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COLD WAR3 Rules For Modern Warfare 1960-1990
COLD WAR3 Rules For Modern Warfare 1960-1990
COLD WAR3 Rules For Modern Warfare 1960-1990
COLD WAR! Rules for Modern Warfare 1960 to 1990 3rd Edition
. . . for Samorn . . .
First published in Great Britain by LULU.com
ISBN 978-1-4461-3884-7
ROOKSDΦWN GAMES
COLD WAR! Rules for Modern Warfare 1960 to 1990 3rd Edition
The rules presented here in this 3nd Edition are completely revised and updated. This book is
different from the 1st Edition in the fact that here, in one volume, you have rules for shooting,
wounding, movement, line-of-sight, visibility, obstacles, direct and indirect fire, artillery and
morale! This book brings your miniatures into the modern era! Included are the rules for
basing and organising your squads and platoons that make up your combined arms force;
comprehensive rules on artillery, Forward Observers, Forward Air Controllers, medics and
Medevac, ‘off table’ artillery and fighting in the aftermaths of a Chemical, Biological,
Radiological or Nuclear strike. This book can be used with the set of Handbooks already
published by Dean Wilson, such as CARABINIERI: Italian Military Police and the Army of
Italy; BATTLEFIELD BANGKOK: Royal Thai Army and Police and FULDA GAP: The Soviet
Invasion of West Germany; as well as the forthcoming titles such as THE GULF! Desert
Storm to Iraqi Freedom (Op Telic) 1991 to Present and AFGHANISTAN! Battle For Helmand
Province.
PAGE PAGE
How to Use This Book 10 Mech. Coy Heavy Artillery Company 108
About COLD WAR3! 11 US Armoured Battalion HQ 109
Organisation 13 US Armoured Coy HQ and Platoons 110
Turn Sequence 19 Armoured Scout Platoon 111
Morale, Skill & Command Distance 20 AA, Medical and Artillery Platoons 111
Movement, Terrain & Transport 23 Armoured NBC and Recovery Platoon 112
The Shooting Phase 29 US Airmobile Battalion HQ 113
Modern Armour & Armoured Vehicles 31 Air Cavalry Coy HQ and Platoons 113
Tank Rounds & Armour Types 32 Aero-Weapons and Medical Platoons 113
Defences and Engineers 39 Air Artillery and Scout Platoons 113
Artillery and Rocket Batteries 44 US Air Support Options 1970-1980 114
Firecracker, FASCAM & DPICM rounds 46 PART II.c US Forces 1980-1990 117
Anti-Aircraft Guns and Missiles 50 US Infantry Battalion HQ 118
Aircraft and Airstrikes 51 US Infantry Company HQ and Platoons 119
Air Support and Air-to-Ground Combat 53 US Infantry Coy Weapons Platoon 120
Paratroopers 56 US Infantry Coy Artillery Battery 120
Reconnaissance Troops 57 US Infantry Coy NBC and AA Platoons 121
Wounded In Action and Medics 59 US Infantry Medical Platoon 122
Helicopters 60 Battlefield Support Missiles Battery 123
Helicopter Gunships 62 Mechanised Coy HQ and Platoons 124
Specialist Rules and Teams 65 Mech. Coy Weapons Platoon 125
PART II.a US Forces 1960-1970 73 Medical, NBC & Armour Plts 125
US Infantry Battalion HQ 74 Mech. Coy Armoured Platoon 125
US Infantry Company HQ and Platoons 75 Mech. Coy Artillery Company 126
US Infantry Weapons Company 76 Mech. Coy Heavy Artillery Company 127
US Infantry Artillery Battery 77 US Armoured Battalion HQ 128
Battlefield Support Missile Battery 78 US Armoured Company HQ & Platoons 129
US Infantry NBC & Medic Platoons 79 Armoured Scout Platoon 130
US Infantry AA-Platoon 80 Armoured NBC, Medical & AA Platoons 130
Mechanised Company HQ & Platoons 81 Armoured Recovery & Artillery Platoons 131
Mech. Coy Weapons Platoon 82 US Airmobile Battalion HQ 132
Mech. Coy Medic Platoon 82 Air Cavalry Coy HQ and Platoons 133
Mech. Coy Artillery Company 83 Aero-Weapons and Medical Platoons 134
Mech. Coy Heavy Artillery Company 84 Airmobile Air Artillery Company 135
Mech. Coy NBC Platoon 85 Airmobile Scout Platoon 136
Mech. Coy Armoured Platoon 85 US Air Support Options 1980-1990 137
Vulcan Anti-Aircraft Platoon 86 PART III.a Soviet Forces 1960-1970 141
US Armoured Battalion HQ 87 Motor Rifle Battalion HQ 142
Armoured Coy HQ & Platoons 88 MR Coy HQ & MR Platoons (Tracked) 144
Armoured Scout Platoon 89 MR Coy HQ & MR Platoons (Wheeled) 145
Armoured NBC & Medical Platoons 89 Motor Rifle Support Company 146
Armoured AA Platoon 90 Motor Rifle Artillery Company 147
Armoured Recovery & Artillery Platoons 91 Motor Rifle Rocket Mortar Company 148
US Army Airmobile Battalion HQ 92 Motor Rifle Armoured Company 149
Air Cavalry Coy. HQ and Platoons 93 Motor Rifle NBC & Medical Platoons 150
Aero-Weapons Platoon 94 Motor Rifle Battalion Engineer Company 151
Aero-Medical (Dust Off) Platoon 94 Armoured Battalion HQ 152
Airmobile Air-Artillery Company 95 Armoured Company (T-62) 153
Airmobile Scout Platoon 96 Armoured Company (T-55) 154
US Air Support Options 1960-1970 97 Armoured Company (T34/85) 155
PART II.b US Forces 1970-1980 99 Heavy Armoured Company (IS.III) 156
US Infantry Battalion HQ 100 Armoured Bat. Motor Rifle Company 157
US Infantry Company HQ and Platoons 101 Armoured Battalion Support Company 158
US Infantry Weapons Platoon 102 Armoured Bat. Engineer Company 159
Artillery, NBC, Medical and AA Platoons 103 Armoured Bat. Arty, NBC & Medical 159
Battlefield Support Missiles Battery 104 Regimental Support Options 160
Mechanised Coy HQ and Platoons 105 Regimental 122mm Artillery Company 161
Mechanised Coy Weapons Platoon 106 Regimental 152mm Artillery Company 162
Mech. Coy Medical & NBC Platoons 106 Target Acquisition & Jamming Company 163
Mech. Coy Armoured Platoon 106 Regt. Hv. Mortar Company (120mm) 164
Mech. Coy Artillery Company 107 Regimental Rocket Mortar Company 165
PAGE PAGE
Regimental Rocket-Artillery Company 166 Motor Rifle Support Company 205
Regimental SPG Artillery Company 167 Motor Rifle Artillery Company 206
Anti-Tank Battery & Traffic Control Plt 168 Motor Rifle Rocket Mortar Company 207
Regimental Anti-Air Battery 169 Motor Rifle Armoured Company 208
Soviet Air Support Options 1960-1970 170 MR NBC and Medical Platoons 209
PART III.b Soviet Forces 1970-1980 171 MR Engineer and AA Platoons 210
Motor Rifle Battalion HQ 172 Armoured Battalion HQ 211
Motor Rifle Company (Tracked) 173 Armoured Company (T-62) 212
Motor Rifle Company (Wheeled) 174 Armoured Company (T-72) 213
Motor Rifle Support Company 175 Armoured Company (T-55) 214
Motor Rifle Artillery Company 176 Armoured Bat. Motor Rifle Company 215
Motor Rifle Rocket Mortar Company 177 Armoured Bat. Support Company 216
Motor Rifle Armoured Company 178 Armoured Bat. Artillery Company 217
MR NBC and Medical Platoons 179 Engineer, NBC and Medical Platoons 218
MR Engineer and AA Platoons 180 Regimental Support Options 219
Armoured Battalion HQ 181 Regimental 122mm Artillery Company 220
Armoured Company (T-62) 182 Regimental 152mm Artillery Company 221
Armoured Company (T-72) 183 Target Acquisition & Jamming Company 222
Armoured Company (T-55) 184 Regt. Hv. Mortar Company (120mm) 223
Armoured Bat. Motor Rifle Company 185 Regimental Rocket Mortar Company 224
Armoured Bat. Support Company 186 Regimental Rocket-Artillery Company 225
Armoured Bat. Artillery Company 187 Regimental SPG Artillery Company 226
Engineer, R-Mortar, NBC & Medical 188 Anti-Tank and Traffic Control Platoons 227
Regimental Support Options 189 Regimental Anti-Aircraft Battery 228
Regimental 122mm Artillery Company 190 Soviet Air Support Options 1980-1990 229
Regimental 152mm Artillery Company 191 PART IV. Nuclear Weapons 231
Target Acquisition & Jamming Company 192 Chemical and Biological Weapons 232
Regt. Hv. Mortar Company (120mm) 193 Nuclear Weapons 233
Regimental Rocket Mortar Company 194 Fallout & Fighting in a Nuclear Environment 236
Regimental Rocket-Artillery Company 195 PART V. Armoury Sections 243
Regimental SPG Artillery Company 196 Soviet Armoury 244
Anti-Tank and Traffic Control Platoons 197 US Armoury 248
Regimental Anti-Aircraft Battery 198 US Helicopters 253
Soviet Air Support Options 1970-1980 199 Soviet Aircraft Section 254
PART III.c Soviet Forces 1980-1990 201 US Aircraft Section 256
Motor Rifle Battalion HQ 202 About the Author 260
Motor Rifle Company (Tracked) 203 Index of Photographs & Credits 261
Motor Rifle Company (Wheeled) 204 Last Page 262
The Information contained in this book will allow you to field a Flames of War style force in the
modern period. I have made this loosely as between 1960 to 1990. Post 1990 will be covered
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in the forthcoming GULF WAR! Battles in the Gulf 1991 to Present and AFGHANISTAN!
Battle for Helmand Province. This book primarily focuses on the period of the Cold War, from
the 1960’s through to the collapse of the Soviet Union in the 1990’s and gives you the
foundation stones to fight in almost any theatre, from just after WWII right through to ‘future’
conflicts. Modern equipment & organisations will be covered in the future supplements. This
book differs from the first edition rulebook in the fact that it contains more detailed rules on
firing (both direct and indirect) as well as visibility, covering modifiers, revised ATGW rules
and rules on morale and command & control. Also included in this book are revised and
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expanded TO&E for the American and Soviet Forces; ideally suited to re-create a
hypothetical invasion of West Germany; however the lists and forces can be used to re-create
any scenarios of your devising, from small border clashes, to the encirclement of Berlin
through to ‘war by proxy’ in such far and away countries as Syria, Cuba and Angola. With
these two lists it’s possible to manufacture almost any army on the planet from Angola to
Zimbabwe! Additional army lists will be covered in forthcoming supplements.
To make this book easier to use, we have split it into several sections. The first outlines the
basic rules including revised command distances, basing of models, modern artillery, tanks,
armour piercing rounds, and anti-tank weapons such as the M-79 grenade launcher and the
ubiquitous RPG-7 of the Soviet supplied forces and missile systems such as the Swatter and
Dragon ATGM’s in addition, new elements such as helicopters and chemical, nuclear and
biological weapons are introduced alongside staples such as visibility (who can shoot and
who cannot) and morale.
Part Two is a detailed American Order of Battle including Armoured, Mechanised, Infantry,
and Air Cavalry/Airborne units and Part Three is the complete Soviet Order of Battle including
the Mechanised and Armoured units covering the period 1960 to 1970. The Soviet Order of
Battle is somewhat limited as it does not cover every single piece of Soviet equipment
produced during this time as the Soviets produced a vast array of weapons –it includes the
most common weapons and weapons configurations as would be encountered in a force
based in the West and a Category I and II Division.
nd 3
Armed with this book, and several 1:72 (20mm) or 15mm scale miniatures , you will be able
to refight innumerable conflicts from the Cold War, including the US battles in Vietnam, the
Argentinean invasion of the Falkland Islands, the first CoAlition/Iraq Gulf War (Operation
Desert Storm), the break up of the Soviet Empire, the clashes in Bosnia, Croatia and Kosovo,
as well as theoretical scenarios such as the invasion of Western Germany by the massed
tank armies of the Soviet Union.
Steve Wood of Arcane Scenery and Models supplied me with the majority of models and
scenery found in this book and has an extensive stock of Battlefont ™, Warlord Games,
Italeri, Zvesda, Pegasus and Revell amongst many others as well as a large selection of
scenery including Sarisa Precision MDF buildings (the best on the market).
www.arcanesceneryandmodels.co.uk. Steve Butler, or Butlers Printed Models also supplied
me with BMP-1 and BMP-2’s alongside T-55, T-62 and T-72 tanks!
www.ButlersPrintedModels.co.uk and not forgetting Keith Armstrong of Armies Army
www.armiesarmy.com who does an exceptional range of Soviet Airborne (VDV) forces as well
as British, including FV432’s, Scimitars, Challenger I and II’s as well as Chieftains.
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Including the Arab Spring, Syria, Lybia and fighting ISIS in the Arabian Penninsular
2
TO&E Table of Organisation and Equipment –the lists that tell you what an army should have as
opposed to what it actually has
3
Or even 6mm using cm’s for inches –or halving all ranges?
10
3
COLD WAR ! Is a stand alone rule system that gives you the basic building blocks to be able
to field and use, a combined arms4 force on the tabletop. The entire weapon ranges, armour
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and penetration values are constant throughout the range for COLD WAR ! And the
forthcoming skirmish game FIRE FIGHT! The only changes are the basing conventions (how
to organize your miniatures for tabletop games) and the weapon ranges. An M-48 tank
deployed for a skirmish will have the same armour value as the M-48 Platoon platoon
deployed in West Berlin in Cold War!
COLD WAR3! Uses similar conventions as to other tabletop games in the genre that one
plastic (or metal) soldier represents one soldier, and one tank or gun or vehicle one such ‘real’
tank, gun or vehicle. Aircraft are represented (notionally) as a group of three (or singular),
representing one such ‘flight’ of ‘real’ aircraft. Games are played on any level playing surface,
whether this is the dining room table, the sitting room floor, the back garden, or a specially
constructed war gaming table. Scenery in the form of trees, roads, houses, rivers, and bushes
are added to the table in a mutually pleasing way to provide cover for the squads, teams, and
groups of soldiers and their assigned vehicles (tanks, armoured cars or jeeps) to move
behind, take shelter from enemyfire and objectively take and defend against the enemy. Each
side fields a balanced force using points to ‘purchase’ their units, with both players agreeing
to specific objectives and victory conditions to end the game. Each player then takes
command of their soldiers and issues orders, moves their troops and achieves their objectives
just as a ‘real’ battlefield commander would do. In larger games the forces are split on each
side and commanders are assigned to each group, with an overall commander in charge of
the battle, just like in a real staff HQ.
COLD WAR3! Employs a flexible ground scale to allow ALL of the combined arms of a
modern battlefield to play a part, from the lowliest section weapon right through to the artillery,
irrespective of if you are playing a section skirmish game or a brigade level battle; however,
some of the scaling has had to be ‘scaled’ to include all aspects of the modern battlefield,
otherwise there would be little point in you buying and painting such models as M109
howitzers (with an effective range of 18.1km): the model would be in your back garden (or the
neighbours) and STILL be able to blast the infantry to bits deployed on the kitchen table of
your neighbor down the street…
5
To be able to incorporate modern Combined Arms tactics like Fast Air units just would not
be possible unless you had a playing area the size of the Isle of Wight6 ! The ground scale
has been designed to provide flexibility of play, combining ALL branches of the military,from
offshore cruisers lending support, to the aircraft populating the skies above the battlefield, and
the artillery raining shells down in support of the armoured columns and infantry, with some
minor ‘tweaking’ to allow certain elements to be preent on the tabletop. A notional scale (for
the ground troops) to calculate weapons effects such as Napalm, Nuclear, Biological, and
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Chemical strikes and their ‘footprint’ has been set at 1cm = 10 ‘real world’meters for such
effects.
COLD WAR3! Can be adapted for any size miniatures, with equivalent weapons scales either
being increased or decreased depending on how the players feel (for instance halve the
weapons ranges). COLD WAR3! Is ideally suited for 15mm/20mm with no correction of
weapons scales/ground scale, but can be easily adapted to 28mm. COLD WAR3! Has been
deliberately written to allow for the player(s) to fully experience the sights and sounds of the
modern (empty) battlefield and, to this end, the rules are fairly straightforward and able to be
adapted as the situation(s) demand.
