammunition.
PROCEDURE:
When a unit is out of General Supply and it expends more than 5 Movement Points in a Movement
Phase, a Fuel Point must be expended. If the unit does not possess at least one Fuel Point to expend, it is
out of fuel and may not expend more than 5 Movement Points during a Movement or Combat Phase
until it is again in General Supply. When a unit has its full allotment of fuel, no marker is placed under
the unit. A Warsaw Pact unit that has 2 Fuel Points remaining has a Fuel-2 marker placed under it. A unit
that has 1 Fuel Point remaining has a Fuel-1 marker placed under it. A unit that has no Fuel Points has an
Out of Fuel marker placed on top of it. When using this Section, a unit which is in
General Supply at the outset of its movement may expend up to 25 Movement Points without drawing
on Organic Fuel Supply; it may expend up to 40 Movement Points at the cost of 1 Fuel Point; it may
expend up to 50 Movement Points at the cost of 2 Fuel Points. Units which are not in General Supply at
the outset of their movement are governed by Cases 17.12, 17.15, 17.22, 17.24, 17.25.
When a unit is out of General Supply, it must expend one Ammunition Point for each combat that it
participates in (either as Attacker or Defender) during a Movement and Combat Phase. If a unit does not
possess at least 1 Ammunition Point and it participates in combat, the unit is penalized on the combat die
roll. When a unit has its full allotment of ammunition, no marker is placed under the unit. A unit that has
2 Ammunition Points remaining has an Ammunition-2 marker placed under the unit. A unit that has 1
Ammunition Point remaining has an Ammunition-1 marker placed under it. A unit that has no
Ammunition Points has an out of Ammunition marker placed under it. Brigades possess and use Organic
Supply through the application of case 17.4.
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[17.16] If a NATO unit that is using Organic Supply expends Movement Points to remove Fatigue,
and the unit is not moved from the hex it occupies at the start of the same Movement and Combat Phase,
that unit does not expend a Fuel Point.
[17.17] A NATO unit that is out of fuel may not remove Fatigue.
[17.18] NATO artillery units possess 2 Fuel Points and 3 Ammunition Points.
[17.19] NATO units that are out of ammunition have an Out of Ammunition marker placed under them.
NATO units that are out of fuel have an Out of Fuel marker placed on them.
48
49
[17.61] Leg infantry units do expend Ammunition Points when they are out of General Supply. Leg
infantry units possess only 2 Ammunition Points. This pertains to both sides (Exception: see Case
17.47).
[17.62] Special Forces units do not expend Fuel or Ammunition Points.
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51
[18.52] Whenever a Warsaw Pact unit enters a Contamination Zone, all terrain movement costs are
doubled. All other Movement Point costs are unaffected.
[18.53] Whenever a NATO unit enters a Contamination Zone, all terrain movement costs are tripled. All
other Movement Point costs are unaffected.
[18.54] The use of chemicals by more than one unit is not cumulative. The presence of more than one
Chemical Contamination marker in a hex is not cumulative.
[18.55] All Chemical Contamination markers are removed on the ensuing Contamination Removal
Stage.
[18.56] (addition) When using Organic Supply rules (Section 17.0), supply paths may not be traced
through a Chemical Contamination Zone.
52
Example of Plot: (Soviet)
Current
Type of Warhead
Game-Turn Air
Art Mis
1
0
3
3
2
2
5
3
Game-Turn
of Use
4
5
Limit of use (listed as air/artillery/missile) refers to the maximum number of Pulses that may be plotted
in each Game-Turn; pulses not used during the plotted Game-Turn are not automatically expended.
CASES:
53
[19.21] Units with Special Defense Front Supply Heads, bridges, and airfields are not affected by
results of 1 or 2 on the Nuclear Combat Results Table. However, they are damaged (FSH displaced, see
Case 8.35; or installation damaged, see Case 34.11) by a result of E.
[19.22] Nuclear Combat Results Table
(see separate sheet)
54
Warsaw Pact Availability
54 Air
54 Artillery
26 Missile
55
During the Air Allocation Stage, each side can allocate its available air assets among five Areas: the
four Air Sectors or any Friendly Airbase Holding Box. Each Air Sector consists of three levels: Air
Superiority, Interception, and Ground Support. Players distribute their air assets in groups of one to three
air units among the three Air Levels of each Air Sector. The groups are labeled by Sector and have
numbers 1, 2, 3, etc. After each side has allocated its air assets secretly, the allocations are revealed.
