BOOTS, TRACKS, AND ROTORS
"Rotor is to track as track
is to boot" --Brigadier Richard Simpkin
Mike
J.
The J-8 Shop
MAIN
RULES
v. 1.2
Modern-era operational-level air/land wargame.
TABLE OF CONTENTS GAME
SCALE AND DEFINITIONS
Each turn represents approximately 3 days of operations. The game can
be played
on a hex map, using cardboard counters to
represent brigade-sized formations (with occasional separate
battalions) and aircraft
squadrons, or as a miniatures game, with each inch or
cm representing approximately 25km of actual terrain (depending on the
scale of
miniatures
used) and individual vehicle and soldier miniatures representing
battalions.
There are two types of hexes in use in
BT&R. The "ground war" is fought on hexes representing 25km
or so. In additionr, the game uses the concept of Operational Hexes
(OpHexes) of 250km, using a map system introduced by
Victory Games' Gulf Strike and Aegean Strike games,
which superimpose such
"super-hexes" on a standard map. OpHexes are used for the purpose of
determining air superiority, combat initiative, supply and other
factors.
Prevailing and
Highest: These rules use terms Prevailing and Highest in
regard
to various combat characteristics (technology level, detection
capabilities,
etc.). In such cases, a value is said to be Prevailing if it is
represented by
the greatest number of units of one side participating in the specific
engagement. Highest value is, as the term implies, the highest combat
value of
its kind among units participating in that engagement on that side. For
example, if a force consists of one tech level 3, two tech level 4, and
one
tech level 5 units, tech level 4 is considered to be Prevailing, and
Tech level
5 to be the Highest.
GAME COMPONENTS
At present BT&R does not include unit counters, maps, and other
items. Since BT&R project started as an effort to update/modify
Gulf Strike/Aegean Strike rules, many of the components from these
games may be used (especially maps) may be used in BT&R. However,
in the future BT&R will be updated with dedicated game components,
with the exception of maps.
GAME UNITS
There are three types of units, Maneuver, Support, and Air. Maneuver
units include combined arms units ranging from battalion to division in
size.
Soviet Tank Division, Category I, 1980s | ||||||
Three tank regiments, 1 motor rifle regiment, 1 artillery regiment, supporting units. T-80BV/T-72B/T-64BV MBTs, BMP-1 and -2 IFVs, BTR-70 and -80 APCs, 2S1 and 2S3 SP howitzers. Regular, Tech Level 4 unit. | ||||||
Size | Strength | Armor | Fire Support | Air Defense | Mobility | Doctrine |
5 | 11 (5) | III/VIs (IV/VI) | 7 (3) [2] | [5] | 4/4 M | 8 |
Size: represents the approximate relative size, in terms of
number of troops and weapon systems, of the unit.
Strength: The unit's combat strength. The parenthesized strength
value represents the unit's combat power residing in its infantry
component.
Armor:
Armored mobility and firepower rating of the unit. Value before the
slash is the Average Armor rating, after the slash is the Highest Armor
rating. Ratings in parentheses, when present, represent the unit's
anti-tank capabilities. "s" indicates Special armor type (composite or
reactive), * modifying AT values indicates the unit's antitank
firepower comes
predominantly from ATGMs and/or AT guns.
Fire Support:
the unit’s ability to deliver indirect fire. The first value is the
Size of fire support elements within the unit, the second is the Fire
Support Value, and the bracketed number is the Organic Fire Support
value.
Air Defense: A bracketed value represents Organic
AD value. Unbracketed values means the unit has Area AD capabilities.
The first number is the size of AD elements, and
the parenthesized number is the Area AD value.
Mobility:
represents number of movement points. The first value is the number of
points to be used in Movement Phase, the second in Exploitation Phase.
The letter represents mobility type. Helicopter units have two mobility
values, one representing the movement capabilities of the helicopters
(mobility type A), and the other the movement capabilities of the helo
unit's ground echelon. See Helicopters Advanced rule for more details.