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Combined Arms is the term given to operations utilising combined branches of the Army, such as:
Infantry, Armour, Artillery & Air Force or Navy
5
The US term for Fast Air is Fast Movers –any fixed wing aircraft capable of releasing ordnance
6
Rhode Island for American Readers
7
The downwind plume a chemical/biological or nuclear strike leaves as ‘fallout’ or ‘chemical residue’
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The units involved can be scaled as well to suit whatever scenario you are playing. For
instance, if you are utilising a Soviet Break through scenario on the East German Border, you
may want to involve Divisions and Army Groups rather than the maximum Battalion that you
usually field and play with. Scaling does not alter any of the rules or scenery or even the
pieces of equipment you are fielding; what it does alter is the quantity that unit/piece of
equipment represents. Therefore if you are representing a Division your component pieces of
your battalion would equal NOT companies, but battalions, platoons would represent
companies and squads would represent platoons. In this manner larger forces and the tactic
ability involved can be brought to our miniature tabletop battlefields.
The game is played with teams of soldiers engaged in real life scenarios or ‘what if’ actions,
from the end of World War Two (1947) through Korea, Suez Crisis, Malaysia Emergency,
Aden, Vietnam (both Vietnams, the French Indochina War and the American Involvement ’65
to ’75), Central American Wars, African Conflicts, Falklands, the First Gulf War, Bosnia and
Kosovo, Sierra Leone, Second Gulf War, and Afghanistan with any number of possible
conflicts from the Cold War right through to the break up of the Soviet Union and the
emergence of new post-colonial independent states and the brutal ethno-centric civil wars
that came with many of them. The scale of what you can do is only limited by the players
rd st
imagination… what if the 3 SS Division met the Soviet 1 ‘Guards’ Tank Regiment in
Cochin? What would happen if the Russians invaded Iran? Who would win between a platoon
of Chalenger II Tanks and a platoon of M1a1 Abrams’? (My moneys on the Chalengers II’s!)
A British Saladin APC lies abandoned after taking fire; West Germany
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For the majority of the world, the following table of ‘hierarchy’ is common:
XXXX ARMY
An army is the largest unit encountered in any battles, usually
ARMY made up several corps (1-4) the army numbers anything from
250,000 to 500,000 men.
XXX CORPS
A Corps is a tactical formation of attached Divisions (usually 1-3)
and is tasked with the control of a specific area, operation or task
CORPS and can number anything from 50,000 to 100,000 men
XX DIVISION
A division (usually) has 2-4 battalions (or more) including it’s own
support such as artillery, armour and infantry, or may be
organised to contain 2-3 Brigades.
DIVISION
III or X REGIMENT/BRIGADE
A Regiment/Brigade is made up of a collection of battalions; it is
a smaller manoeuvre unit than a Division. Brigades or Regiments
form parts of Divisions and can be detached for operational
BRIGADE needs. A British Brigade groups battalions from different
regiments under one manoeuvre element. The Soviets use
regiments in the make up of their Divisions
II BATTALION
BATTALION A Battalion is a group of anything from 3-6 companies with
attached support units, artillery, armour, reconnaissance and
other units; anything from 400 to 1,000 men
I COMPANY
COMPANY A company usually comprises 3-4 platoons, about 90 to 150 men
and may have heavy weapons assigned such as mortars and
anti-tank weapons and specialist platoons.
ooo PLATOON
PLATOON A Platoon groups together 3-4 sections under one commander,
usually a Lieutenant. Platoons also have heavy weapons
assigned that may include mortars and anti-tank weapons.
oo SQUAD/SECTION
SQUAD/SECTION A squad (US terminology) or section (British terminology) is a
group of teams under a squad/section commander (usually a
sergeant); a squad/section can be anything from 8 to 12 men.
o TEAM
TEAM The team is the smallest unit encountered and is a group
of soldiers (2-4) that crew either a weapon or form a fire-
team
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A Division may include it’s own reconnaissance, support, artillery and armoured units and can
include anything from 2 to 6 battalions of infantry (or tanks or guns, depending on Division
type) a typical Division layout (for the US army) is included below. Note that it includes it’s
own Mechanised Infantry Battalion, Armoured Battalion, Heliborne Scout Battalion,
Engineers, Signals, Air Defence and Helicopter Battalion as well as Military Police and NBC8
Defence Companies
A typical battalion may be organised to include support units such as a heavy weapons
company and reconnaissance or mortar platoons. A Typical (US Army) Battalion is illustrated
here. Included are three rifle companies, each with three rifle platoons, and a weapons
platoon; Scout Platoon, Anti-Tank Platoon, Medical Platoon, Heavy Mortar Platoon, Air
defence Platoon, and a Transportation Platoon. In COLD WAR3! The NBC, transportation,
and reconnaissance platoons actually have a role to play on your tabletop and are not merely
‘frilly bits’ to spend points
on or to be utilised as an
additional infantry squad
(which they are not
designed for).
A Platoon is organised
with a HQ section, three
to four squads of infantry,
and possibly an attached
heavy weapons section
equipped with a mortar,
anti-tank weapon, or
heavy machinegun. The
Platoon and it’s attached
units is the basic ‘playing
pieces’ in COLD WAR3!
The squads of your
Infantry Platoons are the
‘Grunts on the Ground’
that can win you the fire
fight and it’s these
indomitable little soldiers
that achieve your
objectives.
Each platoon comprises several groups of soldiers organised into squads (as previously
mentioned) these squads comprise teams of soldiers, anything from two individuals to 3-4
soldiers. These teams are the basis of your COLD WAR3! Games.
8
NBC (Nuclear, Biological and Chemical) has been recently re-named CBRN (Chemical, Biological,
Radiological and Nuclear) to encompass the additional threat of Radiological devices (dirty bombs).
14
BASING
As in real life, soldiers do not fight alone, but together as teams, sections, and squads, each
combining to form platoons and platoons form companies and so on. To represent this in
COLD WAR3! Your teams are based
together and can range from 2-3 COLD WAR3! Base Sizes
soldiers on a base, representing, as in NORMAL BASE, or ½ base:
real life, a group of 2-3 real individuals, 1¼ ” (32mm) by 1”(25mm)
to larger teams of 4-6 models. 1 to 3 Infantry figures, small weapons
teams (i.e. LMG) and so forth.
Vehicles do not need to be based up
separately, as the vehicle itself contains
all of the crew and can quite happily be MEDIUM BASE:
moved by itself without the need to 2” (50mm) by 1½ ” (32mm)
remember who was attached to it – 3-5 Infantry Figures, gun teams, mortars
unlike an Infantry Team! and so forth
Infantry and guns need to be glued
securely to a base, thin card or plastic LARGE BASE:
works best for this, tho I personally go 2” (50mm) by 2½ ” (65mm)
for MDF bases; suitably painted with Large gun teams, artillery, cavalry, large
additional scenery glued to it to fit in with (heavy) mortars, rockets etcetera
your war games table. The following
3
table is the size of bases required for COLD WAR ! And their intended uses. However,
players may decide to mount all of their infantry teams on medium bases. This is perfectly fine
as long as the groups of soldiers that make up each Team are based together. I actually use
round bases for weapons teams and mortar teams, so it is up to the individual players choice.
Bases DO NOT need to be orientated in any specific way, base your figures and guns as
appropriate and whatever suits the figure/model. The NORMAL BASE may be 1”x1 ¼” or 1
¼” x 1”; orientation depends on what figures are being based!
Modern Military squads utilise the Normal Base (1¼” x 1”) to mount the elements comprising
the squad: the Grenade Launcher Team(s), Light Machinegun Team(s), Rifle Team and the
Squad HQ Team (The Squad Leader, Staff Sergeant and riflemen).
On the modern battlefield sections (or teams) within a modern organised squad are spread
out more, therefore the parent squads can disperse more from their parent platoon HQ as
they are in constant contact via radio.
Independent models such as SAM teams, FAC and FAO, Signal team’s etcetera will be
based on the normal base (1¼” x 1” base) and would comprise anything from ONE (1) model
to TWO (2) models for that particular team.
Anti-Tank squads such as the TOW and Dragon ATGM will be based on the Medium Base if
they do not fit on the Normal Base. Anti-Tank Teams can be Independent Teams –check your
Table of Organisation & Equipment to make sure –as some countries use their Anti-Tank
teams as infiltrators and independent teams that work in advance of the main body of troops
hunting down (and neutralising) enemy armoured formations (for example: Israel).
COMMAND TEAMS, Battalion, Company and so forth are best based on the NORMAL BASE
(1/2 base) rather than a larger base and the same can apply for command teams of Platoons
and squads, however, it’s up to individual players and what they prefer –for instance, the
Battalion HQ team may be mounted on a large base, with additional scenery to make a
miniature diorama as this is the centrepiece of the army.
The exception to the usual rule are INDEPENDENT TEAMS, which, as the name on the tin
suggests act independently of the section, squad, platoon or company –though they may be
‘detached’ from a platoon or company. Examples of Independent Teams can be Forward
Artillery Observers, Forward Air Controller, Signals and Medical teams; though the later
15
and former would actually be ‘detached’ from their platoon or company and ‘assigned’ to the
platoon, squad or company HQ’s of your group and therefore be part of that squads, platoon
or Companies formation and team(s). Other Independent Teams can include the HQ teams
(especially the 2iC team) who can detach themselves and attach themselves as they see fit to
observe and conduct the operations under their command.
A modern rifle section (or squad –to quote the Americans) comprises 8 to 10 soldiers
(depending on nation). A US rifle squad has gone from 12 soldiers to 10, a British squad has
lost two men from it’s 10 man formation. A Squad (or section) Comprises a HQ of a sergeant
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(the squad leader), a fire-team leader (the squad 2iC ), a machine gunner (the squad
Machinegun) and an anti-armour grenadier (the squads Anti-tank specialist) –armed with (if
Warsaw pact) an RPG-7 or if Western a grenade launcher, either a disposable model such as
the LAW-66 or a
breach loading
version such as the
M-79 or M-203. The
remainder of the
squad is formed by
riflemen. The
machinegun and anti-
tank specialist always
have a second to
assist them (usually termed the assistant machine gunner, assistant-grenadier etcetera) and
these form the Rifle or Grenade Team(s).
To fit in with the basing concept these soldiers will be divided into four bases (measuring 1” x
1¼”). The Grenade Launcher (and assistant) will make a base of two figures and the
Machinegun (and
assistant) a base of two,
the remaining figures will
be made into a squad HQ
team and a rifleman team
(taking the fire-team
leader, usually a corporal
as their commander, with
the Squad HQ team
being the Squad Leader and radioman with a spare rifleman.
This is preferable over a basing system of two bases with four to five models each
(Grenadier, Squad HQ, Assistant Grenadier and Rifleman on one base; Machine Gunner &
Assistant, Squad 2iC and 2 Riflemen on another base) as this would prove too ‘clunky’ in the
art of modern warfare. Basing the Squad up over four bases gives a better tactical spread of
weapons. Casualties can also be better managed –just like in the ‘real’ world.
SOVIET ORGANISATION
The Soviets organisation revolvesa round the mechanised Infantry Regiment and the
organisation of the associated squads in the attached Platoons is determined by the method
of transport being utilised and how many soldiers it can transport. A Soviet Squad will allways
comprise an LMG and
asssiatnt, RPG and
assistant, a squad HQ
and riflemen. The
number of riflemen
present depends on
the transportation
available. If a late
1960’s force is in a
BTR-50k then the
9
2iC stands for Second-in-Command, the ‘vice commander’ if you like
16
squad will include 6 riflemen (including the Squad HQ); if equipped with the latest BMP-2 then
the squad will only have 3 riflemen (plus LMG, RPG and HQ). The squad is based up as LMG
& assistant on one base; RPG and assistant on another; then riflemen based in teams of
three (or two) per
base –to fit their
transports. Later
Soviet Troops have
Two Machinegun
teams and one RPG
team.
17
One other reason for spreading the sections over four bases is due to the effect of wounds. In
WW2 and up to the 1950’s if a member got wounded it would take half of the section to care
for that wounded model, taking them to the rear, or providing runners to fetch the aids man
etcetera. In modern warfare everyone carries their own personal first aid kit and most
platoons have an organic medic attached from the Medical Platoon supporting the Company.
Therefore it takes less soldiers to care for the wounded individual –so half of your team does
not need to disappear off the battlefield just because your comrade in arms got wonded –they
can soldier on! Wounds will be explained in further detail later on in the rulebook.
10
Sometimes referred to as the Fire Team Leader or even Team Leader
18
The turn sequence is broken down into four segments that always remain the same
irrespective of what sort of scenario you and your opponent are playing. In COLD WAR3! You
take command of a Battalion (or higher) formation of soldiers, American or Soviet Union
(Russian).
The turn sequence is broken down into various phases such as movement, shooting and
close combat (or Assault). There are several types of scenario from all out firelight, encounter,
ambush, rescue mission and raid’s11 for you to base your games around, but the turn
sequence will remain the same. The turn sequence takes place as a set of phases, but these
are taken to be simultaneous. A turn represents about twenty to thirty minutes of actual time.
MOVEMENT
SHOOTING
RECOVERY
During the recovery phase all models that are down (see
wounding rules later) may attempt to recover, morale is
checked; leadership and rallying tests are taken
11
See the Scenario Section for more details
19
Platoons are the basic foundation of your army, the guys on the ground that will get your job
done. The platoon and it’s subordinate squads/sections is the basic building block of your
army and the smallest organisational group that you will field for morale purposes in your
games of COLD WAR3! –The largest units you will field will be the Battalion or Brigade.
3
Unlike other conventional games such as FIRE FIGHT! COLD WAR ! Does not put the
emphasis on the ability of any one weapon to hit anyone, as it is well known that a 10 year old
child can hit a target with a fully automatic weapon (and have done). In COLD WAR3! The
emphasis is placed upon the ability of one team to hit another team and that teams ability to
find the right crevices, crannies and folds in the terrain to hide behind so that they do not get
hit –our tabletop battlefields are artificaially flat, in the real world there are clumpsof grass,
bricks, stones, crevices and folds in the terrain that can all act as cover, even the lip of a
curbstone can provide some cover!
The ability to hit any one target with their weapons is determined by a dice roll (1D6) and is
termed the teams TRAINING LEVEL. The ability to dodge said incoming fire is also taken by
the teams TRAINING LEVEL. The ability to survive sustained fire, to give commands (and
receive them) to do any other type of test is taken, again with 1D6, on the teams MORALE,
this is the teams general ability (and motivation) to get the task in hand accomplished –or run
away!
COLD WAR3! Uses four training areas and four morale states as indicated on the chart below.
Training levels:
UNTRAINED: such units as clerks, orderlies and civilians who have had rudimentary
weapons training but are more deadly with a cup of coffee and a typewriter than a 9mm
sidearm!
CONSCRIPT: such units like conscripted infantry and militia who have had some basic
military and weapons training but are not as conversent as they could be (or should be).
TRAINED: such units that have have regular training and regularly have weapons drill, such
units as full time infantry and elite police units such as SWAT.
Morale Levels:
POOR: those units that have little or no morivation such as conscripted (press ganged)
infantry, reservists with no conviction, civilians and ad-hoc militias and formations or those
that have had a routine and regular pounding and are shattered.
RELUCTANT: those units that, although have had some training, are not really confident
enough to take on the 175th Armoured Division armed with political rhetoric and a sharpened
spoon; or those trained (and regular) units that have had their confidence shaken
considerably.
CONFIDENT: those units that have good training, are boyant, enthusiastic and confident in
their goals, objectives and political understanding and have a high level of confidence in their
tactics, equipment and their supporting comrades; the political rhetoric, muzzle loading rifle
and repeated attempts at the obstacle course have enthused the unit with the confidence to
take on the 5th Shock Army with bare teeth and youthful enthusiasm!
20
FEARLESS: those units that have enough enthusiasm, confidence (either from past victories
or misguided judgement) feel that they can take on the entire military might of North Korea
with their e-tool and a can of condensed milk! Marines, confident communists and North
Korean Infantry could be classed as fearless –so could John Q. Rambo…
Of course there can be an amalgamation of Morale Levels and Training Levels that can lead
to various combinations to represent nearly every state of morale and training covering most
major units and ad-hoc militias. For instance, the USMC may be variously described as
CONFIDENT TRAINED and/or FEARLESS TRAINED. Delta Force may be given the status of
FEARLESS TRAINED or even CONFIDENT ELITE; depending on the situation and the
groups overall training, morale, skill, motivation and reaction to previous combat experience.
rd
The 3 Vladivostok Militsia, after heavy fighting may be described as RELUCTANT TRAINED
as opoosed to the 1st Volksturm Guard who have been recruited from local bar staff and are
POOR UNTRAINED. The states of morale & training can thus be tailored to any type of
organisation, from the poor untrained right through to the fearless elite! I.e. your Battalion
12
Typists who have just been given a rifle and told to ‘Defend the perimeter!’