CASES:
56
57
[20.52] Options Prior to the First Round of Combat
After the air allocations for an Air Sector have been revealed, the Player with a superior number of Air
Groups at the Air Superiority Level has the following options. All, some, or none of the Air Groups in
excess of the number available to the opposing Player may move down to the Interception Level or
remain at the Air Superiority Level. Note: If the Enemy Player does not allocate any air units at the Air
Superiority Level, all of the Friendly air units may drop down to the Interception level.
[20.53] Options After the First Round of Combat
If, after the first Round of combat, one Player controls the Air Superiority Level, that Player may send
his remaining Air Groups down to the Interception Level. Groups that move down to the Interception
Level must be placed in Interception Air Group Boxes. Air Groups on the Interception Level can change
their boxes, but the composition of an Air Group may not change. Once an Air group moves down to the
Interception Level, it can never move back to the Air Superiority Level.
[20.54] Rounds of combat occur until one Player controls the Air Superiority Level. If more than one
Round of air combat occurs at the Air Superiority Level, the remaining Air Groups may not move down
to the Interception Level.
[20.55] At the conclusion of air combat at the Air Superiority Level, air combat on the Interception
Level begins.
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[20.74] If there are more Friendly Air Groups on the Interception Level than Enemy Air Groups on
the Ground Support Level, the extra Friendly Air Groups may make an attack on any Enemy Air Groups
even if they already have been attacked. If there are more Air Groups on the Ground Support Level than
on the Interception Level, the extra Air Groups penetrate automatically to the battlefield.
[20.75] At the conclusion of air combat on the Ground Attack Level, air combat for that Sector is over.
Air combat for another Air Sector begins. Air combat continues until air combat for all four Sectors has
been resolved.
[20.76] Friendly air units allocated to the Ground Support Level may abort prior to air combat with an
Enemy Interception Level Air Group, in which case the Friendly air units are returned to their Airfield
Holding Boxes prior to carrying out their in tended missions. The Enemy Interception Level Air Group
may attack the next highest numbered Air Group.
59
Player may add or subtract 2 from the air combat die roll. He must announce that he is doing so, and
whether he is adding or subtracting, before rolling the die.
60
Combat Phase, a Friendly air unit can perform a Ground Support mission, a Flak Suppression
mission, or an Air-to-Ground Attack mission. During a Friendly Airborne Phase or Special Forces
Assault Phase, an air unit can perform Air-to-Ground Attack or a Flak Suppression/WW mission. A hex
can be subjected to an unlimited number of missions per Game-Turn, but each air unit can perform only
one mission per Game-Turn.
Note: During each particular Phase of a Game-Turn, a hex can be attacked once by each form of air
operation.
Example: During a Friendly Movement and Combat Phase, a Player may first have an air unit perform a
Flak Suppression mission on an Enemy-occupied hex; then he can attack the same Enemy-occupied hex
with Friendly land units in conjunction with Ground Support air units. The Enemy-occupied hex, if flaksuppressed, could not fire flak at the Ground Support air units.
CASES:
61
[21.2] FLAK
[21.21] Each land unit has a Flak Rating on the counter. All those units with C or D Flak Ratings have a
range of one hex. All units (except artillery) with Flak Ratings of A or B have ranges printed on the
counter (Exception: see Case 21.5). Artillery units have a three hex range.
[21.22] Whenever an Air Group (including a Group of 1 air unit) is deployed within range of an Enemy
ground unit whose flak has not been suppressed, that ground unit may engage the Air Group with its
Flak Rating by attacking the Air Group on the Flak Combat Results Table. All losses are applied
immediately.
[21.23] Some units are considered Air Defense Artillery (ADA) units. These units have a Flak Rating
and a range. An ADA unit can fire flak on any Air Group within its range. The procedure is identical to
that of a ground unit firing upon an Air Group. Each time an ADA unit fires at an Enemy Air Group, it
expends a Flak Ammunition Point (Optional Organic Supply). An ADA unit must have at least 1
Ammunition Point in order to fire at an Enemy Air Group.