Doctrine: a measure of the unit's relative combat agility and
swiftness in executing operations.
Support unit are mostly air defense and artillery units, which do not
have Strength to add in battle, but provide support in the form of air
defense or indirect fire.
Soviet Army-level Artillery Brigade, Category I, 1980s | ||||||
Up to 5 battalions of self-propelled 152mm howitzers or guns. Regular, Tech 4 | ||||||
Size | Strength | Armor | Fire Support | Air Defense | Mobility | Doctrine |
-- | -- | -- | 6
(4) |
-- | 4/4 M | -- |
Air units represent squadrons, wings, or regiments.
Soviet MiG-23 Regiment | |||||||
40 MiG-23 fighters. Regular, Tech 3. | |||||||
Size |
Detection |
Air |
Surface |
ASW |
Survivability |
Movement |
Special |
4 F |
-- |
3 |
2 |
-- |
4 [1a] |
1/2/4 |
Size: Multiples of 10 aircraft. F indicates a
fighter unit.
Detection: Ability to detect air (first number) and ground
(second number) units.
Air: Unit's relative ability to engage enemy aircraft.
Surface: Effectiveness against ground targets.
ASW: Effectiveness against submarines.
Survivability: relative ability
to avoid being destroyed.
Movement: short, medium, and long range of the aircraft, in
OpHexes.
Special: various special
abilities.
SEQUENCE OF PLAY
1. Operational Phase
2. Order Phase
3. Air Superiority Phase
4. Movement Phase
5. Combat Phase
6. Exploitation Phase
7. End Phase
Operational Phase
Attempt to place Supply depots (see Supply Advanced Rule)
Determine Supply status (see Supply Advanced Rule)
Attempt to Reconstitute units (see Reconstituting Units Advanced Rule)
Divide by 4 the number of Interdiction points in each OpHex.
Attempt to Infiltrate/exfiltrate SpecOps forces (see SpecOps Advanced
Rule)
Determine Area AD in each OpHex for both sides.
Order
Phase
At the beginning of each Order Phase, each player issues new orders for each unit for the turn. Orders are placed in the followinq sequence: Administrative Advance, Hasty Advance, Deliberate Advance, Prepared Advance, all Defense postures.
Possible orders (or Postures) are Administrative Advance, Hasty Advance, Deliberate Advance, Hasty Defense, Deliberate Defense, Prepared Defense. Each unit receives 1 order per turn and all units belonging to that order group are in that posture until their next activation impulse. Disrupted units may be given only Hasty Defense orders and may not conduct any movement.
Hasty
Advance (HA):
Units spend movement points normally. May not
be given to units with Deliberate or Prepared Defense orders.
Deliberate Advance (DA): Units spend twice the normal movement points per hex. Units in this posture may advance into a hex vacated by retreating or withdrawing opposing units. May not be given to units with Deliberate or Prepared Defense orders.
Prepared Advance (PA): May be issued only to units with DA orders that did not participate in battles during previous turn. Units that conducted offensive operations while in PA posture must downgrade to DA, HD, or HA the following turn. No Movement allowed except for advancing into hexes vacating by destroyed/retreating opposing forces.
Hasty Defense (HD): May be given to units in any Posture.
Deliberate
Defense (DD):
May be issued to any unit with HD orders. Units with those orders may
not move (except to retreat) or initiate battle.
They may not move into vacated hexes.
Prepared Defense (PD): May be issued only to units with DD orders. Units with those orders may not move or initiate battle. They may not move except to retreat. Entering any Advance posture from PD costs half of the unit's movement points.
Administrative Advance (AA): Unit may use the road movement rates. It may not enter hexes adjacent to opposing units or initiate battles. Units in contact with opposing ground forces may not be enter AA posture. Entering this posture costs half of the unit's movement points, unless previous posture is Hasty Advance.
Air Superiority
Air units begin turn in eligible OpHexes
(friendly-controlled OpHexes containing an airbase).