POOR 6+ UNTRAINED 6+
RELUCTANT 5+ CONSCRIPT 5+
CONFIDENT 4+ TRAINED 4+
FEARLESS 3+ ELITE/VETERAN 3+
Due to the increase in the use of radios and the frequency as to which they are assigned to
platoons, squads and individual fire teams within a squad, the command distances are as
follows for ‘modern’ Infantry13:
The Command Distance is the bubble that the infantry teams must remain inside to be in
command. Units that are in command can shoot, move, assault and regroup as normal; units
that are out of command cannot shoot or assault and can only defend themselves if attacked.
All units can remain in command if they are within line-of-sight of their higher echelon
formation leader, and no less than 16”/40cm from them but would otherwise be out of
command according to their training level.
Out of command units must move, after all other units, to bring themselves back in command,
or move their higher echelon leader towards them to bring them under control –or into line-of-
12
Rated as Frealess Untrained in my opinion…nothing is deadlier than the battalion typist (or orderly
clerk!)
13
Infantry from 1961 onwards
21
sight. A Platoon must have half (50%) of it’s units under control otherwise the entire Platoon is
considered out of command.
Out of Command units move AFTER all other units and must try and re-establish themselves
back under command. Out of Command units cannot engage the enemy and can only fight
in self defence.
22
Movement is a vital component to achieve victory. The German Blitzkrieg was about rapid
deployment of troops through fast and effective movement –this is still relevant in todays
modern battlefield, possibly even more relevant.
Movement is conducted in various ways, on foot, mounted in vehicles, on horses (or other
animals), or by vehicles themselves. The rate at which your troops can move is determined by
how fast and how quick you wish your troops to move, and bearing in mind that the quicker
the troops move the more penalties there are to hit any enemy models as automatic rifle fire
becomes even more inaccurate when conducted on the run (despite what Holywood would
have us believe).
Of course, just like in real life, terrain also affects movement. You cannot run full tilt across a
marsh and make as much headway as if you were running full tilt down a nice paved road for
example! Our model soldiers are not super soldiers! steep hills will slow you down as will
marshes and bogs –whereass other types of terrain may stop you completely like cliffs, crags
and steep mountains
ROUGH DIFFICULT
GROUND Rough GROUND
Elephant Terrain Rock faces, QUARTER
grass, dry MOVEMENT cliffs, MOVEMENT
river/paddy RATE broken RATE
ground, etc
TRENCH
Rough
MARSH HALVE STREAM Terrain
/ BOG MOVEMENT or MOVEMENT
RATE DITCH RATE
The distance with which your troops can move is determined by the terrain, the type of troops
and the area/distance intending to be covered. For instance, the more mobile the troop the
greater distance can be covered (Soviet Mechanised Forces) –though the rougher the terrain,
the slower the unit will move –negating their speed.
23
Once you have chosen what units will receive what movement orders, it is time to move the
units. –remember that if you are using an ‘Advance’ order on an Infantry Company –then all
of it’s subordinate Platoons will also receive the same order!
ADVANCE is the most normal movement order that you can issue; the troops under your
command will slowly move towards the enemy and/or objective. They will use cautious
movement to achieve this so as not to represent too much of a target of themselves to the
enemy. Advancing units move at their normal rate without modifiers, only for the terrain
crossing. They may fire (but at half their usual ROF –see firing later)
CHARGE all units will move rapidly across the intervening terrain with the hope of closing
with the enemy and initiating a close-assault phase with the intention of eliminating them.
Units Charging cannot fire –whatever the circumstances –they are too busy yelling, holding
their helmet on and running!
HOLD literally means the unit will remain in their current position –best to be used if you wish
that unit to engage the enemy with any degree of accuracy in the shooting phase.
ATTACK is the order given to a unit with the intention of blasting the enemy at close range
whilst advancing –usually given if a Charge order falls short of closing with the enemy and/or
the enemy is about to close with your positions. Units using an Attack order may engage the
enemy with fire as well as move (with attendant penalties of -1 to hit and ROF penalties)
ASSAULT Is like an attack order, but is conducted as a charge order combined with
shooting (at a -2 penalty) –the objective to engage rapidly with the enemy and then close in
with Close-Combat if the bases are touching –if they fall short then the order is presumed to
be an attack order. Assault’s take place in the Close Combat segment of the turn and move
and fire during this turn –then engage in Close Combat.
WITHDRAW is the order’s given to a unit who is facing overwhelming odds, or knows that it’s
position is about to become untenable. A Withdraw order may also be given to a unit who is in
the wrong position and needs to move to strengthen the line elsewhere, or support
colleagues. Units Withdrawing cannot engage in any offensive firing, but may defend
themselves from attack.
ON THE DOUBLE is the order(s) given to a unit that needs to re-deploy, catch up, or
otherwise make haste to a position and requires that unit to abandon everything else it is
doing and move as fast as it possibly can to the new location –whilst moving On The Double
a unit cannot engage in any type of firing whatsoever, even defensive! –They are too busy
putting the ‘pedal to the metal’ and hussling it.
Teams moving ‘On The Double’ may move TWICE as far as normal
However, if they pass within 8”/20cm of an enemy they must immediately halt
Re-Organise is another way to say ‘withdraw’ –however, a Re-Organise order may not mean
the unit has to move too far as the unit is moving it’s manoeuvre elements into new positions,
or more importantly into command. Units re-organising may only fire in defence only.
14
Notionally
24
Units that have dismounted from a vehicle may not move –even if they have movement left
(i.e. the infantry section has not moved, only the vehicle). The unit may move in the next turn
but not the turn they have dismounted! –They are too busy lining up, getting their kit and
making sure they are pointing the right way! And more importantly remembered everything!
IF the transportation unit was stationary at the start of the turn, then it may dismount it’s
infantry and then move. The Infantry may move up to ½ of their normal movement allowance
and then must halt. Dismounted infantry in this fascion may fire at the usual -1 penalty.
Units dismounting must be placed from the cargo/passenger area of the vehicle; therefore, a
unit dismounting from an M-113 or a BMP-2 will be placed either side of the rear of the
vehicle. Vehicles that have open rooves and/or hatches may dismount to the rear and/or
either side of the vehicle.
Vehicles towing equipment, such as guns and artillery pieces (or even other vehicles) cannot
transport troops as well –they are taken up with the weapons ammunition, stores and crew;
these troops must either walk or hitch a ride with another vehicle.
Unlimbering weapons acts in the same way as dismounting an infantry team and the same
principles occur –of course, a DF-120 howitzer cannot be unlimbered to the side of it’s towing
BTR-50 –even though the tractor has roof hatches –the weapon is being towed to the rear of
the vehicle –therefore towed weapons, vehicles and/or equipment can only ‘dismount’
(unlimber) to the rear of the towing (tractor) vehicle.
Soviet Mechanised formations are adepts at Unlimbering on the Move –this means that a
Soviet Artillery unit may unlimber their weapons and continue to move! –They must unlimber
with 50% to 75% of their movement still remaining and then continue their movement.
Vehicles and infantry that have just finished dismounting cannot then Go To Ground.
However, if the team was dismounted at the beginning of the turn, then that team can use it’s
¼ movement to Go To Ground. Unless the transporting team was engineers.
Vehicles that have just finished moving and dismounting infantry and/or weapons cannot then
be classed as concealed as they have just arrived. At the start of the next turn, if there has
been no further movement, no recee troops within 12”/30cm and no enemy within 8”/20cm,
then the team, artillery, equipment and transporting vehicle can then be classed as
concealed.
GONE TO GROUND
Units that have been stationary for 1 turn may spend their ‘movement’ phase Going To
16
Ground; in otherwords getting their E-Tool to construct hasty and improvised protection
15
Though this does not indicate that the team has suddenly lost their training, it’s just harder to hit
something if you are moving and firing at full automatic –despite what Hollywood would have us
believe! In the real world it is hard to do more than one thing at once in full battlekit under fire…
16
E-Tool is the name for Entenching Tool; the small hand shovels that all infantrymen find themselves
issued with and have to carry –these small shovels are used to construct latrines and shell scrapes and
sometimes hit the enemy (or your sergeant) with…and allways get in the way along with your Gas
Mask bag.
25
such as narrow shell scrapes, small trenches and such like –troops that have Gone To
Ground are more difficult to hit and gain a -1 penalty to be spotted and shot at.
CONCEALED
Troops that are a minimum of 12”/30cm form an enemy formation and 16”/40cm form reccee
troops may spend their turn digging in and concealing themselves. Concealed troops loose
their concealement if they fire and/or move.
Troops can also be concealed by intervening terrain. Terrain may partially obscure the troops,
weapon and/or equipment –thus making it harder to hit. If the team is a minimum of 50%
covered by the intervening terrain, then they are concealed.
CONCEALED 50% of vehicle can't be seen NOT concealed -most of the tank is visible
Once a target has been established via line of sight, no intervening etrrain in the way, it’s not
concealed and all modifiers have been accumulated; then it’s time to actually shoot at the
enemy. 1d6 for every point of the weapons Rate of Fire17 is rolled. More than the Oposing
Teams Skill Level is required for you to hit them. Once this has been established your
opponent rolls any saves (if applicable) and then decides who to remove as casualties.
Unless there is a Medic nearby (see medics later). Simple.
In the illustration above the US Infantry team in the building can hit the Soviet Team at the
base of the building AND the Tank (but not together). They cannot hit the Soviet Team behind
17
Rate of Fire –see the Armoury Section at the end of the book; usually a rifle section will be a ROF of
1, whilst a machinegun will have a ROF of 4 and a team armed with automatic rofles a ROF of 2
26
the Tank as they cannot see them. The US Team is in Heavy Cover (being inside a building).
The Tank and Infantry Teams are not in any sort of cover being in the open.
The US Infantry Team 1 is inside the woods and therefore benefits from medium cover for
Soviet Team 3 firing at them. Soviet Team 4 cannot see them as they are too far into the
woods –neither can they be seen by them. US Team 2 can be seen by both Soviet Teams
and is in light cover. Soviet Team 3 is in the open to both US Teams whilst Soviet Team 4 is
behind the hedgerow benefitting from light cover. In this scenario the woods are closed
therefore armoured and soft skinned vehicles can’t enter.
FIRE ZONE
Artillery may have pre-established FIRE ZONES at the beginning of the game. These are
likely areas of enemy approach that have already been pre-zeroed into their weapons. These
zones (marked on the tabletop or players map) do not require the usual targeting rules to
effectively hit them –once the radio link has been established and the guns can fire; the salvo
lands directly on the pre-established zone with no need to roll for deviation, drift and so forth.
ARTILLERY
Artillery does not fire in the conventional way that troops on the ground fire; artillery is covered
more in depth in the section: ARTILLERY
Vehicles canot enter a building, however, they may force their way into a building, to do so
the player controlling the vehicle must state their intentions before moving the vehicle. This is
called a Mechanical Breach. The vehicle moves adjacent to the building and a skill test is
rolled; if successful then the vehicle has made a hole, or gap, in the wall big enough for the
vehicle to enter. Consult the buildings chart to see if the building collapses ontop of the
vehicle, or if it stands up to the damage. A vehicle inside a building counts as being in cover;
18
Not as daft as it seems in the 21st Century… Rhodesian Selous Scouts in the 1960’s for instance
27
and may also count as concealed. Any infantry entering the building via the big gaping hole
may do so at no penalties! However, firing out of the gaping hole counts as being in light
cover due to the fact there is nothing substantial to hide behind.
BUILDING TYPE COLLAPSES ON: LIGHT VEH. SAVE: ARMOURED VEH. SAVE
Light (Wood etc) 3+ 3+ 2+
Medium (bricks etc) 4+ 4+ 3+
Hard (concrete) 5+ 6+ 4+
Bunker NOT POSSIBLE NOT POSSIBLE NOT POSSIBLE
A vehicle may perform another sort of breach and that is a Stand Off Breach. Declare that is
your intentions before using your tank or armoured vehicle to fire at anything –in other words
your vehicle must not have fired in this turn that it is attempting the breach. Roll a skill test. If it
is successful then a big gaping hole has been punched into the side of the building; big
enough to get an infantry team in. If unsuccessfull then either the round has punched clear
through or chipped some plaster off and not caused any damage –try again next turn. Please
consult the buildings chart to see if your explosives have done any damage to the structural
intengrity of the building and not brought the whole thing crashing down on you!
Of course, if there are any infantry teams inside the building when it collapses, then they are
removed as destroyed. No chance of a medic fixing them; they are removed from play without
any second chances. If the building was of Light Construction then you may roll 5+ saves for
each infantry team and or piece of equipment in the building; on a 5+ the equipment and/or
infantry managed to brush off the wooden slats and limp out of the wreckage. Place them
outside of the collapsed building.
28
Now that your little soldiers have charged around the battlefield, hidden themselves and
worked out who and what is in cover and who and what can be seen, it is time to raise your
rifle and let the enemy have it –The Shooting Phase!
Each weapon, as discussed previously, has what we call a Rate of Fire (ROF); this is how
many dice it can use to hit. Please bear in mind that the ROF is for one team of infantry firing
all the same weapon or one vehicle mounted weapon, such as the main gun or it’s attendand
machineguns.
Declare your intended target and who is going to fire. Roll 1 six sided dice (1d6) for every
point of the ROF, so an M-16 would have 2 dice (ROF of 2) whilst an M-60 Machinegun would
have 3 dice (ROF of 3). Use the target teams Training Level to hit, roll your dice and allocate
any hits according to numbers rolled. The shooting player allocates then hits on the target
team –the owning player can roll any saving throws if applicable; if not, he (or she) may
remove units as casualties (or leave in situ, face up, if a medic is nearby).
MISTAKEN TARGET
The owning player who has received hit’s upon his team may choose to re-assign any
successful hits to another team nearby (within 6”/15cm) to protect any valuable targets (such
as machinegun or weapons teams) –the owning player rolls 1d6 for each team he
is trying to swap; on a 3+ he is successful and the team is swapped, if unsucessfull
the original target is valid and the original team remains hit!
The targeted player cannot use the Mistaken Target ruleif the shooting
team is 4”/10cm away as the shooting team is deemed too close to
make any targeting errors!
ASSAULT RIFLES
Infantry stands armed with the AK series of Assault Rifles have a Rate
of Fire of 2 dice and have a full ROF when moving! This is due to the
Soviet Doctrine of concentrating their fire on the last stages of an
assault. AK Armed stands of infantry also have their full ROF if pinned
and in defence due to the compact nature of their weapons. The range
of an AK is 8”/20cm.
NATO Infantry stands armed with the M-16 series (or equivalent)
Assault Rifles have a Rate of Fire of 2 dice; but halve their ROF if
moving. However, they do add one dice in defensive fire if assaulted
and are armed with LAW anti-tank rocket launchers. The range of an
American M-16a1 M-16 is 12”/30cm.
Assault Rifle Soviet AKs-47 Assault
SLR Armed Infantry stands (Great Britain, Commonwealth, some Assault Rife
NATO/European countries) have a Rate of Fire of 3 dice! They have a ROF of 2
dice if pinned and may add a further dice in defensive fire (4 dice in defence) if armed with
LAW’s. The range of an SLR is 16”/40cm due to the heavier bullet and longer barrel –giving
the weapon a longer range and better accuracy.
29
G3 Rifles (used by the West German Army, Italy and Spain) have
a Rate of Fire of 2 dice and a range of 12”/30cm. they may add 1
dice in defensive fire if armed with LAW rockets.
CLAYMORE MINES
These small, oblong mines standing on a tripod and aimed
towards the possible avenues of approach of the enemy are
usually emplaced before well dug in infantry and can only be
deployed if the infantry team is dug in and has not moved. These
weapons filled with thousands of steel ball bearings are lethal out
to a range of 25meters and within 60* arc of the mine. They can
shred soft skinned vehicles and infantry and can cause damage to
lightly armoured vehicles. They have a firepower of 5+ and a
penetration of 3. Their range is 2”/5cm. They are fired by the
owning infantry stand and can only be used if that stand has not
fired any other weapons in its turn! You must declare you are
SLR Rifle firing your claymores before doing so. Armoured vehicles may re-
roll the first successful hit against their armour. Soft skinned
vehicles and infantry may re-roll the first failed hit allocated to them.
H&K G-3 Rifle
MACHINEGUNS
The American Army uses the M-60a1/a2 7.62mm squad machinegun (replaced in 1990’s by
the SAW). This weapon can be found in the
Infantry squads, mounted on the back of jeeps,
M-113 Armoured Personnel Carriers and as the
US M-60a1/a2
Machinegun
door gun of helicopters! It can be fitted with a
tripod for the sustained fire and AA role. Infantry
teams armed with the M-60 fire 3 dice in the
attack, and have a Rate of Fire of 2 dice if
pinned. The M-60 has a range of 16”/40cm.