[21.24] Flak units attack Air Groups individually. Flak units may never combine Flak Ratings.
[21.25] The Flak attack die roll is modified by the average Interception Rating of the Enemy Air Group
(see Case 21:26)
[21.26] Flak Attack Die Modification Table
Aircraft
Interception Rating
Effect on Die Roll
0-3
No effect
4-6
+1
7-9
+2
10+
+3
[21.27] If a flak unit is attacked by land units while it is alone in a hex, or as a result of combat is alone
in an assaulted hex, the flak unit is automatically eliminated. Note: If a flak unit is attacked while alone
in a hex, no Breakthrough marker is placed as a result of its elimination.
[21.28] Air units making Air-to-Ground Attacks against bridges are subject to flak from any flak unit
whose range extends to any part of the bridge. Example: An American air unit attacks the bridge at
C4513/4612. A Soviet mobile flak unit with a range of 3 hexes is at C4415; its range thus covers the half
of the bridge which is in hex C4513. Under this Case, the air unit, placed in hex C4612, must still take
flak from the flak unit at C4415 before attacking the bridge.
[21.29] Flak Combat Results Table
(see separate sheet)
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Combat is resolved on the Flak Combat Results Table. If the air unit survives the flak, it attacks the
land unit on the Flak Suppression Table. If the flak suppression is successful, place a FS marker on the
unit. Any combat unit in the same hex as the unit that is being flak suppressed may also fire flak at the
enemy aircraft performing the Flak Suppression mission.
[21.33] A maximum of three air units can constitute an Air Group performing a Flak Suppression
mission. Flak units may fire only once at each Group. The air units Ground Attack Ratings are additive.
[21.34] For each air unit performing a Flak Suppression mission in excess of one, the flak units can
subtract one from the Flak die roll. Example: If three air units are receiving Ground-to-Air fire, 2 would
be subtracted from the die roll.
[21.35] A unit with a FS marker cannot fire flak for the rest of the current Phase. If the flak suppression
attack is unsuccessful, there is no effect to the unit firing flak. Remove all FS markers at the conclusion
of the current Phase.
[21.36] Flak Suppression Table
(see separate sheet)
[21.37] Example: Three F4s are performing a Flak Suppression mission against an A-3 flak unit. Also
within range is another A-3 flak unit. The F4s are placed on the A-3. The A-3 fires at the F4 on the A
column; the die roll is 3. The modified die roll due to Cases 21.34 and 21.25 is 3; the result is one step
lost, one step damaged. The other A-3 also fires. The die roll is 4, the modified die roll is 4, and the
result is one step lost, one step damaged. The remaining F4s attack the second A-3 on the Flak
Suppression Table. The F4s attack on the 5 column and the die roll is 7. The A-3 is flak suppressed;
place an FS marker on the A-3.
[21.38] (addition) When playing with Section 33.0, a flak suppression mission requires reconnaissance
spotting unless adjacent to a Friendly-occupied hex.
[21.39] (addition) Flak suppression missions may be flown during Friendly or Enemy Movement and
Combat Phases.
[21.390] (optional) WILD WEASELS (WW) Each turn the NATO Player may designate up to 1/5 of
his US 8-9-5 F4 air units as Wild Weasels. (There are a total of 25 of these units, so the maximum is
five; at start there are ten F4's, so up to two may be WW. Additional WW capability arrives with the 15
reinforcing F4's on Turn 4). The NATO player must note during the Joint Air Allocation Phase how
many of the US 8-9-5 F-4s will be used as WW that turn and in which Air Sectors they will be
deployed. There is no limit to how many WW units may be committed to an Air Sector.
[21.391] (optional) A WW unit creates an Air Defense Suppression zone (ADS) during the game turn it
is designated. This ADS zone consists of a target hex & the 3 hexes emanating out in all directions from
it (31 hexes total). WW ADS zones may overlap each other and cross Air Sector Boundaries with no
penalty (i.e. other air missions in WW affected hexes may benefit from the WW mission).
