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Turn Sequence
Combat Tables
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Initiative (unless pre-determined)
Defender Strength
Artillery Table
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Mutual Artillery Plot Phase
Attacker Strength123456789101112Round TypeVrs AFVVrs INFNotes
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Attacker First Attacks
111*1*1**1**1**1**1**1**1**1**1**HE
1* D6 (1D6 minus 1)
1D6Reduces to 1D6 minus 1 if in town or entrenchment vrs INF
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Attacker Moves Defender Reaction Fire
2211*1*1*1*1*1**1**1**1**1**FASCAM1D6 count P as D1D6
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Attacker Final Attacks & Artillery Phase
33111*1*1*1*1*1*1*1*1**ICM1D62D6No effect on targets in woods towns
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IN player may decide to move second in TUrn 1 and first in Turn 2
442111*1*1*1*1*1*1*1*
During plot phase, secretly plot Fire Missions
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Stationary (No move) may occupy firing positions and fire during enemy move
5521111*1*1*1*1*1*1*
If more than 1 salvo is fired, fire mission lasts until end of NEXT turn
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To Hit Table66321111*1*1*1*1*1*
Must have an FO or Leadership serving as spotter for Artillery
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Close Range
Effective Range
Long Range763211111*1*1*1*1*
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3+4+5+8642211111*1*1*1*TAC AIR
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1/2 dist or less
std distance1.5 times dist96432111111*1*1*
Rotary Wing and Fixed Wing Air Support, if assigned in scenario, will arrive on roll of "6"
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Atk x 2Std AtkAtk 1/21065322111111*1*
Helos have unlimited movement and are attacked by a max of 1 to 1
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Damanged vehicles cannot move. Can fire at HALF
11653221111111*
Helos are always eligible for reaction fire
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Pinned troops fire 1/2 no move
12664322111111
Fixed Wing arrive just like helos
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Entrenchments add 3 to Defense Strength
13664322111111
Fixed wing may bomb or strafe. They strafe 3 adjacent vehicles in flight path.
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14664322211111
Fixed wing moves along a flight path, entering from 1 board edge and exiting on another
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15665332211111
Fixed wing are driven off by a roll of 6 from ground fire
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Terrain Effects Table16665432221111Recce
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MovementCombatLOS17665432221111
Reconaissance units can spot concealed units at 12
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Clear1NENE18666433222111
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Woods2PLus 3
Blocks LOS thru
19666433222111
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Town2Plus 3
Blocks LOS thru
20666543222211
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RoadHalfNENE21666543322211
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Trail1NENE22666543322221
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Bridge1NENE23666543322221
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River3NENE24666644332222
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25666654332222
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Unit Data Sheet
26666654332222
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UnitAttackRangeDefenseMovementNotes27666654333222
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M1A1121010828666654433222
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M1101010829666654433222
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M608106630666665433322
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M4871056Combat Compare Attacker Strength to Defender Strength, modified for Range & Terrain and roll # of D6 in table - follow results below 1* = 1D6 minus 1. 1** = 1D6 minus 2
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M2/32 Msl248Msl2026Restricted Mv; Recce
Results:
6 = destroyed
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M11314155 = Damaged/Pinned*
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M901 ITVMsl24Msl2016Restricted Mv4 = Pinned*
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Infantry2Msl182Msl531Restricted Mv*an element receiving a second D/P result by another element is destroyed
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AH64 Apache2Msl266Msl30Heloignore additional D/P results from an attack by the same element.
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Mounted vehicle hit - transported unit escapes on roll of 1,2,3
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T8010Msl1516Msl2076Restricted Mv
SPOTTING
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T7210866Restricted Mv
Only spotted may be attacked. Town and Wood units are concelared. only spotted if they move, shoot or enemy is adjacent
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T628646
Recce spot at 12 hexes.
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T556546
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BMP23Msl228Msl2016Restricted Mv
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BMP13Msl124Msl1616Restricted Mv
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BTR701816
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BRDM21817recce
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BRDM2AT5Msl22Msl2017Restricted Mv
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Infantry2Msl182Msl1031Restricted Mv
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Close Combat
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Armored Vehicles being close assaulted always have their defense
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value at "2"
If their value was already "2" it is "1" for the combat.
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Infantry Conducting close assaults lose their terrain benefit.
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Stationary infantry being close assaulted or over run keep their
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terrain benefits
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AFVs IFVs may not use missiles in close combat
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Morale
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Morale declines as leaders become casualties
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LEaderSovietUS
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BN CDR6P
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Co CDR36
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CO XOP4
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PLT LDR03
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morale point loss brings a side to hesitation point, it loses initiative
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morale point loss brings a side to break point, it withdraws. scenario is over.
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MUTUAL HESITATION
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both sides reach hesitation point, initiative randomly switches
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