The Soviet Union and it’s Warsaw Pact allies use the RPD machinegun as their squad
weapon until the mid-to-late 1960’s, replacing it with the RPK or PK machinegun’s. They are
all pretty similar with a high rate of fire, therefore they have 5 dice in the attack! And halve
their ROF to 3 if pinned or if they have moved; they have a range of 16”/40cm.
PISTOLS
Command Units, Staff Teams, Vehicle
Crews, Observers, some Medic Teams
(especially Soviet) and weapons crews
may be armed with pistols for self
defence –this will be indicated on the Soviet 9mm Makarov
19
teams Armoury Entry . Pistols are only
good at short ranges, therefore they
have a maximum range of 2”/5cm with
1d6 in attack. They may add one dice in
defence only. All pistols, regardless of
calibre are treated equally!
SUB-MACHINEGUNS
Sub-Machineguns, such as the Soviet Ppsh and the Israeli made Uzi are
compact weapons with a high rate of firepower they are usefull in tight
situations, as personal weapons for guerrilla, counter-insurgency teams,
Israeli 9mm Uzi SMG police units and tank crews. They have a range of 4”/10cm with 3 dice,
full Rate of Fire when moving and pinned as well as one extra dice in defence (total of 4
dice!), making these formidable close quarters’ weapons!
19
See the individual Armoury Entries in Part IV
30
Since the end of World War Two in 1945, modern armour has evolved, so has the methods
with wich to combat it! Better penetrative power to guns and the addition of specially designed
warheads such as the SABBOT round, HESH (High Explosive Squash Head), FSDS (Fin
Stabilised Discarding Sabbot) and tandem warheads designed to blast through spaced
armour and discharge their molten core into the armoured fighting compartment.
Not only has the tank got radical new explosives to fire at other tanks, the Armoured
Personnel Carriers have also had a radical makeover –now called Infantry Fighting Vehicles-
such as the MICV 80 Warrior and the Bradley M1/M2 IFV’s, have got the addition of faster
guns (20 and 30mm cannons) and better penetrative ammunition such as the controversial
20 st
DU ammunition used to great effect during the 1 Gulf War (Desert Storm).
To determine if any of these improved armours have had any effect on the improved
munitions you must roll a saving throw for every hit scored upon your vehicles by your
opponent. Add the vehicles Armour Value (expressed as Front/Side/Top & Rear); adding a
+1 if the range is over 16”/40cm. If the number rolled is more than the Penetration Value of
the weapon then no damage is caused. If the number is equal too the Penetration Value of
the firing weapon then your opponent rolls a Firepower Test to see if your crew Bail Out. If the
number rolled is less than the Penetration Value of the incoming shot; then your opoonent
rolls a Firepower Test to destroy your vehicle. If the roll is equal too or more than the
Firepower of the weapon then you have destroyed the vehicle –replace it with a smouldering
wreck or a crater! If the roll is less than the Firepower of the weapon then the crew of the
vehicle Bail Out. A second succesfull Firepower Test immobilises the vehicle and the crew
automatically Bail Out.
If the Saving Throw (Penetration +Armour Value) is LESS THAN the Armour Value
Then the vehicle is UNHARMED
If the Saving Throw (Penetration +Armour Value) is EQUAL TO the Armour Value
Then your opponent rolls a Firepower Test to see if your crew Bail Out
If the Saving Throw (Penetration +Armour Value) is MORE THAN the Armour Value
Then your opponent rolls a Firepower Test to DESTROY your vehicle
The crew of a vehicle that has been targeted and hit twice and has “passed” it’s Firepower
Test to be destroyed gain a -1 to any Morale Tests required to re-mount their vehicle –they
have been too badly shaken and will not get back into what is becoming a death trap!!!
Modern fighting vehicles no longer carry just HE (High Explosive) rounds, but mixtures of
HEAT (High Explosive Anti Tank), APFS (Armour Piercing Fin Stabilised) and APFSDS
(Armour Piercing Fin Stabilised Discarding Sabot) rounds to take on and take out enemy
tanks. The Soviets even have wire guided missiles they can fire through the main armament
for taking out tanks and helicopters (SONGSTER and COBRA) rounds…
20
DU = Depleted Uranium
31
HEAT (High Explosive Anti Tank) Target does not gain +1 for ranges over
16”/40cm
To combat all of these developments in methods to brew up your precious tank and vehicle
crews alive, those clever scientist boffins have come up with several counter measures to
help keep your precious tanks alive long enough to actually get a shot off!
SIDE SKIRTS
The simplest development in additional armour protection for your vhicles, metal plates
(skirts) added to your vehicles side aspect –including such things as additional armour plates
bolted/welded to the side of the turrets and so forth. Noted in the vehicles characteristics as a
S next to the side armour aspect. Vehicles thus fitted with Skirts get a 5+ unmodifiable save
against any weapon targeting their side aspect of that vehicle. On a successful roll the shot
explodes against the skirt and saves the vehicle from damage; if the roll was unsuccessfull
(you rolled less than 5 on 1d6) then the shot penetrates the side aspect as normal. A skirt
saving throw must be taken before any penetration has been worked out –remember to tell
your opponent you are taking the throw though!
COMPOSITE ARMOUR
The latest armour protection for tanks and other fighting vehicles is clever composites of
21
metals and ceramics and other materials (including some plastics and polymers) in clever
combinatins in an effort to defeat modern anti-armour warheads and projectiles. Composite
armour includes Chobham and the Soviet BDD armours. Vehicles fitted with Composite
armour (ndicated by a C in their characteristics)
subtract 1d3 (1d6/2) from the attacking weapons Vehicles fitted with Composite
penetration. If the number remaining is still Greater armour -1d3 to the Penetration
Than ther armour value then the shot penetrates as Value of the Anti-Tank weapon
normal (take a firepower test to see if you destroy the
vehicle). If the resulting number is Equal To the Side Aspect is 16 versus HEAT
armour value then roll a firepower test to see if the weapons
crew Bail Out. If the resulting number was Less Than
the corresponding armour value then the shot did not
penetrate and no effects were felt. Vehicles fitted with Composite Armour have a side rating
of 16 against HEAT weapons –however, HEAT wepaons do not subtract 1d3 from their
penetration.
REACTIVE ARMOUR
Fitted externally to the tank, Reactive Armour takes the form of smll bricks of plastic explosive
in a box with a heavy ‘lid’. These bricks are insesnsitive to kinetic22 but explode when hit by
the high pressure and high tempersture of a HEAT warhead. The brick explodes, throwing the
heavy ‘lid’ out –the acute counter pressure of the steel plate disrupts the formation of the
liquid tongue of the shaped charge in the HEAT round. These bricks are usually fited to the
hull, turret front and the turret sides.
21
The exact composition of composite amrours remains CLASSIFIED and we can only speculate as to
what the armour is made from! But one would guess alternative layers of materials to disrupt the
shaped charges.
22
Meaning solid shot projectiles, they do not ‘set’ the bricks off –therefore there is no saving throw
against solid state projectiles.
32
Vehicles fitted with reactive armour (shown as an E on their stats) are given an ‘additional’
armour save of 4+ against HEAT rounds. This save must be taken before working out any
potential penetration. If the saving throw failed, then
Vehicles with Explosive penetrate the vehicle as normal (if penetrated go on to
Reactive Armour have a 4+ destroy the vehicle with a firepower test as per normal).
Save against HEAT Rounds Reactive Armour is in addition to any other armour type
the vehicle may have. Reactive Armour may be combined
with any other type of armour, such as Skirts (s) and Composite (c).
You MUST declare you are taking an ERA save before rolling for penetration!
If the ERA save fails, roll as per the normal conventions to destroy the vehicle…
Reactive Armour Saves can only be taken from aspect it is fitted to!!
Reactive Armour may be in conjunction of other armours
BAR ARMOUR
Fitted to the front, sides and rear of armoured vehicles and heir turrets, Bar Armour makes
your billion dollar toy look like a chicken coup! But the stand off armour defeats incoming
shaped warheads and tandem warheads such as those in the Milan ATGW from activating
and destroying your precious vehicle. Indicated on the statistics as a B. Bar Armour works as
an additional saving throw of 4+ (unmodified) against HEAT warheads. Bar Armour can be
combined with Composite armours, side skirts and ERA –however! You can only take one
saving throw if the aspect has both Bar Armour and ERA!
Due to the volatile nature of Soviet Main Battle Tanks the soviet player has a +1 to the
firepower test when determinig if his crew will bail out or if the tank is destroyed!!
BAILED OUT!
If a vehicle has suffered a near miss; a round has equalled it’s armour value, then the crew
must take a Firepower Test; if this fails then the crew jump out of the vehicle; abandoning it
(temporarily). Place a suitable counter marked BAILED OUT, or puzzled looking tank crew,
alongside the vehicle, but no more than 2”/5cm away. The crew cannot fight, but will defend
themselves if assaulted in close combat and are armed with pistols for self defence only.
33
Tank/Armoured Vehicle crews may move away from their vehicle in the following turn and/or
GO TO GROUND to avoid being targeted.
If they successfully pass their Motivation Test they may re-enter their vehicle and carry on as
if nothing happened. If however their vehicle is destroyed whilst they are BAILED OUT, then
they (obviously) cannot re-enter it; they must take a motivaton test –if they fail it remove the
crew from play (they have scattered to the wind to avoid being killed) if the pass then you may
move them towards another abandoned vehicle.
Due to the nature of Soviet Indoctrination, Soviet Tank Crews have a duty to fefend their
tank at all costs! And therefore can return fire and fight as an independent infantry team if
they have BAILED OUT! –But only for as long as their vehicle remains either immobilised or
abandoned They must remain within 4”/10cm of their tank –if the vehicle is destroyed then
they will either scatter to the wind or join another BAILED OUT crew.. They must pass a
successful motivation test to carry on fighting and join another BAILED OUT crew. Soviet tank
crews are armed with grenades and SMG’s.
Bailed out crew may move away from their vehicle, or GO-to-GROUND to avoid
being targeted. IF they pass their motivation test they can re-enter the vehicle and
move/fight as normal
MODERN ANTI-TANK WEAPONS
In modern times the lethality of infantry borne anti-tank weapons has
increased. Compare the penetrative power of a modern Anti-Tank Missile to
a WW2 bazooka and you can see the noticeable difference! On top of this
there are several lethal man-portable guided anti-tank weapons such as the
venerated TOW ATGW (Tracked Optical Wire Anti Tank Guided Missile),
the Dragon ATGW and in the Soviet arsenal the SNAPPER, SPANDREL
and SPIGGOT missiles. These can be mounted on vehicles (such as the
TOW equipped M-113’s and Bradley MICV (Mechanised Infantry Combat
Vehicle). The Soviets even mount an anti-tank missile over the main gun of
their BMD’s (i.e Sagger ATGM’s).
US squads are armed with the break open, 40mm grenade launcher (the M-
79) until mid 1970’s and from then onwards the under barrel slung M-203
40mm grenade launcher, usually fitted to an M-16 assault rifle. The M-79 is
a point effect weapon and can be used against both infantry, bunkers and
vehicles to great effect and can also lay a smoke screen! The M-203 can
also be used as a rifle (the M-16 to which it is attached) theoretically giving
the US Infantry squad three (3) rifle teams and a Light MG team. OR can be
used as an indirect/direct fire grenade launcher against infantry, vehicles or
buildings (just like the M-79). The Soviet RPG series of weapons are
shoulder fired missiles that are built to take out armoured targets such as
bunkers and tanks. They CANNOT be fired in the indirect mode and must
be able to see their target in order to fire upon it. They can be used to fire
against infantry as clever Soviet gunners have learned to target the ground Soviet RPG-7
in front of the advancing infantry to make the warhead detonate! The
Soviets also have an under rifle grenade launcher the BG-17 and Pallad; these wepaons are
identical in characteristics as the US M-203 but are usually fitted to the AK series of rifles.
RECOILESS RIFLES
Recoiless Rifles such as the Soviet SPG-9 and the Type-65 and the US M-109, have a Horrid
Backblast. No infantry team can be within 2”/5cm of the rear of the weapon (otherwise they
will be incinerated); neither can the weapons fire from inside bunkers! Recoiless Rifles can
never count as Concelead once fired (they can start concealed) –once fired place a ball of
cotton wool behind them to indicate the weapon has fired.
HORRID BACKBLAST
Several anti-tank weapons such as the RPG-7 and the M-47 Dragon suffer from a horrendous
back-blast when they fire. This metre round ball of smoke lingers on the battlefield (and can
34
crisp anyone directly behind the launcher). In our tabletop battlefield you cannot place an
infantry stand directly behind an ATGW launching team; they must be a minimum distance of
2”/5cm away from the firing team. This ball of smoke makes it easier for the enemy tanks and
gunners to spot the firing team and thus gain a +1 to the spotting roll.
ARTILLERY
Allthough not strictly anti-tank weapons, any artillery or self propelled gun can also fire at a
tank or armoured vehicle directly. Their projectiles are mainly designed for high exploisves
and nt armour penetration so any piece of towed artillery or self propelled artillery halves it’s
penetration if firing at an armoured vehicle. Artillery may never indirect fire at single
armoured vehicles, and can only target armoured vehicles if firing over open sights and on
table to see the target!
ANTI-TANK WEAPONS that are not fitted to a vehicle cannot move and fire! To
successfully target, track and then fire on a moving enemy armoured vehicle the ATGW must
remain stationary; otherwise the shot is a complete failiure! ATGW’s also emit a lot of
35
backblast (for instance the M-47 Dragon) place a cotton ball behind the firing ATGW; this is
now at a +1 to be spotted by the enemy.
Second Generation Anti-Tank Weapons, (marked with 2nd on the table above) are a tandem
2nd
warhead construction therefore they defeat Explosive Reactive Armours –if you are firing a
generation ATGW at any vehicle fitted with Active Armour then that vehicle does not get it’s
Active Armour save. Roll to penetrate as per normal and firepower test to see if
destroyed/bailed out.
GRENADE LAUNCHERS
Soldiers armed with an M-203 or the Soviet BG-15 may elect to fire the rifle instead of the
grenade launcher, or the grenade launcher instead of the rifle –you CANNOT fire both, unless
you are defending in an assault (effectively gaining +1 RoF).
BEEHIVE AMMO
A modern take on the old canistre shots of the Napoleonic and American Civil War periods,
Beehive ammo is basically a giant canistre round maximised to do as much damage to the
enemy as possible. Any NATO tank equipped with Beehive rounds may fire these instead of
their ususal ammunition. A NATO tank firing a Beehive round can still fire it’s machineguns
(cupola, hull, AA MG etc.). The Rate of Fire of a Beehive round is not reduced when the firing
team has moved or is pinned (due to the fact it is hundreds of shots like a giant shotgun and
not a single aimed slug). Beehive ammo has the following profile:
A Soviet Tactic for a flame throwing tank was to drive into the enemy position and then rotate
the turret 360* spewing fire and machinegun bullets as it rotated. This would, in effect, clear a
path all the way around the tank and was useful if being attacked/surrounded. Soviet
engineering tanks equipped with the flame throwing option used to use the same tactic when
assaulting enemy dug in positions –clearing the way for the attached assault engineers to
blast the survivors. If utilising this tactic be warned it uses a lot of fuel! The vehicle may not
36
have moved in its movement step –or if having moved then this tactic has been declared
previously; neither must the main weapon and its machineguns (co-axial and turret
machineguns) have been fired. Once initiated, move the vehicle forward to its intended
destination (bearing in mind rules for terrain and movement penalties); if the vehicle falls short
of its target then it may not engage. If the vehicle is on target then you may immediately
attack every stand of infantry and vehicle within 6”/15cm of the vehicle with machinegun and
flame thrower, inside a 360* circle. Once finished firing the vehicle is then out of fuel and
cannot then fire its flame thrower for the remainder of the game; it my still fire it’s main
weapon at enemy vehicles and/or bunkers if that has not also gone out of ammo. Due to the
limited number of HE and AT shells carried Soviet Flame Throwing Tanks cannot lend their
tubes to any artillery barrages –irrespective of if they have not yet gone out of ammo.
A Soviet tactic is to drive forwards injecting fuel into the engine and then execute a fast ‘U’
Turn, and then disabling the smoke laying. To initiate this tactic the vehicle must not have
moved in its movement phase. Instead if placing the smoke screen anywhere behind the
vehicle as single puffs (adjoining), place the smoke screen as double width, with the laying
vehicle then being 180* from it. The screen thus generated abides by all rules for smoke
screens including drift and wind.