[21.392] (optional) The WW unit is part of an Air Group; when the Air Group is performing a WW
mission, it is placed on the central hex of the ADS zone that it is attempting to create. If there are enemy
units in the target hex or any ADA unit within range and possessing flak ammunition, they can fire flak
at the WW Air Group. Combat is resolved on the Flak Combat Results Table. If the WW unit survives
the flak, it creates an ADS zone per 21.391. ADS zones affect enemy flak by reducing the range of all
63
flak units in the ADS zone to 1 hex (units w/ one hex range are not reduced any further) and by
adding one to any subsequent flak die rolls against friendly air units conducting missions in the ADS
zone.
64
[21.62] Units that are out of ammunition and have an original Flak Rating of C or D may not fire flak.
[21.63] Units with A or B Flak Ratings possess 3 Flak Ammunition Points. Units with A or B Flak
Ratings expend 1 Flak Ammunition Point each time they fire flak. Use Flak Ammunition and
Ammunition markers to keep track of Flak Ammunition.
[21.64] Units with A or B Flak Ratings that do not possess at least 1 Flak Ammunition Point may not
fire flak (Exception: see Case 21.53).
[21.65] Flak units use Ammunition Point markers to keep track of remaining Flak Ammunition Points.
Soviet divisions and artillery units use Flak Ammunition markers to differentiate between Flak
Ammunition and regular Ammunition Points (Optional Organic Supply).
[21.66] When playing without Optional Organic Supply (Section 17.0), units with inherent Flak Ratings
which are out of Supply (see Cases 8.41 and 8.42) may not fire flak (but see 21.53).
65
river), and continuing on the Polish Autobahn to the map edge. As only five hexes of this supply path
through the Warsaw Pact countries are not on rail or Autobahn, the path meets the requirements of this
Case.
[21.76] Units may use Organic Supply to avoid the die modification penalty in Case 21.73.
[21.77] When using Section 33.0 Reconnaissance is not needed to execute Supply Interdiction.
66
[22.18] (addition) Gdansk Air Field may not be subjected to nuclear attacks. An unlimited number of
Polish air units may be allocated from Gdansk Air Field Holding Box (#7).
[22.19] (addition) Air units may not be transferred from one airfield to another without being allocated
unless the Air Sector containing the airfield from which the transfer is to be made, the Air Sector
containing the destination airfield, and any intervening Air Sectors are free of Enemy control of either
the Air Superiority Level or the Air interception Level.
67
[22.33] If an Enemy unit occupies a Friendly airfield hex, all Friendly air units in the corresponding
Airfield Holding Box are eliminated. All helicopter units in the airfield hex are also eliminated.
[22.33, 30.13, 30.3] (clarification) When an airfield containing helicopters is assaulted by a ground unit,
the helicopters may move just prior to resolution of the assault on the airfield. If they are attack
helicopters, they may help defend the airfield. The helicopters may complete their movement by moving
to another friendly airfield or returning to the airfield under assault.
[22.34] If a Friendly airfield is captured by the Enemy Player, the Friendly Player may not use the
airfield for any purpose until it is recaptured.
[22.35] If a Friendly Player captures an Enemy airfield, the Friendly Player may use the airfield hex for
basing helicopter units if the Friendly Player expends 5 repair points (see Section 34.0). Keep track of
this on a separate piece of paper.
68
A. First Player Naval-Turn
1. Naval Air Phase
2. Naval Movement and Combat Phase
B. Second Player Naval-Turn
Repeat Phases 1 and 2 for the second Player, who now becomes the Phasing Player.
C. Naval-Turn Indication Stage
One of the Players advances the Naval-Turn Indicator one space along the Naval-Turn Record
Track, signaling the start of a new Naval-Turn.
69
[24.24] A naval unit expends one Movement Point for each All-Sea or Coastal hex it enters. There are
two types of All-Sea hexes: shallow and deep.
[24.3] STACKING
An unlimited number of naval units can occupy a hex. The order in which naval units are stacked
determines their formation for combat purposes (see Sections 26.0 and 27.0). This order may be changed
by the owning Player at any time other than during a round of Naval combat. It may be changed between
the end of one round and the beginning of the next round of naval combat.
70
71
[25.24] If the Secondary Search is being conducted into an Enemy port, add 2 to the searching units EW
Rating in the Friendly stack.