Assign air unit orders.
Air-to-Air missions:
CAP (Combat Air Patrol): May be sent out to Short range normally. In
order to maintain CAP at medium range, at least two units of similar
type and size must be assigned such orders per OpHex, but only one of
them may participate in combat (and absorb casualties). Ranges may be
extended using aerial refuellling (see below).
Escort: May be sent out to Short, Medium, or Long Range with no
penalties.
Air units which have their Air rating in { } may not be given either
Escort or CAP
missions.
Air-to-Ground missions:
Strike: may be sent to Short (air-to-ground value unchanged) ,Medium
(air-to-ground value halved), or Long range (air-to-ground
value quartered).
Support missions (may be carried out only by air units which have these
characteristics listed in the Special box):
Recon: provide a modifier for Interdiction rolls.
ECM: reduce opposing air defense and air-to-air combat abilities.
SEAD: suppression of opposing air defenses.
Refuel: extends the range of supported air units.
In-flight refueling-capable air units may use aerial tankers to extend
their range. Provided a tanker is within range (given current orders)
of the basing hex of the air unit, the air unit may treat the OpHex
where a friendly tanker is present as the basing hex for the purpose of
range. For example, an air unit with medium range of 4 and Strike
orders could fly to an OpHex located within 4 hexes of the basing hex,
and then fly to any OpHex located within 4 hexes of the tanker. Each
tanker Size point can support up to 10 tactical air unit size points,
or 1 strategic size point (Heavy Bomber units only).
Air Movement:
Both players simultaneously place units with Offensive orders on the
operational map. Then they do same for units with defensive missions.
Destination hex must be within range of the basing hex of the air unit.
Resolve
air superiority in each hex as follows:
Segregate each side's air units in the Ophex into the following groups:
CAP air-to-air missions
Escort air-to-air missions
Air-to-ground missions
Due to the nature of the missions, aircraft with Escort orders may not
engage
one another (the aircraft are spending comparatively little time over
the
target area, in contrast with CAP missions which represent full-time
air
cover). The air battle in each OpHex is therefore resolved as several
battles:
Each side's combined Escort and CAP force attacks the other side's CAP
size
(Defender). Once that battle is resolved, each side's surviving CAP
force (Attacker) attacks the other side's Escort and
Strike
force (Defender).
In each case, only the defender in the battle rolls for casualties (it
is
therefore possible to have up to 4 "separate" air battles in each
OpHex, depending on what missions opposing sides' individual air units
have).
To resolve each of these air battles:
Calculate total Strength of all participating air units, determine
their ratio
and choose the appropriate column on the CRT.
Compare the
two sides' Air Detection values (use the highest values
present in
the hex). Consult the Modifier Table and use the
difference as a column
shift in favor of the superior side.
Presence of a friendly Supply Depot (see Supply Optional/Advanced Rule
below) reduces the column shift by 1 if the opposing
side has AEW aircraft in the hex. If the opposing side has no AEW in
the hex, Supply Depot presence results in a 1-column shift in favor of
the owning side.
Determine the
Prevailing and Highest Air value of each side, calculate
their
average. Air units on Strike missions are considered to have Air value
of 0.
Calculate the difference between the two averages, use it as a column
shift in
favor of the higher side.
Roll for each air unit using the following modifiers:
Compare the two sides' highest ECM level, find the difference, consult
the Modifier Table. Apply result as a survivability
modifier. Presence
of Supply Depots has a similar effect as for Detection, but the result
is a modifier, not a column shift.
Air units may use their missile-based
Survivability
modifiers (values in square brackets followed by "a" or without any
letters) if their side
has the highest Air Detection value in the hex. Air units with
Surveillance or
air-to-ground missions may use their mission- or missile-based based
modifiers in similar fashion. The mission based modifiers are enclosed
in { }, while missile based modifiers have the following values: "a"
(air-to-air missiles), "g" (air-surface missiles), "r" (anti-radar
missiles),
"s" (sea-skimming anti-ship), or "h" (heavy anti-ship). regardless of
detection level. Missile-based modifiers may be used only if the air
unit is performing a mission that would require this type of missile.