37
38
From the basic slit trench to the more complicated trenchlines with interlocking fields of fire
with belts of barbed wire and minefields to channel your enemies, field fortifications take on
many shapes and sizes. From huge networks of interlocking trenches to simple strands of
wire strung to harass and annoy the enemy, field fortifications can ruin the enemies day!
TRENCHES
Trenches can be a simple two man widened shell hole to a more in depth affair hiding a whole
section with overhead cover and emplaced heavy weapons pits –all depending on how long
the team expects to remain in that position and how much time they have had to prepare.
Troops and vehicles in trenches benefit from being in Bulletproof Cover as well being
Concealed. Troops spending an entire turn in the trench and have not fired are considered to
be concealed as well as gone-to-ground –of course they loose this once they have fired a
weapon! 23 Teams inside the trench can count as gone-to-ground even when they move along
the tench –only loosing this when they have to exit the trench.
Vehicles and troops wishing to cross over a trench count it as a Ditch and halve their
movement rate to cross it –fully tracked vehicles count the trench as Rough Ground. Wheeled
vehicles and man-packed heavy wepaons and artillery pieces treat the trench as Difficult
Going.
Tank pits and gun pits confer a 4+ save on any vehicle or weapon inside! This save must be
made before any firepower tests to destroy it and after a successful penetration test.
BARBED WIRE
Usually defeding a line of trenches or used to channel approaching infantry, barbed wire
consists of eiter single strands, coils or multiple starnads or elaborate paterns depending on
the time and density of the wire. Barbed wire is an obstacle to infantry, weapins teams and
vehicles and horses. It counts as Rough Ground for armoured and half tracked vehicles.
Troops wishing to cross barbed wire may do so at half their movement rate. They must finish
their move adjacent to the wire if less than half of their movement is remaining when they
moved –even if there is more movement to take. In the next turn they can cross the barbed
wire (or make holes in it so that they can cross) to cross (or breach the wire) they must make
a successful Skill Test if the test is unsuccessfull they remain were they are 24 -they may try
again next turn. If successful lthen they can move through the wire (at half their movement
rate)
Armoured vehicles just roll straight over it, crushing the wire and pegs under their weight.
Armoured vehicles treat barbed wire entanglements as Rough Ground and therefore halve
their movement rate to cross it. Once crossed they have Breached the Wire leaving a gap the
size of their vehicle through wich other teams can cross at no penalties.
Infantry who happen to be adjacent to some wire may try and remove it as long as they have
not fired this turn –or are Pinned Down. Roll a Skill Test as above.
23
Or throw a grenade!
24
No doubt scratching their heads and trying to figure a way through the maze of metal thorns
39
MINEFIELDS
Minefields can be either AP (Anti-Personnel) or AT (Anti-Tank) and are usually a mix of both
(if unspecified). Minefields can be hastilly emplaced or pre-planned. Either variety is a
dangerous place to be and there is nothing more terrifying than finding yourself in the middle
of a minefield!25
Minefields usually occupy a space 2”/5cm x 8”/20cm; however there are special cases when
they can be smaller than this (such as Clayomores, see below)
26
Teams wishing to cross a minefield needs a successful Motivation Test, wich, if they pass it ,
can move across it as normal. Any teams crossing a minefield must then make a Skill Test to
avoid setting off any nasty explosives and performing the minefield drill27. Once passed the
test hey have crossed the field successfully (and unharmed).
Any team that fails it’s Skill Test is removed from play as they performed the minefield drill. If
a team sets off a mine, the remainder of the Platoon is Pinned. Any unarmoured (soft
28
skinned ) vehicles are automatically destroyed, as not only does the mine rip of wheels it
also causes considerable damage to the bodywork and occupants! Passengers in any soft
skinned vehicles destroyed by mines have a 5+ save, if they roll more or equal to 5 on 1d6
they escape the blast unharmed (place them at the edge of the minefield); if they fail the roll
remove them as casualties.
Any armoured vehicles that set off mines use their Top/Rear armour aspect:
Penetration Firepower
5 1+
If a minefield is specified as being solely AT then infantry teams only get destroyed if they roll
less than 2+ on 1d6. If they fail the dice roll they are removed as casualties (perhaps there
were tamper devices fitted to the mines) if they pass they cross without penalties (treating the
ground as Difficult Going)
If the minefield is specified as being purely AP then armoured vehicles cannot be harmed by
the mines and have a 2+ save (just like the infantry against AT mines). If the vehicle passes
the test it can cross the minefield without penalties –if the vehicle fails then treat it as Bogged
Down.
NUCLEAR MINES
As crazy as the idea seems, they were developped during the Cold War to put a dent in the
massed formations of Soviet armour rolling across the German Plains (or to defend the Fulda
Gap29. These huge truck mounted mines would have been emplaced at the likely avenues of
Soviet advance and then detonated by some hapless armoured vehicle passing over it. Use
the section on Nuclear Weapons to determine casualties and effects of the detonation –
needless to say the hapless vehicle(s) detonating it will be vaporised. Treat as a ground burst
of .5 kt. In working out blast radius, casualties and fallout rates. Only one mine may be
emplaced at a cost of 1,000 points.30
CLAYMORE MINES
These small, oblong mines standing on a tripod and aimed towards the possible avenues of
approach of the enemy are usually emplaced before well dug in infantry and can only be
deployed if the infantry team is dug in and has not moved. These weapons filled with
thousands of steel ball bearings are lethal out to a range of 25 meters and within 60* arc of
25
Apart from the wrath of an annoyed wife suffering PMT?
26
Are certified as insane…
27
Jumping as high as you can into the air and scattering yourself over a vast area
28
Front Armour Value of 2 or less is considered a Soft Skinned Vehicle
29
See FULDA GAP! The Soviet Invasion of West Germany formore information
30
The exact nuber of actual working mines is still considered SECRET despite them being de-
commissioned; it is believed that there were 4 actual working examples deployed to Germany.
40
the mine. They can shred soft skinned vehicles and infantry and can cause damage to lightly
armoured vehicles. They have a firepower of 5+ and a penetration of 3. Their range is 2”/5cm.
They are fired by the owning infantry stand and can only be used if that stand has not fired
any other weapons in its turn! You must declare you are firing your claymores before doing
so. Armoured vehicles may re-roll the first successful hit against their armour. Soft skinned
vehicles and infantry may re-roll the first failed hit allocated to them.
Infantry on foot can avid an AT Ditch, however, vehicles tend to find them trickier to avoid!
Infantry treat them as Difficult Going whilst all vehicles find them Impassable. Infantry and gun
teams inside an AT ditch are both Concealed and in Bulletproof Cover.
Model your Dragons teeth on bases measuring 2”/5cm wide by 8”/20cm long. Either in
interlocking rows or spaced out evenly in a line.
Czech hedgehogs are constructed from steel I beams or railway tracks welded into a pronged
shape. They are placed in belts, usually interlaced with barbed wire to keep the infantry
slowed down. Czech hedgehogs are impassable to all vehicles. They are counted as Difficult
Going for gun teams and infantry –if there is no interlocking barbed wire! Othersie treat them
as barbed wire obstacles that are impassable to vehicles.
Model your Czech hedgehogs either singularly on small round bases, or in alternating strips
with interlacing barbed wire measuring 2”/5cm wide by 8”/20cm long making an effective
barricade!
31
Usually called ENGINEERS, but can also be refered to as nut jobs!
32
As they do not posess the right type of bayonetted for the job?
41
as long as it’s movement. The density of the minefield remains at 50% regardless of vehicles
combining to make the size of the field. If however a second vehicle is following the original
vehicle creating the minefield (or a
truck is added to the unit) then the
minefield will be considered to be at
100% density.
BULDOZERS
Engineers are equipped with all manner o heavy equipment designed to either make, or
break, obstacles. Bulldozers are a great piece of kit, for not only creting anti-tank ditches,
trenches or hull down positions for yur armoured forces, but they can also be used to clear
huge gaps in minefields, barbed wire obstacles and demolish your nice dragns teeth.
Bulldozers may attenot to clear minefields on a successful Skill Test. They must start their
turn adjacent to the minefield and not have moved this turn (or be pinned down!). On
successfully passing a Skill Test a path the width of the dozer is cleared through the
minefield. Of course, the dozer can turn around and clear a pathway adjacent to the dozer
next turn. If the dozer fails it’s skill test (and it’s re-roll for being an engineer), then roll 1d6, on
a 3+ the vehicle isBogged Down, on 2 or less it is destroyed by the mines!
42
Bulldozers may be used to clear away barbed wire and dragons teeth. If the dozer starts the
game alongside the obstacle and has not mived this turn it may attempt, on passing a
successful Skill Test to clear the obstacles. If successful then a pathway the width of the
bulldozer is created, if the test is failed (and the re-roll for being cool engineers) then the
dozer is halted –it may attempt to try again next turn.
Bulldozer blades fitted to tanks work in the same way as a dedicated bulldozer.
Bulldozers can also fill in shell scapes and level rubble and other battlefielddetrius –changing
Difficult Going into Rough Ground. Unfortunately impassable terrain remain that, impassable!
For every truck not having moved, is not pinned down or otherwise incapacitated, you may
field one minefield or three barbed wire emplacements.
For every truck that is not occupied laying mines or stringing barbed wire obstacles, is not
pinned down or otherwise occupied, you can place up to four dragons teeth or Czech
hedgehogs.
Minefields thus constructed are Hasty Minefields and are at 50% stregth.
Engineering vehicle may also attempt, on a successful Skill Test and not being pinned down
or otherwise occupied (or having moved this turn) can try and repair an obstacle –such as un-
fill an AT-ditch, or re-string the wire in abreached barbed wire emplacement or fill in the gaps
in your nice minefield. Of course, the vehice does get to re-roll the first failed Skill Test for
being engineers.
43
Place out a counter to indicate your point of aim (this will move with deviation and so forth) –
this may be a dice, or a suitable card counter or washer or whatever! –The Point of Aim may
be any terrain feature, building, vehicle or infantry team that is within the unobstructed line of
sight of the spotting team. Once this is done you roll to Range In. Consult the Target Teams
Skill level to determine the dice roll required to sucesfully Range In.
You get three attempts to Range In; –if all three dice attempts fail, then you have completely
failed and the Point of Aim marker is removed from the tabletop. –You may tatenpt again next
turn.
If you are sucesfull then you place out your artillery barrage template and blast the enemy to
bits! You may use other observer teams to also Range In on your target (particulalrly usefull if
the target is hard to hit!) however, if you are combining spotters and you don’t then need them
you cannot utilise them to spot for other targets!
Artillery Observers may be mounted in helicopters and slow moving aircraft to allow
them an unparalleled view of the battlefield without obstructions!
STAFF TEAMS
Attached Staff teams to a Battery allow you to plot the fall of shots and ‘record’ the target co-
ordinates allowing you on subsequent turns to repeat the fire order (All Guns Repeat) –
therefore the previous target co-ordinates, team, vegicle or weapon become in effect pre-
designated Fire Zones.
Notionally the battery will be deployed to the nearest friendly table edge for the purpose of
measuring for ranges/etcetera and can hit any target on the tabletop (regardless of calibre of
firing unit).
44
All NATO fire support assets that are assigned at Company Level are under the direct control
of the Platoon and Company Commanders. All Weapons Platoons, Mortar Platoons and even
Artillery Platoons taken as a Company Support Option do not suffer the +1 penalty to the
ranging in roll when called for by their attached Platoon or Company commanders.
Any enemy team hit by a TOT bombardment that has been ranged in on the first attempt, re-
roll successful saves in the first turn only. The TOT bombardment cannot utilise the All
Guns Repeat and can only be used if it’s been successfully ranged in on the first attempt.
Roll a skill test for the operators of the GSR and apply the following modifiers:
ROCKET BATTERIES
Rocket Batteries are just like artillery batteries (but fire rockets as opposed to shells.
However, rocket batteries are quite easy to spot when firing as they have a huge backblast!
Place out a cotton wool ball whenever your rocket batteries fire –this last for one turn.
Any vehicles, tanks and such like hit by an artillery/rocket salvo use their TOP armour aspect
to save.
45
FIRECRACKER ROUNDS
The US Army in the 1960’s was experimenting with fragmentation rounds for artillery, a round
that would explode like a cluster bomb and disperse bomblets over a vast area. Termed
Firecracker these rounds dispersed, hit the gorund and then bounced up into the air exploding
showering the surrounding area with deadly shrapnel.
A US artillery unit armed with Firecracker rounds may fire these instead of their ususal
bombardment. Each towed M-101a1 (105mm) and self propelled M-108 (105mm) counts as
two weapons and each towed M-114a1 (155mm) and self propelled M-109 (155mm) counts
as four weapons firing!
Artillery bombardments using Firecracker ammunition always use a double artillery template
(due to the vast area each round covers) and rather than re-rolling for misses for 6 to 8+
weapons firing. Firecracker ammunition has an Anti-Tank of 1 and a Firepower of 6
To represent the instability of the onboard electronics of the M712 Copperhead the US player
has to consult the Unstable Electronics chart, before any other dice are rolled, roll 1d6:
Unstable Electronics:
1–3 FUBAR! The electronics fail inflight, use the
Targets Front Armour aspect
4–6 The electronics work as planned, use the
Targets Top/Rear Armour aspect!
If you are firing DPICM then you do not need to roll on the above table
Light Armoured vehicles are destroyed if they fail their 5+ vehicle Good Luck Chuck saving
throw!
Armoured vehicles are hit on the Top/Rear aspect of their amrour with the following:
Penetration Firepower
4 5+
33
Or the nearest Table Edge if deployed “Off Table”
46
Artilelry firing RAP’s extend their range by half their maximum range again.
Excellent Communications!
The US and NATO armies have an excellent communications network cementing a good
relationship between the artillery and the infantry. Any Platoon HQ and 2iC who is not busy
doing anything can act as a spotter for artillery just as a Company Command Team can do
without suffering a +1 penalty for the ranging in attempt! These teams can also act as
spotters for allied platoons and companies if required. Unfortunately Soviet Teams cannot!
Chemical and Biological weapons are released to the Battalion Front and therefore a
Company Command Team may spot for a chemical or biological strike from their own
attached artillery batteries. A Chemical/Biologial strike can be spotted for by any observer
team, either controlled by the firing battery or attached from a higher chelon.
MORTARS
Mortars between 40mm to 99mm calibre may make Point Attacks versus another infantry
team. Once ranged in, they may continue to make attacks on the same team –even if that
team has moved! No further Ranging In need be done. If the target team is destroyed, then
the mortar must make a Ranging In roll to attack another target team. A battery of four
mortars can make four separate point attacks against four separate targets or a single attack
against a target using the template. They cannot make two point attacks and combine to
make a template attack; all mortars in the battery may make separate attacks OR a single
template attack –no combining attacks. Mortars from a separate battery may also combine
their mortars into a single attack on the same target –using the double width artillery template.
All rules for ranging in, spotting and deviation apply. The target is still attacked with half the
characteristics of a normal attack –despite the fact it is two batteries combining. If a third
battery combines an additional template is not added, but two dice per target under the
template are rolled. A fourth combining battery does not add any further dice but any misses
may be re-rolled.
Mortars may combine their battery to make a single attack using the artillery template. All
rules for ranging in, deviation etcetera apply. The target team and all those under the
template are hit at half the effect of the mortars penetration and firepower. No further Ranging
In attempts need be made against the same target –unless that target has moved. The target
point may be locked in if the spotting team was either an attached Forward Observer to the
47
mortars or another Forward Observer (artillery or such like). If the target point is locked in
then no further ranging in need be applied (or deviation) –the target point can be hit each turn.
However! Any teams that were originally under the target point and now have moved need to
be hit and ranged in as per normal! Any new teams entering the area covered by the target
point need not be ranged in at all and can be hit as normal. If the original FO team is killed
and removed from play the target point is still locked in! just because the original spotting unit
is now removed does not mean the battery has lost the co-ordinates!
ARTILLERY
All artillery batteries may make single point attacks against armoured targets. These attacks
are used over open sights and must be made at half of the maximum range of the piece with
+/-1 to the dice roll to hit (using the skill level) . if such an attack is made then they cannot use
the remaining pieces of the battery that has not fired to make a template attack!
Soviet tanks of 90mm+ calibre may add their tubes to any artillery bombardment. Doing so
acts as a further artillery battery firing into the target area with all subsequent rules. The tanks
act as a ammunition section giving the bombardment a further dice to hit/wound. The tank unit
of platoon or higher must not have moved or fired in the turn that it is adding it’s weight to the
bombardment.
Soviet mortars of 60mm+ may also combine to any artillery bombardment, with the same
effects as if the mortars had successfully ranged in and then attacked the target unit. Mortar
units may only combine in such a way if they have not moved or fired in their previous turn.