[25.25] The modified Electronic Warfare Rating known as the Search Range. Roll the die. If the die roll
is equal to or less than the Search Range, the Secondary Search is successful. If the die roll is greater
than the Search Range, the Secondary Search is unsuccessful.
[25.26] If a Secondary Search is successful, all naval units in the hex being searched are spotted.
[25.27] A Secondary Search Range can only be conducted into adjacent hexes.
72
on the Combat Results Table and cross-index the Electronic Warfare Rating line with the correct
Combat Differential column. The result is a range of numbers between two and twelve. The Phasing
Player now rolls the die. If the die roll number is different from that shown on the Combat Results Table,
the attack has no effect. If the die roll number is equal to that shown on the Combat Results Table, the
defending unit is immediately damaged or naval air group loses one step. If the results include any bold
face numbers roll the die. If the die roll falls within the indicated range of numbers then the ship is sunk
or Naval Air Group takes another step loss and aborts. If the die roll is not within the indicated range of
numbers, the defending unit remains damaged. The Phasing Player may allocate his attacks in any order
he desires. A combat unit must be resolved before any other naval units are moved. At the conclusion of
the Phasing Players attack, all undamaged non-Phasing naval units can conduct an attack on the top
Phasing naval unit. Combat Rounds continue as long as the Phasing Player initiates them.
CASES:
73
[26.28] A Friendly unit cannot attack Enemy units in more than one Enemy-occupied hex during a
single attack. If a unit is adjacent to two or more Enemy-occupied hexes, it may attack into only one of
these hexes during a particular Naval Movement and Combat Phase.
[26.29] (addition) Naval air units in a hex are subject to attack by all surface units in that hex or any
adjacent hex.
74
therefore never attack air units. A Friendly unit may never be included as part of an attacking group if
that unit lacks the appropriate type of Combat Strength with which to attack the Enemy unit.
[26.52] The Combat Strength of a single unit must be used as an integral whole.
[26.53] The type of Combat Strength which a Friendly unit must employ to attack a given Enemy unit is
determined by the unit type of the defending unit. An air unit, for example, must be attacked with
attacking units Anti-Air Combat Strength.
[26.7] SUBMARINES
[26.71] A submarine may conduct naval combat only when it is submerged. A submarine is always
considered submerged when in a Deep Water hex. A submarine is always considered surfaced when in a
Shallow Water hex. Submerged subs and surfaced subs are attacked with the anti-surface rating of
naval and naval air units.
[26.72] A submarine automatically has a Defense Strength of 1 when it occupies a Shallow Water hex.
75
Defense Strength
1
2
3
4
76
[27.31] Bornholm (hex N5920), Leek (N2820), Husum (N2923), and Hohn (N3024) are NATO naval
airfields. West German naval air units have full use of Bornholm.
[27.32] Hex NE1821 is the Soviet naval airfield.
[27.33] Naval air units that penetrate the Baltic Air Sector are not affected by the capture of their
airfields on the Game-Turn of their capture. Naval air units that penetrate the Baltic Air Sector are also
not affected by damage to their airfields on the Game-Turn of their damage.
[27.34] (addition) Naval air units return to a friendly naval airfield at the end of each Naval Air Phase.
[28.1] MINELAYING
[28.11] A minelayer can lay a six-Level minefield by expending one half its Movement Allowance.
[28.12] A naval unit other than a minelayer can lay a one-Level mine field by expending one half of its
Movement Allowance, if the naval unit counter has three circles under the nationality.
[28.13] Certain air units are equipped to lay mines. If a naval air unit has survived all flak, the naval air
unit may lay a one-Level minefield in the hex that it occupies. A naval air unit may not attack during the
Naval Air Combat Phase in which it lays the mines. When an air unit lays mines in a hex already
containing enemy naval units, those naval units are not affected by the mines unless they exit the hex
and later re-enter it.
[28.14] Levels of minefield in a hex are cumulative, up to six levels. Example: If a hex contains three
Levels of minefield and another Level is laid in the hex, there are four Levels of minefield in the hex.
77
[28.25] Minesweepers can sweep mines in both Shallow and Deep Water hexes.