Mission-based modifiers may
be used regardless of whose side has the highest air detection value in
the hex.
Determine
the highest and prevailing Survivability modifiers per hex
(add mission-based modifiers, when applicable), taking into
consideration only those units that are participating in the specific
stage of the air battle (e.g., in the Escort and CAP vs CAP battle,
ignore Survivability values of defender's Escort units and of Strike
units on both sides). Compare each air unit's with the other side's
prevailing
and highest air values and apply a survivability modifer as follows:
Survivability higher than enemy's Highest: x2 the difference, positive
modifier
Higher than enemy's prevailing: the difference as positive modifier.
Lower than enemy's prevailing: x2 the difference, negative modifier.
Stealthy aircraft add their stealth rating to their survivability
modifier. If there are stealty air-to-air units in the OpHex, opposing
air units use as a negative Survivability modifier half (rounded down)
of prevailing Stealth rating if stealthy air units represent less than
half of that side's air to air units, or full stealth rating if such
air units represent the majority of air to air units.
Movement is carried out in several stages. First units of both
sides with Administrative Advance are moved. After all AA-posture units
have been moved, players move units with Hasty Advance orders, then
with Deliberate Advance orders. Movement is carried out simultaneously.
In the event of a conflict (for example, units of opposing side are
seeking to occupy a certain hex simultaneously, or a unit is trying to
avoid contact with an advancing opposing unit), owner of the formation
with the higher prevailing Doctrine rating decides which side's units
are going to move first. When a player designates a formation he
intends to move, the opposing player, provided he has a formation that
has not been yet moved and that higher prevailing Doctrine than the
opposing formation about to be moved, and which is within its movement
allowance of a hex occupied by the opposing formation, may move his
formation first. Formations with Doctrine ratings higher than any
opposing ones have the option of being moved either before or after any
or all opposing formations have been moved, within each movement order
group. Movement may be conducted normally through hexes
adjacent to hexes occupied by opposing units.
Each unit has a number of movement
points and mobility
type recorded on its template. Mobility types are Mechanized (M), Fast
Mechanized (FM), Foot (F), Cavalry (C), and Helicopter (H).
Movement
Point Cost: see Terrain Effects Chart.
Zones of Control: Movement
through hexes adjacent hexes with total opposing Size of 2 or less is
not blocked. When a unit moves into a hex adjacent to a hex with total
Size of at least 3 it must stop and engage the opposing units during
the next Combat Phase or move into a hex not adjacent to that hex.
Moving ground units may be subject to aerial interdiction attacks.
These attacks are resolved as soon as the unit begins movement, but
before the first hex is entered.
Roll for each moving ground unit, applying Survivability modifier from
above and the following:
Organic air defense value: consult the Modifier Table
and use as a
positive modifier
Posture: apply Survivability modifier from the Posture
Effects Chart
(see below).
The type of damage inflicted depends on the posture of the unit.
Casualties to units in AA posture are applied normally.
Units in DA posture are Disrupted (see Combat Resolution) instead of
Halved, and Halved instead of Eliminated.
Bombardment:
A battle
is considered to be an engagement between one player's units, located
in a single hex or adjacent hexes to the target hex, attacking the
target hex occupied by the opposing side's units, plus the opposing
player's units in adjacent
hexes, if opposing player
so chooses. In addition, artillery units on both sides may contribute
their FS
points. Each battle is resolved separately, in
accordance with
the sequence described below. The side that
Certain units (such as area air defense units, which have no Strength,
Armor, Infantry, or Artillery values) are eliminated automatically if
an opposing unit moves into a hex adjacent to them and no friendly unit
capable of ground combat is stacked or in an adjacent hex. Supply
markers stacked with or adjacent to other friendly units can be
eliminated through combat only when units they are stacked
with/adjacent to are eliminated. Unstacked Supply markers is eliminated
at the beginning of the following turn's combat phase if an opposing
unit occupies an adjacent hex and no friendly units are stacked with it
then. An opposing unit must remain adjacent to the Supply marker for an
entire turn in order for it to be eliminated.