Rocket batteries and BM-21 launchers cannot add their weight to any ongoing or pre-existing
artillery bombardments; neither can they be reinforced by any additional artillery firing at their
target. Rockets can only combine bombardments with other rockets.
48
half the characteristics of penetration and firepower. Minelet ammunition cannot combine in
an artillery attack as it has its own specialist rules. Minelet ammunition must be ranged in as
per normal, once ranged in the round(s) are fired; creating a minefield of the usual width and
depth. The minefield may be of mixed types, HE, AT and AP of a 50/50 mix (despite minefield
density) and must be declared as mixed before firing!
Subsequent firings onto an existing minefield target area are classed as already being
Ranged In if conducted by the same firing unit. Any units that were not the original unit will be
classed as a new unit firing and create a separate minefield. The units attempting to create a
minefield in this manner must not have moved or fired in the previous turn (or be supressed
by enemy artillery).
Cruise Missiles launched from either an aircraft or from a ground mounted launching platform
may also make minefields utilising the same rules as above with one exception! A cruise
missile created minefield is classed as being at 50% for one Missile firing, 75% for two and
10% for any more than three missile firing to create the (same) minefield.
49
The modern battlefield is a dangerous place for any aircraft to be flying over. The cheapness
and ready availability of MANPADs (Man Portable Air Defence) and mobile SAM (Surface to
Air Missile) systems makes it a hazardous place to over fly! The Soviet doctrine of Air-
Defence in depth has a broad array of
anti-aircraft measures, from large AA-
Guns, to mobile and static missile
systems that have a wide variety of
operational ceilings to blast any aircraft
unfortunate to venture within range to
smithereens.
Unlike conventional WW2 game’s where the only threat to an aircraft is a dedicated AA
machinegun or artillery piece, the modern pilot has to contend with this vast array of missiles
as well. To represent this, ALL SAM missiles automatically hit the aircraft they are ‘firing at’ –
34
however to make it fair on the pilot of said targeted aircraft, he (or she ) has to make a
successful skill test to avoid the
SAM AIRCRAFT DAMAGE TABLE missile. If the test has
1d6 Result Damage/Action Result successfully been passed then
1 The missile is a dud –fails to explode; he (or she) can continue as per
No damage is caused normal. IF the test is a failure,
2-3 Aircraft hit, pilot MUST ABORT mission then the aircraft is hit and is
Remove aircraft from play required to take a 1d6 roll to see
4-5 Aircraft is damaged, but can continue the result of the strike and
on a successful MORALE test – consult the table alongside .
otherwise pilot aborts current mission
6 KA-BOOM! Aircraft destroyed –remove
from play
RPG-7’s may be fired at helicopters, roll to hit as per normal with a -2 to the dice roll.
AA machineguns and AA Cannon/artillery use conventional rules to resolve hits and damage
versus airborne targets.
There is NO DIFFERENCE between a vehicle mounted SAM and a man-portable SAM –only
the respective ranges as to which they can engage a target.
34
The Peoples Air Force of China employs several female pilots, flying not only transports aircraft
(like in the Soviet Union) but fighters also.
50
Aircraft have a three point movement phase unlike other vehicles. They are brought onto
table, moved to their Release Point (where they deploy their wepaons) and then moved to the
table edge (were they exit the table). During these phases, of course, the aircraft is vulnerable
to ground fire –as discussed in the section regarding AA Fire. Aircraft are brought on by either
the FAC (Forward Air Controller) or any Platoon, Company (or higher) HQ that requests them.
At the release point, the aircraft can release it’s ordinance and cause all manner of havoc on
the table top! Aircraft have a ‘Load Points’ profile in the Table of Organisation & Equipment;
this specifies the maximum number of rocket pods, bombs, guns and cannon that particular
aircraft can carry.
Administering an air strike is pretty much like calling in Artillery; however, the aircraft are ON
TABLE when they launch. Roll to hit as per normal (an aircraft requires 4+ before
modifications to hit the target) –apply modifiers and then place out the appropriate templates
as to what ordnance the aircraft is dropping; either bombs or napalm.
Aircraft can fire cannon, machineguns AND rockets as POINT ATTACK –as in anything in
front of the aircraft, weapons such as bombs can be released depending on the weapon
release point and if the aircraft is flying LOW, MEDIUM or HIGH.
WEAPON TYPE NOT IN COVER LIGHT COVER MEDIUM COVER HEAVY COVER
250 kg bomb 4+/+1 additional 4+/+1 additional 5+/+1 additional 6+/+1 additional
500 kg bomb 3+/+1 additional 3+/+1 additional 4+/+1 additional 5+/+1 additional
1,000 kg bomb 2+/+3 additional 2+/+2 additional 3+/+1 additional 4+/+1 additional
Napalm bomb automatic 2+ 2+ 3+
First number in the chart is the number needed to HIT the infantry, the second number is the
modifier for each additional weapon released on that point (aim and roll to hit as if using a
single weapon, but use second number to hit infantry in the chart)
51
Bombs can deviate –unlike artillery. If the 4+ roll To Hit fails then roll to deviate consulting the
following chart. Roll 1d6 and move the template 1d6 if
the aircraft is at LOW LEVEL; 1d6+2 if at MEDIUM
LEVEL and 1d6 +4 if at HIGH LEVEL in the direction of
the first dice roll. Apply all damage and hits as normal –
even if the template is over friendly troops.
Huts, hooches and bamboo constructions may be set alight by a NAPALM or BOMB strike.
Consult the following table and roll the appropriate dice.
52
The majority of modern nations posess sophisticated air forces (we’re talking WARSAW Pact
and NATO rather than Middle East/Africa), therefore the chances of you actually being able to
deploy your flight of nice shiny F-16’s to the tabletop to napalm those enemy formations
without them being intercepted by some Mig-29 Fulcrums is increasingly difficult.
The majority of the West and the Soviet Union is covered by an increasingly more
sophisticated and very extensive network of early warning receivers and radar installations,
SAM batteries, AA guns and fighters all linked in by radar and your flight of ground attack
aircraft suddenly find themselves in a desperate air-to-air battle dodging high powered
surface-to-air missiles the size of telegraph poles and fighter-interceptor’s whose whole
existence is to lurk around the sky and obliterate anything that comes within range of their
guided AA missiles.
AIR SUPPORT
Air Support is paid for just like any other unit, however, it is not immediately deployed to the
tabletop, but remains Off Table untilcalled for. Once called for it can remain on table (On
Station) flying about and messing up the enemies day, or it can chose to leave by any
available table edge to return Off Table to wait to be called forward again.
The requesting HQ cannot have requested any artillery or be acting as an observer for it to
request aircraft.
Aircraft that have been successfully requested and are on the entry table edge, can not be
shot at and can also defend themselves.
In the armoury section the fighters will be marked with what role they can fullfill. Some fighters
will be marked solely as interceptors or ground attack whilst others may have two (or more)
roles marked –these are multi-role fighters and can be used for intercepting enemy
53
aircraft/helicopters as well as attacking ground targets. They are usually armed with self
defence or attack guided AA missiles.
INTERCEPTORS
Fighters marked as Inteceptors can remain off table once purchased and when the enemy
player deploys their aircraft can fire on them with one (1) guided missile attack (ignoring the
range of the missile). If the attack is successful the enemy player cannot then deploy that
fighter as it is now a pile of burning wreckage –or has retuned to base with several holes in its
airframe. If the enemy player also has multi-role aircraft or interceptors he (or she) may also
make a single attack against the firing aircraft. If that attack is successful lthen both aircraft
are eliminated! Any remaining aircraft can deploy as normal!
AIRCRAFT MOVEMENT
Aircraft move very fast. Modern aircraft move even faster! Aircraft move like helicopters once
on table, the controlling layer picks a spot on the table and moves their aircraft to it –however,
aircraft are not ffected by terrain, minefields, obstacles or any other terrain restrictions.
Aircraft are allways flying high, unless coming in for a straffing/bombing run therefore line of
sight is not interrupted by scenery.
Choose an enemy team and that is your target. Place the aircraft within 6”/15cm of the team
and roll to hit as normal if engaging with cannon; if using bombs (or guided bombs) then roll
1d6 hitting on a 4+, if the roll is unsuccessfull then roll to deviate as normal. Any models
under the template are then hit according to the rules for bombs (see page 50 of the rulebook)
Once the aircraft has finished bombing or straffing it can move to a table edge of the
controlling players choice for it to ‘leave’ the battlefield. The aircraft can return if called for
(successfully) again. SAM and AA troops or any other AA capable infantry may fire at the
departing aircraft in their firing turn.
ON STATION AIRCRAFT
Aircraft that are On Station remain on thetabletop once deployed and remain on the tabletop
and act like gunships (see page 56 of the rulebook). Aircraft On Station only leave the
tabletop if the controlling player wishes them to (either to appear in the reserves box or to re-
arm and refuel) or if they have run out of ammunition and bombs! –Aircraft that are On Station
can return to the fight once they have spent a
minimum of 1 (one) turn off table to re-arm and re-
fuel and can return to any table edge the controlling
player wishes –tho they must remain off table for 1
(one) further turn if the elected table edge is
controlled by the opposing player. If an On Station
aircraft is destroyed they canot return to the fight –
they are destroyed and removed from play just like
any other deployed platoon or company. You can
own more than one aircraft and aircraft of differing
makes and tipes.
FIRING or BOMBING
Aircraft under wing (pylon mounted) ordnance in the
shape or rocket pods, guided missiles or rockets,
missiles and rockets, rocket pods or cannon fire to
the front of the aircraft (180*) whilst all bombs,
napalm and free-fall ordinance is placed to the rear
of the aircraft by the tail section (see diagram )
GUIDED AA MISSILES
Some aircraft can be armed with Guided AA Missiles –these can only be fired at other flying
targets and not at ground targets; neither can they be fired at parked aircraft on the ground!
Guided AA Missiles can be fired in the opponents deployment turn if they are on Interceptors
or during the owning player’s normal firing turn. They can be fired alongside any bombs,
missiles, rocket pods or cannon.
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Guided AA Missiles can fire to the front arc of the aircraft only and may attack any aircraft or
helicopter as long as the skill test is passed to hit (the targeted aircraft must make a
successful skill test to avoid the missile at a -1 if the missile is comming from their rear
aspect) otherwise the targeted aircraft is obliterated (see page 50 of the rulebook)
GUIDED BOMBS
Guided bombs or rockets use a laser
beam to guide the projectile onto their
target –so if the target moves it does not
matter! The targeting aircraft can still hit
it! Roll to Range-In as if directing an
artillery strike; if successfully ranged in
place a Ranged In token on the target.
FAST MOVERS
Modern aircraft are fast! Manually operated and optically aimed AA artillery and machineguns
have a difficult time keeping up with them. On a roll of 5+ the targeted aircraft speeds through
the danger zone and is missed by any ordinance being trown at it. Radar guided or controlled
AA artillery and Surface-to-Air Missiles ignore this saving throw and hit as per normal (see
page 50)
55
Certain Infantry get a thrill out of jumping from perfectly serviceable aeroplanes; these
35
specialist infantry are called Paratroopers . The Soviets have several divisions of
Paratroopers whilst NATO has it’s equivalent, either West German paratroopers, US 101st
and 82nd Airborne and the British Paratroop Regiment alongside the Frech, Belgians and
Italians.
Paratroopers do not deploy onto the table like regular infantry, instead they arrive from the
reserves. Paratroopers do not ‘walk’ onto the table but arrive from the air; therefore their
specialist ability needs to be paid for before the start of the game at a cost of 40 points per
Platoon. This includes their transport aircraft, be it Antonov AN-12’s or C-130’s.
Paratroopers cannot go-to-ground once they have landed as everyone has spotted their
bright canopies and the low flying aircraft! However, they can move imediatey up to 6”/15cm
once they have landed and can perform a Paratroop Assault Move.
CAUTIOUS MOVEMENT
Once deployed on the ground paratroop units can use the cautious movement rule to go-to-
ground whilst moving. This must be done after their first turn when they have arrived; as they
cannot go to ground as soon as they have arrived as everyone has noticed their arrival!
However, once they are on the table they can move up to their maximum movement
allowance (allowing for terrain) and can go to ground. They cannot fire or have been spotted!
Paratroopers ignore boggy conditions and treat them as their normal movement rate (full
movement)
INFILTRATORS
Paratroopers are Infiltrators and can start the game concealed! This can only be done if they
have not parachuted onto the tabletop! If they have been deployed as ‘regular’ infantry then
they can use the Infiltrators special rule.
Paratroopers may attempt to infiltrate during their movement phase. Move up to their normal
movement rate of 16”/40cm using all of the rules for cover and terrain. If the unit finishes
behind enemy lines then roll 1d6 for every unit, on a 2+ they are undetected, on a failed roll
they have been spotted and the enemy can engage you. If you are undetected you may go-
to-ground.
35
Or if they were civilians Insane
36
minimum Platoon HQ or 2iC for NATO or Company HQ or 2iC for Soviet forces
56
The Soviets as well as NATO forces have dedicated reconnaissance troops in each of their
formations. These troops jobs is to scout out the terrain ahead, find viable routes as well as
possible areas of cocnealement, lager positions and fall back routes as well as the vital role of
gathering intelligence on the disposition of enemy forces.
Reccee troops have the Infiltrators and Cautious Movement rules the same as paratroopers37.
Recce troops also have a few other specialist abilities such as Scouts.
SCOUTS
Recce Troops can, at the start of their turn, reveal an enemy formation that is concealed or
gone-to-ground is within 6”/15cm as long as the reccee troops themselves are not pinned,
have moved or are otherwise engaged (like firing at an enemy or spotting for artillery!). The
enemy formation must be within line of sight of any of the reccee elements in the unit and
eny enemy troops thus revealed are not counted as gone to ground or concealed for the
remainder of the turn (and can therefore be pulverised by artillery or firepower!). A reccee
platoon or unit thus revealing an enemy cannot move or shoot or even assault as they arer
too busy relaying information and intelligence. They can of course be concealed themselves
or gone-to-ground and this has no penalty on revealing enemy formations.
The reccee elements must pass asucessful Skill Test to disengage. If failed they remain
where they are and suffer the full brunt of the enemies firepower. Reccee elements may fire
back or assault if they survive the hail of firepower!
Reccee elements may disengage from assaults; they roll one skill test per unit instead of
conducting defensive fire. If they pass they may move away at half their movement rate. Any
teams that have not sucesfully disengaged are eliminated. (Casualty rules still apply).
Reccee teams, if in the open or have been spotted, may be targeted by artillery. The artillery
may have one (1) attempt at ranging-in and cannot re-roll any failed attempts. If unsucesfull
the recee elements may move their full movement (taking into account terrain and other
penalties); if sucesfull then the recee tema is hit by the artillery bombardment as per normal.
Reccee teams are adept at spotting concesled enemies and therefore cannot be ambushed.
Enemy teams cannot ambush any friendly forces that are within 8”/20cm of a reccee element
–as that element has alerted the friendly unit of the presence of enemy forces –regardless if
they have moved, fired or been pinned.
57
You may at the beginning of the game elect ONE of your platoons in a company to be that
companies Recon Element or ONE Company in your Battalon to be the Battalons Recon
Elements. These forces will deploy to the fore of your other forces and may be twice the
command distance from their usual controlling HQ.
Due to the scarcity of radios issued to platoons and companies within Soviet formations, units
designated to do reconnaissance by Battle have no methods of alerting the following units
that they have encountered strng enemy resistance –they hope that the sounds of battle will
carry back to their commander and alert them that way. Therefore a unit engaged in a firefight
with a stronger enemy unit that it cannot overwhelm, rolls a skill test to see if the sound of
battle carries back to it’s parent unit –if the test is passed then the following units know of the
ensuing battle and enemy forces up ahead; if the test fails then the following units can blindly
blunder into the enemy positions and suffer the penalties for doing so!
Any Soviet force that is designated as a Recon Element for a larger force (but in itself is not a
dedicated Reccee Unit) that encounters an enemy force, must roll a skill test to see if
it’sparent units knows of the fight. This may be a small platoon size unit, or a carefully dug in
battalion… Upon being fired upon (discovering the enemy) the Soviet player rolls the skill test;
if the test passes then he can deploy his following units knowing the enemy is ahead –
otherwside the following units cannot fire unless fired upon…
Soviet Motorised Units remain mounted, even when conducting Reccee duties. They will drive
forward until fired upon by the enemy; then they will dismount and with their carriers providing
fire support (in the form of it’s cannons and machineguns) will assault the enemy position(s).
once overcome; they will then re-mount their APC’s and continue until the next enemy force.
They will only stop if they encounter a much larger enemy force, or if they are destroyed!