[28.26] Sweep Results Table
(see separate sheet)
78
to conduct an amphibious landing. The marines that land may not move until the next Friendly
movement and Combat Phase.
CASES:
79
80
[30.12] During the Friendly Movement and Combat Phase, a helicopter on a Ground Support mission
may move when a Friendly land unit initiates combat. A helicopter unit performs Ground Support as if it
were an air unit. This is an exception to the rule that combat occurs immediately upon being initiated. .
[30.13] During the Enemy Movement and Combat Phase, at the conclusion of an Enemy units
movement or when an Enemy unit has stopped to conduct a Standard Assault, a Friendly helicopter unit
may move and attack Enemy units using the Air-to-Ground Attack Table (see 22.33). This Case may be
applied to any combat, not just Standard Assault.
[30.14] During the Enemy Movement and Combat Phase, when an Enemy unit initiates combat, a
helicopter unit may move to perform Ground Support for Friendly land units.
[30.15] When a unit initiates combat during a Friendly Movement and Combat Phase, a helicopter unit
may move to perform Ground Support before the combat is conducted.
[30.16] A helicopter unit may move during the Friendly Special Forces Assault Phase if it has not moved
during the current Game-Turn. If a helicopter unit moves during a Friendly Special Forces Assault
Phase, the helicopter unit may not move again for the rest of the Game-Turn.
[30.17] A helicopter unit may move during the Friendly Airborne Phase if it has not moved during the
current Game-Turn. If a helicopter unit moves during a Friendly Airborne Phase, it may not move again
for the rest of the Game-Turn.
[30.18] Cases 30.15 and 30.16 apply only when playing with optional rules Sections 31.0 and 32.0.
81
[30.41] An unlimited number of helicopter units may support a Friendly unit in a combat. The procedure
is similar to that of air units performing Ground Support (see Case 21.1).
[30.42] The only difference between helicopters and air units performing Ground Support is that the
helicopters move to the combat and the air units are simply placed there.
[30.43] (addition) Helicopter units may perform Flak Suppression instead of other ground support
missions (see Case 21.3).
82
during a Friendly Movement and Combat Phase. The transported units expend 2 Movement Points in
this process.
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[31.32] If the helicopter unit carrying a Special Forces unit loses one step, the Special Forces unit also
loses one step.
[31.33] When calculating the strength of Special Forces units, always round fractions up. Example: If a
Special Forces unit at half strength attacks on the Special Forces Attack Table, it is considered one unit.
84
[31.72] If the Assault is successful, for each Friendly Special Forces unit participating in the Assault
one of the following options can be fulfilled by the Friendly Player.
A. A brigade worth of support units are eliminated.
B. Destroy one ship based at that port.
C. Damage the port and repair facilities.
Example: If three Special Forces units successfully assault an Enemy port, all three options could be
fulfilled, or three ships could be sunk, or the port could be damaged plus two ships sunk, or any
combination of the above.
[31.73] After all appropriate options have been implemented, one Special Forces combat step is
eliminated for every brigade worth of surviving support units (round fractions down) remaining in the
hex.
85
or regiment of airborne and airmobile units requires 3 battalions worth of helicopter transport in order
to move by helicopter.
[32.12] The transport helicopters move according to the rules in Section 30.0. Note: Helicopters are
subject to Enemy flak during their movement.
[32.13] (addition) Regiments of the US 2nd Marine Division may be treated as airmobile when using
CH53 helicopter units.
[32.14] (addition) Three transport helicopter units with 1-battalion transport capacity each may
transport a brigade if stacked together during the transport. Each unit remains subject to flak
individually. For every 2 helicopter steps lost to flak, the transported brigade loses 1 step.
86
Control. If the die roll is 4-6, the airborne unit does not lose a combat step, but the airborne unit must
still immediately attack the Enemy units exerting the Zone of Control.
[32.37] An airborne unit expends 5 Movement Points to para-drop. This expenditure is applied during
the next Friendly Movement and Combat Phase.
[32.38] If several airborne units para-drop into the same hex, each transport individually para-drops its
airborne unit. Each individual transport is subject to possible Enemy flak.
[32.39] A para-drop may be conducted only into Clear and Rough-1 hexes.