Determine Strength
Separately, calculate the total Size of both sides' forces.
Doctrine |
Infantry |
Armor |
Fire Support |
Survivability |
|
Hasty Advance |
x 2 |
x 0 |
x 1 |
x 1/2
(x 1/4
if towed) |
-2 |
Deliberate Advance |
x 1 |
x 1 |
x 1 |
x 1 |
0 (+2
if
Withdrawal declared) |
Prepared
Advance |
x 1 |
x 2 |
x 1 |
x 2 |
+2 |
Hasty
Defense |
x 1 |
x 1 |
x 1 |
x 1 |
0 |
Deliberate
Defense |
x 1/2 |
x 2 |
x 1 |
x 2 |
+2 |
Prepared
Defense |
x 1/4 |
x 3 |
x 1/2 |
x 2 |
+4 |
Administrative Advance |
-- |
x 0 |
-- |
-4 |
Armor, Doctrine, FS Value Differential |
Modifier |
1 |
1 |
2, 3 |
2 |
4--6 |
3 |
7--10 |
4 |
11
and higher |
5 |
Doctrine:
Find the average of Highest and Prevailing Doctrine values for each
side, find their, consult the Posture Effects Chart (use
multipliers for both sides of the battle cumulatively e.g., if a force
in Bold Advance posture assaults a force in Deliberate Defense posture,
the Doctrine effects multiplier is x 2 x 1/2 = 1).and the Terrain Effects Chart,
then consult the Modifier Table. The result is
the number of column shifts in favor of the higher Doctrine side.
Armor:
Find the average of Highest and Prevailing Armor values for each
side, find their difference, consult the Posture Effects Chart, check the Terrain Effects Chart, then
determine the modifier on
the Modifier Table. The result is
a positive Survivability modifier for units with higher Armor value,
and a negative survivability modifier for units with lower Armor value.
If
one of the sides' sum of prevailing Average and Highest Armor/AT
ratings is 0, modifiers are doubled (up to the maximum of 4). This does
not apply if the prevailing Average Armor/AT rating is 0*.
Check whether the side with the higher Armor value also has the higher Doctrine value. If not, the Armor modifier is reduced by half of the Doctrine modifier (fractions rounded down).
Armor
ratings may be used in all postures. AT ratings may be used only in
Defense postures and in DA posture (with the exception of ATGM-based AT
ratings, which are marked with an asterisk). However, if the
opposing force is of inferior Doctrine, regular AT ratings may be used
by units in HA posture, and ATGM AT ratings may be used in DA posture.
If any units use ATGM AT values, they are considered to be no higher
than the opposing side's Highest
and/or average Armor values (even if the other side also uses AT
values). If one side's predominant Armor values are
marked with "s" (indicating special laminated or reactive armor), any
ATGM-derived AT values are reduced by 1 level, unless the Tech of the
ATGM-using unit is higher than the prevailing Tech of opposing units.
Fire Support:
Calculate the Size of the Fire Support
(this includes air units with Ground Support orders, except B and
MP-class air units which may not provide such support) elements.
Calculate the average of the Highest and Prevailing FS values--this is
the force FS value. Light artillery vs. Deliberate or Prepared defenses
is quartered. Heavy artillery and rocket artillery fire against HD or
HA postures is halved (heavy rocket artillery is quartered in such
circumstances).
Divide the FS Size by the total unit Size. Round off to
the nearest integer. If higher than 1, divide the Force FS value by it.
If 0, double the Force FS value.
Add the Organic FS value.
Apply
posture multiplier.
If air units constitute at least half of the size of
FS units, or the
Highest FS value belongs to an air unit, the opposing side's ground
units' Prevailing
Organic AA value is used to find a positive modifier on the Modifier
Table.