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During the course of a normal game, you take turns to shoot at the enemy forces, any
successful hits and the enemy team is removed from play as Destroyed. This takes into
account that your shots may have killed and wounded some of the men comprising the team,
the remainder are now hurriedly evacuating the wounded back to an aid post. In the modern
battlefield there are several attached Medic’s to each Company that have a dedicated job of
tending the wounded, freeing up the remainder of the team to carry on with their job –shooting
the enemy. In COLD WAR! The Medic teams move from area to area tending the wounded
and evacuating them via their dedicated jeeps, ambulances and even helicopters.
Any Infantry Team that suffers a hit is NOT removed as Destroyed, rather it is marked with a
WOUNDED counter, this indicates that the team has suffered casualties. You can represent
this by either laying the base down so that the soldiers point at the sky, or by adding a small
marker to the team to indicate their wounded status, i.e. WOUNDED or WIA38
Wounded teams can move without penalties and can move at the double if they are heading
towards a Medic or Ambulance Team –moving at the double does not give the wounded team
any penalties or make it ‘Out of Command’ –even if the rest of the Platoon did not move at
such a rate.
Wounded teams can only
shoot if in self defence
and if they are attacked in
an assault they must
break off at the earliest
opportunity. Wounded
Teams count as pinned
for the purposes of
firing/assaulting.
IF a wounded team receives a second Wound Marker then the team is removed from play as
Destroyed (counting towards the Platoon Morale Check); once a team is removed from play
any accumulated Wound Counters and NBC protection counters are removed (and returned
to the pool).
Medic’s are NON-COMBATANT for the majority of NATO, US and British armies, but are
armed for self defence in the Warsaw Pact and Soviet Armies. Medics CANNOT shoot or
assault; unless they are Soviet/Warsaw Pact –then can only defend themselves and must
break off at the earliest opportunity.
Medics act as Independent Teams and can only treat ONE (1) wounded team per turn.
Medics mounted in Jeeps can treat up to TWO (2) wounded teams and Hospital Trucks can
treat up to FOUR (4) wounded troops per turn. Dust-Off helicopters can evacuate up to 5
wounded teams.
Medic Teams are INDEPENDENT TEAMS
38
WIA = NATO acronym for Wounded In Action as opposed to KIA: Killed In Action
59
Helicopters are paid for out of the regular Equipment Lists –they are NOT part of the Air
Support Pool and do not have the same restrictions as Aircraft have. Helicopters can fall into
three categories, Transport, Gunship and Transport-Gunship.
Transport helicopters are any version that can carry troops from one point to another,
included in this general heading are liaison helicopters, spotter helicopters and light utility.
Transport helicopters may be armed with door mounted (pintle) machineguns (either light or
heavy) for self defence –transport helicopters do not carry any other type of ordinance.
Gunship’s are the armed transport helicopters that provide close-in support for the
Transport helicopters. Gunship’s are armed with door mounted (pintle) weapons for self
defence as well as stubby pylons upon which various other weapons can be mounted such as
gun pods mounting gatling guns or heavy machineguns, rocket pods, wire guided anti-tank
missiles and other such ordnance.
Transport-Gunship’s are a
combination of a Transport
and Gunship helicopter, that
is a transport helicopter that
also has additional
ordinance in the form of
pylons mounting weapons
mounts (such as the Mil-24
Hind D and the UH-60
Blackhawk helicopters).
HELICOPTER MOVEMENT
US 1st Cavalry, 227th Aviation Co. UH-1D
Helicopters can enter the
table and have multiple release points, they can land and take off, hover and otherwise lurk
about and linger unlike a fixed wing aircraft which has to flight straight (or near enough so).
Helicopters, like aircraft, must designate at what point they are going to enter the table, you
must designate this before bringing your helicopters onto the table –just like an aircraft!
Helicopters move in the controlling players movement phase and can shoot in the controlling
players shooting phase, just like a vehicle. Helicopters can shoot ‘over’ friendly teams and
enemy and suffer no movement penalties for firing or to fire. Helicopters can fly over any
intervening terrain features.
Helicopters can spot for artillery; either if they are a dedicated reccee or spotting helo such as
an OH-6 or Kiowa but also if they are a utility or gunship model. Recee helo’s find targets not
inly for the infantry and guns on the ground but lso gunships and can be attached to gunship
helicopter platoons.
Remember that it takes ONE MOVEMENT TURN to enter the table as the helicopter is on it’s
approach. Whilst ‘approaching’ the helicopter can be fired at by any dedicated Anti-Aircraft
weapons (if available). Once on table any infantry weapons can fire at the helicopters as long
as they can draw a line of sight to the helicopter. Any Dedicated AA weapons can also shoot
at the helicopters if they can draw a line of sight to it and are on AIR OVERWATCH.
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When the helicopter is first requested a Landing Zone (LZ) must be designated, or it must be
designated as soon as it enters the table! –The only exception is if the helicopter is a gunship
as they are there to fly support only and count as flying tanks.
Helicopters are counted as Independent Teams, for transport, gunship and gunship-transport.
A helicopter may go up and down ONE level per movement turn without any penalties. It may
also do this if hovering (flies straight up).
LOW LEVEL Helicopters is roughly at the height of the trees, it is the most
accurate level for firing, but you are an easier target for ground
fire
When at Low Level the helicopter can skim over all intervening terrain and can fire all of it’s
onboard weapons as normal. Enemy may target the helicopter by drawing a line of sight to it
and firing in their Firing Phase. Dedicated AA weapons can only fire at the helicopter in the
controlling players turn and if they are on AIR OVERWATCH.
HIGH LEVEL High altitude negates the affects of ground fire (unless dedicated AA
fire) but makes hitting anything with any degree of accuracy near
impossible! Unless you are using rocket pods. Door mounted LMG are
ineffective.
At High Level the helicopter is zooming high above the battlefield (this is sometimes referred
to as Transit Level or Transit Mode) Whilst flying high only Dedicated AA weapons (MG’s,
SAM’s and AA Artillery) may fire at the helicopter. Whilst at this altitude the helicopter cannot
fire any of it’s door guns or main armament unless firing at another helicopter at the same
altitude.
YOU CANNOT board or disembark ANY troops if you are flying at LOW level you must
roll for your troops disembarking, any 6’s result in injury;
the stand of infantry that ‘fell’ is PINNED
All the time the helicopter is on table and visible to the enemy, the enemy can shoot at it!
Helicopters remain on table until the player who controls them wishes them to leave!
FIRING AT A HELICOPTER
Any Unit that can see a helicopter and is
armed with AA weapons (any weapon that
is an LMG, LAW, rifle grenades and RPG’s) can fire at a helicopter. Measure to the fuselage
and NOT the rotors! Gunships are removed from play if they are destroyed and count as
destroyed for any platoon morale checks. Transport helicopters are destroyed along with any
61
transporting passengers! Removed from play in the usual manner, unless they were on the
ground –in wich case replace with a wreckage marker.
Any Infantry Team with a wounded marker may be evacuated by any empty helicopter (or a
specifically requested Dust-Off) as soon as the team is in contact with the landed helicopter in
the designated LZ (pick up zone). Roll 1d6 for every team requiring medical evacuation:
On the roll of 3+ the wounded marker is evacuated via the helicopter and the team is restored
to ‘full health’ and can carry on fighting as normal.
On a roll of 1-2 the team is too badly shot up and requires immediate evacuation, remove the
team from the tabletop, the Team is destroyed and counts for the purposes of a Platoon
Morale Check.
HELICOPTER MOVEMENT
Helicopters move over all obstacles on the
battlefield and cover ground a lot faster than any
jeep or car can. Therefore a helicopter does not
have a regulated movement such as a tank or
soldiers has, instead the owning (and controlling)
player moves the helicopter as far as they want,
positioning it where you want it. Helicopters
must remain in-command during their
‘movement’ and when placed. Helo’s cannot be
placed on any hazardous terrain and can only
end their movement where they can safely be
placed. Gunships ignore minefields; however
UH-1D’s and other transport helicopters
(including the Soviet Mil-Mi24 Hind) can be
affected by minefields –especially if they have
just landed in one!
Helicopters remain on table from turn to turn, shuttling about like busy bees and only leave
the table when the controlling player wishes them to –or if they are going back to re-load with
more infantry; or are taking wounded back to base.
ROCKET PODS
Gunship’s are armed with rocket pods as well as an assortment of other ordnance (but never
napalm like holywood would lead you to believe). Rocket Pods are under the fuselage of the
helo, or on stubby wing pilons and can only fire to the FRONT ASPECT of the gunship.
Gunships can never be counted as concealed if they have fired their rocket pods!
Rocket pods come in various sizes, 14, 42, 48 and 76 tube pods.
14 Tube Pods are one shot weapons and can only fire one bombardment per game; unless
they return to base to re-arm.
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42 Tube Pods can fire a bombardment each turn and have enough rockets to last a game.
48 Tube Pods can either fire a four weapon bombardment each turn, with enough rockets
to last the game or empty their entire rocket pod in on go counting as a nine-weapon
bombardment using a double width SALVO artillery template.
76 Tube Pods may fire a four-weapon bombardment as if they were a 48 tube pod –having
enough rockets to last the entire game. Or they can empty their pods in one massive
bombardment counting as a 16 weapon bombardment and using the double width SALVO
template and re-rolling failed hits.
If a 48 or 76 rocket pod armed copter empties their pods they cannot fire another
bombardment until they have re-armed (returned to base to do so).
DAISY CHAIN
US helicopters and gunships would often form up to arrive one after the other to pound the
previous helicopters target. Helicopters thus forming up in Daisy Chain will place separate
artillery bombardments with separate ranging-in rolls –as if they were separate artillery
batteries. However! You may wish to combine all of your firing gunships into one huge
battery, adding the number of tubes fired together into one combined bombardment –with one
ranging-in roll and modifiers as needed.
SCOUT HELICOPTERS
The OH-6 Loach and Bell Kiowa are
dedicated scouting and liaison helicopters;
in their scouring role their primary mission
is to find targets for the gunships or grunts
on the ground to pound. If a scout
helicopter passes a successful skill test it
has marked the enemy team; they now
count as spotted for any artillery to
successfully pound to pieces; if the
scouting copter failed the test then
assume it overflew the target.
Helicopters that are not dedicated scounting helo’s may also attempt to mark enemy units but
do so at a +1 to the skill test.
63
OBSERVER HELICOPTERS
The Battalion HQ may be mounted in observation
helicopters, so may the artillery or forward air
controller; giving them the advantage of flying loftily
over the battlefield in a robust and lythe vehicle.
Teams mounted such may act as a spotting team
for any and all gunships, artillery and Fast Air.
Unlike other observer teams a team mounted in a
helo may spot whilst moving without suffering any
penalties! After all, that’s what they are trained to
do. Targets can only be spotted if they are within
16”/40cm of the observation helicopter due to the
difficulties of finding targets whilst moving.
64
NIGHT FIGHTING
A lot of combat can occur at night, two units blundering into each other as they try and
manoeuvre to a new position, or a night assault on known enemy positions. In the modern
battlefield, most forces have access to, or have been equipped with, night sights, starlight
scopes, IR searchlights, IR goggles and other pieces of kit that make the night an eary green
colour and everything in the green ladscape nice and visible even the sergeant catching a
quick sleep behind that unconcealing bush. Unfortunately not everyone has access to such
39
pieces of shiny kit therefore if youre fighting at night your visibility will be hampered:
Visibility Movement
1d6 Result
Distance Modifiers
1 Dusk 20”/50cm None
2-3 Night 12”/30cm HALF
4-5 Full Dark 4”/10cm QUARTER
6 Dawn 24”/60cm None
This is not how far your weapons will fire, but how far you can see your target! Roll once at
the beginning of the game to see what sort of twilight battlefield you will be fighting in.ALL
units are counted as concealed when fighting at night. However, the units are not concealed
by cover but by the darkness of the night. Ambushing troops must still deploy within
16”/40cm. Reconnaissance troops cannot use Cautious Movement as everything is pitch
black! No unit can use On the Double.
FIRING AT NIGHT
Units can only range-in on units that they can actually see! Therefore a spotting unit can only
call in artillery on a unit it can see (either a muzzle flash gave it away) or it is within the
distance of the chart above (see Night Fighting above). Teams that have previously fired are
allways visible as long as they are within Line of Sight.
39
The authors unit had one night vision goggle for every 15 troops!
65
flash). Any enemy units within 24”/60cm negate the effects of night fighting and can roll to hit
as per normal. However! If the enemy unit has done a shoot and scoot manoeuvre, the
muzzle flash remains where the vehicle had last fired from and not it’s present (new) position.
Platoons may also Re-Organise their internal structure, for instance, loan out their LMG’s to
another swuad in return for riflemen and so forth. These sorts of attachments remain in effect
for the remainder of the game, with the loaned units counting owards morale and platoon
strength as normal.
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TIME ON TARGET
Modern Fire Control methods and the proliferation of field radios and communications
equioment allow’s the field artillery to coordinate the fire of their guns so that the first round
from every gun lands at the same time, in effect obliterating the target area before the enemy
have a chance to react and find cover. However, this method is not good for prolonged
bombardments as by the second round the enemy that has survived would have found some
cover!
If an artillery battery with a Staff Team Range In sucesfully on the first attempt they may do a
Time on Target bombardment. Every enemy team that ishit by such a bombardment must re-
roll any sucesfull saves –as there is just no time to batten diwn the hatches and find cover!
This rule is for the first turn of bombardment and does not apply if the artillery battery is firing
an All Guns: REPEAT! Or a Hit ‘em With Everything bombardments.
If sucesfully Ranged In then the battery can fire upon the enemy guns –any sucesfull hits roll
1d6; on a 5+ you have destroyed the crew of that piece (remove it from play) –otherwise your
fire did nothing but throw some dirt around!
If your target battery is ‘Off Table’ then you can Range In on the enemies table edge; always
counting the enemy battery to be in the middle of their table edge. Range In as per normal; if
sucesfull then roll to hit as normal –any sucesfull hits roll 1d6 as above. On 5+ you have
destroyed one of the enemy’s guns.
Of course if the enemy battery is an SPG battery than you have to penetrate first. Do not roll
any dice; check your batteries armour penetration against your targets roof (or rear) armour
value; if you have penetrated roll to destry using your Firepowrer Rating as normal. If
sucesfull then remove that gun from play! SPG crews cannot Bail Out as they will be
destroyed by the rain of shells –treat any equal too rolls as having no effect.
If the enemy battery is in Bulletproof Cover then roll to make a Firepower Test –if sucesfull
then remove that gun frm play as eliminated!
UNDER COMMAND
Officers are trained to call in fire support from their Battalion Mortars and constant practise
allows them to bring in quick, effective fire to help their infantry or armoured units. Any
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Company or Platoon40 Commander or 2iC can call in fire support from their attached artillery
units; including their mortars, field artillery, towed artillery and weapons platoons and do not
suffer the usual +1 Ranging In penalty for doing so!
MIXED BATTERIES
Soviet artillery units may mix artillery batteries, 122mm with 130mm, or 130mm with 152mm
and so on. Batteries containing three or more guns of 130mm+ gain the following benefits:
1) If the total number of guns firing is five or less then all of the guns or howitzers count
as 130mm+
2) If the number of guns is more than the number of heavier weapons, then the effects
are diluted and the howitzers and guns count as the lighter version
3) If the number of weapons is equal, then use the WORST Firepower and lowest
Penetration Rating of the weapons firing due to the effects being diluted…
Soviet guns are designed to be light, therefore Heavy Guns (152mm+) are treated as Medium
Guns for movement and Medium Gun Teams as Light Gun Teams for movement purposes (if
not limbered up behind a transport)
Soviet Tanks can also tow artillery if needed; especially in an assault phase of the operation.
Whilst towing, tanks can still fire their main and secondary armamaents; but cannot unlimber
on the move unlike dedicated tows such as trucks, tractors or APC’s.
ROCKET BATTERIES
Soviet Rocket batteries may utilise Staff Teams to allow the all guns repeat. NATO and US
Forces cannot use Staff Teams to allow their guns to repeat fire. Rocket Batteries can use
the ‘double wide’ Artillery Template if they are firing more than 4 firing units at a target. Rocket
batteries (unfortunately) leave a very big trail of smoke; place out a smoke marker to the rear
of every unit that fired; the enemy can use this to ‘range in’ on your battery –the ‘spotting
team’ does not require a line of site to the battery as the smoke is a ‘dead’ give away! Soviet
Forces may fire their batteries whilst ‘on the move’ to try and ‘conceal’ the smoke trail. If you
are attempting to do this do not move the battery during the movement phase –declare
your intent and then fire the battery as per normal, with a -1 to the ranging in dice (if firing on
the move you cannot use your Staff Teams to repeat guns) place out the smoke marker as
per normal, then move your battery up to half the movement distance allowed (8”/20cm)
40
Or, for Soviets, Battalion and Company Commanders only!