87
[33.22] If a reconnaissance unit is spotting an Enemy-occupied hex, the reconnaissance unit is placed
on the hex. If the air reconnaissance unit is within range of A or B rated Enemy flak units, the Enemy
flak units may fire at the reconnaissance air unit. Enemy flak units rated C or D have no effect on
reconnaissance air units.
[33.23] If the reconnaissance air unit survives with least one combat step, the reconnaissance unit can
attempt to spot the Enemy-occupied hex.
[33.24] As soon as a hex has been spotted, the Enemy Player rolls one die for camouflage. For the
Warsaw Pact Player, a 1 or 2 means that, the units in the hex are not spotted (units in this case include
fixed SAM sites but not installations), and the spotting mission is a failure with regard to those units. For
the NATO Player, a roll of 1 means that his units are not spotted. On any other die rolls, all units in the
hex are successfully spotted. Airfields, bridges, and ports are always spotted when the reconnaissance
unit attempts to spot the hex they occupy. Warsaw Pact Front Supply Head supply lines are treated as
units for the purpose of this case. For Warsaw Pack FSH supply lines, see Case 21.77.
[33.25] After the reconnaissance air unit spots an Enemy-occupied hex, the air unit is returned to a
Friendly Airfield Holding Box.
[33.26] Once spotted, a hex is considered spotted for the remainder of the Game-Turn.
[34.1] DAMAGE
[34.11] When an airfield is damaged, air units in that airfields Holding Box may not be allocated during
the Air Allocation Phase until the airfield is repaired.
[34.12] When a port is damaged, naval units based at that port may not be repaired or re-supplied with
ordnance, nor may that port be considered a General Supply source nor reinforcement entry point until
the port is repaired.
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[34.13] When a bridge is destroyed, the hexside is treated as an un-bridged River hexside until the
bridge is repaired.
[34.14] Capture always damages airfields and ports.
[34.15] A bridge is destroyed if either half of it is destroyed (place a Destroyed marker on it).
[34.2] REPAIR
During the End Stage, Players may expend Repair Points to repair specific installations.
[34.21] Players must keep track on a separate piece of paper which installations are damaged.
[34.22] Repair Point costs are listed on the Repair Point Cost Chart (see Case 34.25).
[34.23] Unused Repair Points may not be accumulated from Game-Turn to Game-Turn.
[34.24] Enemy airfields can be repaired for Friendly helicopter and transport units use by expending
Repair Points. A captured airfield is considered usable by all Friendly nationalities of the side that
captures it.
[34.25] Repair Point Costs
Bridge: 3 Repair Points
Airfield: 5 Repair Points
Port: 10 Repair Points
Repair of Enemy airfield for helicopter and transport uses: 5 Repair Points
[34.26] An installation remains damaged until it is repaired. Note: A supply path is not an installation
and is automatically repaired (see Case 21.72).
[34.27] Only Friendly installations that are neither within an Enemy Zone of Control nor Enemyoccupied or captured installations that are within a Friendly Zone of Control or Friendly-occupied
may be repaired, and then only if a unit in the hex containing the installation (for a bridge this includes
both bridge hexes) would be in General Supply.
[34.28] Installations which are nuclear contaminated may not be repaired, nor may installations be
repaired during the same Game-Turn in which they were damaged.
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a bridge, he rolls the die. If the die roll is 1-4 the bridge is destroyed. A Player may attempt to destroy
a particular bridge only once per game in this fashion.
[34.43] Once an Enemy unit has crossed over a bridge or brought both bridged hexsides into its
uncontested Zone of Control, the bridge may not be destroyed under Case 34.42.
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[36.14] (addition) If a defending EW unit successfully initiates Electronic Warfare, the attacking
Player may not perform Ground Level Support Missions (Case 21.13) with air or helicopter units in that
attack. He may use such units to attack the defender separately using Air to Ground Attack procedures
(21.4). Exception: disengagement attempts.
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PROCEDURE:
At the end of the game, each Player totals up the number of Victory Points he receives according to the
conditions listed under each scenario. NATO Player Victory Points are then subtracted from Warsaw
Pact Player Victory Points to give the game total, which may be negative. Cross reference the game total
with the Victory Level Schedule for the scenario played.
CASES:
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