Find the difference between the two sides' final value, consult
the Terrain Effects Chart and the modifier table.The result is a
positive Survivability modifier for
the higher FS side, and a negative FS modifier for the lower FS side.
Check whether the side with the higher FS value also has the higher
Doctrine
value. If not, the FS modifier is reduced by half of the
Doctrine modifier (fractions rounded down).
Left subcolumn is used by the Attacker, the right subcolumn by the
Defender. Roll for each ground unit (or air unit, when resolving air
combat) counter involved in the battle, applying Survivability
modifiers due to posture, armor, and fire support.
Combat Results Table (CRT)
1:6 | 1:5 | 1:4 | 1:3 | 1:2 | 1:1.5 | 1:1 | 1.5:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | |||||||||||||||
12+ | 1 | 1 | 1 | 1 | 1 | 1 | 2 | |||||||||||||||||||||
11 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | |||||||||||||||||||
10 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | |||||||||||||||||
9 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 4 | |||||||||||||||
8 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 4 | |||||||||||||
7 | 4 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 4 |
4 | |||||||||||
6 | 4 | 4 | 2 | 2 | 2 | 1 | 2 | 1 | 1 | 1 | 1 | 2 | 1 | 2 | 2 | 2 | 4 | 4 | 4 | |||||||||
5 | 4 | 4 | 4 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 4 | 4 | 4 | 4 | |||||||
4 | 4 | 4 | 4 | 1 | 4 | 1 | 2 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 4 | 1 | 4 | 4 | 4 | 4 | |||||
3 | 4 | 4 | 1 | 4 | 1 | 4 | 1 | 4 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 4 | 1 | 4 | 1 | 4 | 1 | 4 | 4 | 4 | |||
2 | 4 | 4 | 1 | 4 | 1 | 4 | 2 | 4 | 2 | 4 | 2 | 2 | 2 | 2 | 4 | 2 | 4 | 2 | 4 | 1 | 4 | 1 | 4 | 4 | 4 | |||
1 | 4 | 1 | 4 | 1 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 1 | 4 | 1 | 4 | 4 | |
0 | 4 | 1 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 1 | 4 | 1 | 4 |
-1 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 2 | 4 | 2 | 4 |
At the end of each Order Phase, the number of hits is decreased
by one, with the following restrictions:
1 hit: Number of hits reduced under all circumstances, except if the
unit has Advance orders. Unit must be in supply.
2 hits: As for 1 hit, and the unit may not be adjacent to an enemy
unit.
3 hits or more: As for 2 hits, and the unit must adopt Hasty Defense
posture.
Air units lose hits from one turn to the next automatically, 1
hit per turn.
EXPLOITATION PHASE
The Exploitation Phase is identical to the Movement Phase, with the
exception that Interdiction effects are not checked. The following
units may not move in Exploitation Phase:
--Any unit or force that suffered "movemeeeents costs quadrupled" or
worse
result from Interdiction (if the Interdiction Advanced Rule is used).
--Any unit or force that participated in ggground combat in which
the opposing was not destroyed, forced to retreat, or retreated
voluntarily.
Units that suffered hits in the turn and use Exploitation
movement
suffer one additional hit.
BT&R was designed as a game of
varying complexity, with “modular” rules. The basic rules contain
everything that’s needed to play the game, while the Advanced rules add
complexity as well as realism. The game has also
been written in such a way that it can be played with some, all, or
none of the
Advanced rules and still be “complete.”
Helicopter and
Airmobile
Units:
helicopter and airmobile units (with Airmobile movement radius) have
special movement rules.
Airmobile units are regular ground units with an Air movement rating.
They may move in either phase using either their air rating or their
ground rating, and participate in combat normally. Ff using the air
rating, at the end of the combat phase they may return to the hex in
which they began the movement phase. However, if remaining there means
an out-of-supply status, no further airmobile moves may be attempted
until supply is restored.
Separate helicopter units may pick up ground units and deposit them at
new locations, provided the entire move of the helicopter, from its
original hex through the starting hex of the ground unit to the
destination hex is not greater than the movement allowance. The
helicopter unit then returns to the original hex. Helicopter units may
use both their ground and air movement ratings in the same movement
phase or exploitation phase (the ground movement represents the
relocation of the ground component of the unit). Light helicopter units
may pick up units (up to their size rating) Attack helicopter units may
move in a fashion similar to transport helo units.
Transport helicopter may pick up units up to its own Size, in which
case the ground unit in question may assume HA or DA posture upon
arrival at its destination, and move and fight accordingly. Transport
helicopter units may also pick up units up to 4 times its own size, in
which case the transported unit must assume HD posture and may not move
for the rest of the turn.
Light Infantry: Infantry units whose Infantry value is
marked with "L" are forces highly skilled in light infantry tactics
(patrolling, ambushes, night operations, etc.). Light Infantry units
have their Infantry multiplier increased by 1 (e.g., from x0 to x1,
from x1 to x2, etc.) in all terrain types that cost more than 1 MP for
mechanized movement type units to enter.
Reconnaissance Aircraft: Treated as a special air unit (in the
same category as SEAD, ECM, AEW, Tanker). Recon units improve the
effectiveness of Interdiction fires and provide positive die roll
modifiers for ground battles. Calculate the average of prevailing and
highest Recon values. Calculate the total size of Recon units in hex
and add to the prevailing/highest Recon value average. Consult Modifier
Table. The result is a negative Survivability modifier applied to
opposing ground units during Interdiction, Bombardment, and Ground
Support missions.
Special Ops and Irregular warfare is resolved on the Operational Map.
SpecOps and Irregular units add their Strength andcombat value to the
total
Interdiction Strength and Surface values, respectively. In
addition, SpecOps units
contribute a die roll modifier to all opposing Interdiction rolls in
that hex, using the Recon Aircraft interdiction modifier chart.
SpecOps units may operate in any OpHexes, whether controlled by own or
opposing forces. Irregular units may operate only on the national
territory of their country of origin. Neither SpecOps nor Irregular
units are affected by Supply rules.
Opposing players may combat opposing irregular and SpecOps forces by
assigning forces to security roles. Such units are also placed on the
OpMap and may not be used in regular combat operations.
SpecOps units must be infiltrated and may be exfiltrated during play.
They do not have independent ability to move from one OpHex to another.
To successfully infiltrate/exfiltrate a unit, the owning player must
roll a number equal to or lower than the Infiltration/Exfiltration
number on the chart below. Only one attempt may be made per SpecOps
unit per turn. Unsuccessful attempts have no consequences beyond
failure to infiltrate/exfiltrate.
Distance in OpHexes to nearest friendly Supply depot | Infiltration/Exfiltration chance |
0 | 9/8 |
1 | 8/6 |
2 | 6/4 |
3+ | 4/2 |
Supply depots are placed at the beginning of the Order Phase of each
turn. When a player wants to place a new supply depot, he must roll the
following result:
Prevailing army quality is Veteran: 7 or less
Prevailing army quality is Experienced: 5 or less
Prevailing army quality is Trained: 3 or less
Prevailing army quality is Green: 1 or less
The following interdiction die roll modifiers are applied:
Opposing Interdiction value in OpHex:
No more than one supply depot per side may be placed in one OpHex. If a
player wants to change the location of a supply depot, he must remove
it from play at the end of each Combat Phase (after supply
determination), and must attempt to place it during the next turn,
using the above rule. If an attempt to place a Supply Depot in an OpHex
is made (regardless of whether it is successful or not), no attempts
may be made in any OpHexes adjacent to that hex during that turn.
Mike J.
=====
The J-8 Shop
Wargame Rules, Variants, and Orders of Battle
http://www.geocities.com/pmj6/
“War is a series of catastrophes which result in
victory.”
Georges Clemenceau