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RECOVERY SECTIONS
Armoured Recovery Sections may attempt to repair armoured vehicles that have been
damaged during the fighting. To do this the recovery Section must move adjacent to the
damaged vehicle and declare it’s intent to ‘recover’ that vehicle. A skill test is required; if
successful then the vehicle can be repaired on the subsequent turn and can resume normal
operations (as long as it has a crew to crew it!) –if unsuccessful then the vehicle is beyond
repair and cannot be fixed (or recovered). Only ONE test can be made per damaged vehicle.
A Medical Company (or Platoon) may be, before the game starts, be broken down and
attached to comoanies or platoons of the force. For instance a medical pltoon may have it’s
three ambulances attached to the mechanised infantry company. In this case the Medical
Platoon HQ will attach it’self to the Companies HQ. This way, every platoon within that
mechanised coy will have an ambulance team attached to it and an ambulance (HQ) team
attached to it’s HQ unit. If the medical detachment is a company, then the platoons will be
attached to the companies and the medical HQ will attach it’self to the battalion HQ.
FLECHETTE ROUNDS
Every American rifle squad has up to TWO M-79 or M-203 40mm grenade launchers, one per
Fire Team. Whilst they boost the squads long-range firepower the 40mm grenade launcher
can fire flechette rounds acting like a giant shotgun. G/L armed squads can roll an extra dice
to hit in defensive fire during assaults; this gives them three dice if they are not pinned down
or two dice if they are…
Unfortunatley the Soviets do not posess 40mm grenade launchers until the BG-17 came
along in the mid 1980’s –therefore a Soviet Squad POST 1980 may be equipped with BG-17
launchers under their AK’s and can use the Flechette Rounds special rule.
Rifle Teams armed with LAW66’s may fire the LAW instead of their normal rifles during the
firing phase; if they choose to engage an enenamy vehicle, tank or personnel with their
disposable LAW’s they do so using the second statistic line shown on their arsenal page.
LAW’s add+1 dice to defensive fire if your teams are equipped with them.
ASSAULT MOVE
Specially trained to fight from their armoured vehicles, Mechanised Infantry (both US and
Soviet) can fight from their armoured transports. Unlike the Infantry who use their transorts
41
You read that right, yes, Termite Mound’s!!! as sometimes they were hollowed out and concealed a
VC fighter…
69
merely as taxies, Mechanised Infantry can use their trasports to get them into the fight! The
team must not have mounted or dismounted during the turn, neither must it be pinned down,
bailed out, or bogged down! In the first round of assault the Mechanised Team may move into
close combat from aboard their armoured transport; once in combat they add one additional
dice for the first turn only; on the second turn they must dismount and fight as per normal! A
mechanised Infantry unit may move an additional 6”/cm if declaring an Assault Move.
Any mechanised unit initiating an Assault Move may move an additional 4”/10cm in the
shooting step as well as their movement allowance!
COMBAT ATTACHMENTS
Before the game begins the US Player may swap up to ONE (1) platoon of their mechanised
or armoured companies for a platoon of any of their supporting companies, mechanised,
armoured or combat support companies making a Combat Team. For purposes of morale
and casualties the swapped platoon has joined it’s company and is therefore now part of that
team and not the original owning company. Therefore a US battalion of an armoured and a
mechanised company with a support company may detach one of it’s platoons from the
armoured company and attach it to the mechanised company and vice-a-versa creating a
mechanised coy of two mech. Platoons and a tank platoon and a tank coy of two tank
platoons and a mech platoon.
STRATEGIC BOMBERS
When calling for air support you may declare that you are requesting a Strategic Bomber. Roll
your dice from the Air Support Pool as per normal, and if sucesfull your request has been
approved and instead of a flight of aircraft you gain one (1) Strategic Bomber; either a TU-95
Bear if Soviet or a B-52 is US/NATO. However reduce your Air Support Pool by three dice
instead of one as per normal, as requesting and deploying a Strategic Bomber utilises a LOT
of available air resources. You can only request a Strategic Bomber if you have enough dice
in your pool to satisfactorily pay for it! –If the Strategic Bomber is lost due to Air Superiority
then the points (dice) spent on that bomber are also lost and cannot be recovered.
CENTRALISED CONTROL
The Communist Government emphasises comformity and obedience with its citizens and
even more so sith it’s army with military operations being centrally planned and controlled with
their lack of sophisticated communications hindering their flexibility. Soviet forces are not as
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loosely organised as those of NATO; therefore for game purposes a Soviet Company is
treated as a Platoon and a Battalion as a Company.
Therefore a Soviet Battalion operates like a giant company, with its attached companies
acting like giant platoons (and those platoons as suads and fire teams). A US Platoon must
remain In Command to move and act freely –a Soviet Company has to be In Command to do
the same.
Tasked with keeping the disciplinary records and unit histories the Zampolitrucks are also the
political representative of the Politburo and as such are incharge of the soldiers political
indoctrination and training. Political Officers, muchlike the Commissars of WW2 inspire
suicidal morale and passionate political motivation –so much so that any unit within 12”/30cm
of a Zampolitruck may re-roll any failed Motivation Tests. A Battalion Zampolitruck allows any
subordinate units to that battalion within 24”/60cm to re-roll up to twice any failed motivation
and morale tests –once per turn.
A Zampolitruck section may take over the duties of any command unit if that command unit is
eliminated and will act as a command unit; including being able to spot for artillery; tho at -2 to
any skill tests (accurately calling artillery strikes is a little outside of the ordinary Zampolitrucks
remit!) Zampolitrucks are Independent Teams!
FOR MOSCOW!
A Soviet unit that has been reduced to half of its total strength may attempt to rally it’s troops
into a desperate defence/attack with the cry FOR MOSCOW! The unit shakes off it’s losses
and grasps it’s AK’s and charges the nearest enemy unit at double rate and gains one extra
dice in close combat for every unit making contact for the first round of attacks. This
manoeuvre can only be attempted on a successful motivation test! And can only be attempted
once per unit per turn –however, if the unit fails two For Moscow rolls and is within 24”/60cm
of a Zampolitruck Unit then the unit is eliminated and removed from play –the Political Officers
have lined the traitorous soldiers up against the nearest wall and shot them.
No Retreat! No Surender!
Any Soviet Guards Force may use the No Retreat! No Surrender! Special rule. Being an elite
Guards Unit, the soldiers feel that they are bigger and better than your usual bunch of
recruits, conscripts and prison dregs from the satellite territories or the darkest areas of the
Caucassus. Only the best Russian recruits, officers and men are recruited into a Guards Unit
and therefore have a better political indoctrination and spirit de corps than your average
conscripted soldier. A Guards unit may ignore any morale and motivation tests required to
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either to the suicidally impossible or for any losses suffered. The only time a Guards Unit
needs to take a moralke test is if it suffers 75% of losses in a single turn, or is reduced to
having only 25% of the starting force remaining –then it may re-roll any failed motivation tests
–after all, there is NO retreat and NO surrender!
For each off table assets you wish to bring onto the table, consult the enemies current
Jamming Level and roll 1d6 –more than the number is required for your message to get
through uninterrupted. Less than that number and it has been blocked. Roll for each Off Table
asset, such as artillery, mortars, reinforcements and aircraft. For each one you must roll for
ECM.
For every GSR, or Jamming Vehicle you have assigned to your Battalion you can add 1 re-roll
up to a maximum of 3 re-rolls (3 such vehicles) –regardless if you have more vehicles! (so if
you have 4 vehicles you can only ever have 3 re-rolls).
72
INFANTRY COMPANY
INFANTRY COMPANY
SUPPORT option
OPTIONS:
Add Signals Team to HQ +12 pts
Add 2 M-151 Jeeps to HQ +25 pts
INFANTRY PLATOON
INFANTRY PLATOON
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OPTIONS:
Add Signals Team to Company HQ +12 pts
Add 2 M-151 Jeeps to Company HQ +25 pts
Add .50 HMG toCoy & Platoon HQ Jeeps +8 pts ea
Add Signals Team to Platoon HQ’s +12 pts ea
Add M-151 Jeep to Platoon HQ’s +5 pts ea (max 2)
Mount Forward Observer in M-151 Jeep +15 pts
Add Jeeps to Mortar Platoon (max 5) +5 pts each
76
OPTIONS:
Add M-557 Command Vehicle to HQ +FREE points
Add Staff & Fwd Observer Team’s +80 pts
Mount FO in MD-500 helicopter +20 points
Add M-151 Jeep to Staff & Observer Team +FREE
Add M-60 LMG to Observer’s Jeep +2 points
FO May be detached as ‘Independent Team’
Battery can be deployed ‘Off Table’
(Lt) ARTILLERY BATTERY (Lt) ARTILLERY BATTERY Staff & Observer Team
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78
OPTIONS:
Add M-151 Jeep to Platoon HQ +5 points
Add M-60 LMG to Jeep +5 points
Add Decontamination Team +35 points
(E6) NBC RECON SQUAD (Sgt) NBC RECON SQUAD (Sgt) NBC RECON SQUAD (E4) DECON TEAM
HQ SECTION WITH:
(Lieutenant) PLATOON HQ 2 Ambulance Sections 58 points
3 Ambulance Sections 95 points
OPTIONS:
Add M-35 Hospital Truck to HQ +15 pts
Swap ALL jeeps for UH-1D, +20 points (3x
UH-1D Medevac helicopters)
79
(Lieutenant) PLATOON HQ
HQ SECTION WITH:
2 Anti-Aircraft Squads 198 points
4 Anti-Aircraft Squads 360 points
OPTIONS:
Add M-151 Jeep to Platoon HQ +12 points
Add AA MG to Jeeps +4 points each
Swap Vulcan AA Squad for M-42 Duster +15
pts each squad –maximum 2 squads
Add Air-Search Radar Section +60 points
Can be deployed ‘Off Table’
80
81
HQ SECTION WITH:
(Lieutenant) MORTAR PLATOON HQ 4 M-125 Mortars 150 points
OPTIONS:
Add M-113 to Platoon HQ +5 points
Add MG’s to HQ M-113 +5 points
Add M-40 Recoiless Rifle Squad +65 points
Swap ALL M-125’s for M-106 4.2” mortars
+45 points (for four M-106’s)
An M-106 battery can be held ‘Off Table’
82
OPTIONS:
Add M-557 Command Vehicle to HQ +FREE pts
Add Staff & Observer Team +80 pts
Mount Observer in MD-500 helicopter +20 points
ARTILLERY BATTERY Add M-151 Jeep to Staff & Observer Team +5 pts
Add M-60 LMG to M-151 +FREE
ARTILLERY BATTERY Add Firecracker Ammo +70 points
Add Beehive Ammo +25 points
Add Chemical shells to SPG’s +100 points
FO may be detached as ‘Independent Team’
ALL Artillery may be deployed ‘Off Table’
(Lt) 105 or 155mm ARTY BATTERY (Lt) M-109 SPG ARTY BATTERY Staff & Observer Team
83
OPTIONS:
Add M-557 Command Vehicle to HQ + 20 pts
Add Staff & Observer Team +80 pts
Mount Observer in MD-500 helicopter +20 points
ARTILLERY BATTERY Add M-151 Jeep to Staff & Observer Team +5 pts
Add M-60 LMG to M-151 +FREE
ARTILLERY BATTERY Ammo +70 points
Add Beehive Ammo +25 points
Add Chemical shells to SPG’s +100 points
Add .5kt Nuclear shells to M110a1 +900 pts each
Add Minelet shells to M-110 and M-107 +FREE
Add Willie Pete ammo to M-110 and M-107 +50 pts
FO may be detached as ‘Independent Team’
ALL Artillery may be deployed ‘Off Table’
Add Artillery Tractors to Batteries +20 pts each
(Lt) M-110 8” SPG BATTERY (Lt) M-107 175mm SPG BATTERY Staff & Observer Team
84
OPTIONS:
Add M-113 to Platoon HQ +10 points
Add HMG’s to each M-113 +5 points each
Add Decontamination Team +40 points
(Sgt) NBC RECON SQUAD (Sgt) NBC RECON SQUAD (Sgt) NBC RECON SQUAD (Sgt) DECON TEAM
85
OPTIONS:
Add M-151 Jeep to Platoon HQ +10 points
Add Signals to Platoon HQ Team +10 points
Add Air-Search Radar Section +90 points
Add MG’s to M-113 at +5 points each
86
1 Battalion HQ
(Major/Colonel) BATTALION HQ
HEADQUARTERS
BATTALION HQ 50 pts
OPTION:
Add Forward Observer +45 pts
Mount FO in Jeep +10 pts
Add .50 HMG to Jeep +10 pts
Add HQ Tank Section +215 pts
Add Medical Team +25 pts
Add Recovery M-728 +48 points
ARMOURED COMPANY
ARMOURED COMPANY
SUPPORT option
SUPPORT option
87
(Lieutenant) PLATOON HQ
HQ SECTION WITH:
2 Armoured Squads 360 points
OPTIONS:
Add additional M-48a1’s to each squad, +65
points each (maximum 2 allowed)
Fit loaders hatch with MG’s +5 points each
OR Fit loaders hatch with HMG +10 pts each
ARMOUR PLATOON
88
89
(Lieutenant) PLATOON HQ
HQ SECTION WITH:
2 Anti-Aircraft Squads 198 points
4 Anti-Aircraft Squads 360 points
OPTIONS:
Add M-151 Jeep to Platoon HQ +12 points
Add AA MG to Jeeps +4 points each
Swap Vulcan AA Squad for M-42 Duster +50
pts each squad –maximum 2 squads
Add Air-Search Radar Section +60 points
Can be deployed ‘Off Table’
(Sgt) VULCAN AA
90
OPTIONS:
Add Fuel re-Supply Section +35 points
OPTIONS:
Add M-557 Command Vehicle to HQ + 5 pts
Add Staff & Observer Team +80 pts
Mount Observer in MD-500 helicopter +10 pts
Add M-557 & Jeep to Staff & ObsTeam for FREE
Add Firecracker ammunition +50 pts per gun
Add Beehive ammunition +25 points per gun
Fo may be detached as ‘Independent Team’
May be deployed ‘Off Table’
(Lt) ARTILLERY BATTERY (Lt) ARTILLERY BATTERY Staff & Observer Team
91
AIRMOBILE COY
(Captain) SCOUT & AERO-WEAPONS TEAM
AIRMOBILE COY
AIRMOBILE COY
92
OPTIONS:
Add Signals Team to HQ +12 pts
Add UH-1D to HQ +12 pts
OPTIONS:
Add UH-1d to Platoon HQ +10 pts
Add LAW-66 to each RIFLE TEAM of the
platoon +12 pts each team
WEAPONS PLATOON
93
OPTIONS:
Add extra AH-1G Cobra’s at a cost of +95
points each (Maximum 2 allowed)
Add AeroScout Team +140 points
At the beginning of the game you may combine your Aero-Scout Team with your
Aero-Weapons squads; creating two teams of AH-1G’s and MD-500’s; if you have
opted for the extra gunships then they will pair up and form a single two ship team.
You can ignore such pairings for Company Morale Checks.
OPTIONS:
Swap HQ MD-500 for UH-1D +6 points
94
OPTIONS:
Add Staff & Observer Team +80 pts
Company HQ Signals/Observer Team Mount Staff & Observer in UH-1D +10 points
Swap ALL Cobra Gunships in one battery for
HMG Cobra’s for +60 points
Swap 42 Tube Pods for 2x 48 Tube Pods
+12pts each Gunship (must be in pairs of
gunships –maximum 4 ships)
(Lt) ARTILLERY BATTERY (Lt) ARTILLERY BATTERY Staff & Observer Team
95
HQ SECTION WITH:
(Captain) PLATOON HQ
2 Reconnaissance Squads 158 points
3 Reconnaissance Squads 185 points
OPTIONS:
Add LAW-66 to each RIFLE TEAM +12 points
each team
Add Aero-Weapons AH-1G +98 points
(StaffSgt) RECON SQUAD (StaffSgt) RECON SQUAD (StaffSgt) RECON SQUAD (E6Sgt) AERO-WEAPONS
96
LIEUTENANT
LIEUTENANT
97
CAPTAIN
98
99
INFANTRY COMPANY
INFANTRY COMPANY
SUPPORT option
100
INFANTRY PLATOON
INFANTRY PLATOON
101
102
OPTIONS:
Add M-151 Jeep to Platoon HQ +12 points
Add AA MG to Jeeps +4 points each
Swap AA MG for .50 HMG +2 pts each
Add Air-Search Radar Section +65 points
Can be deployed ‘Off Table’
103
OPTIONS:
Add M-557 Command Vehicle to HQ + 10 pts
Add Staff & Fwd Observer Team +80 pts
Mount FO in MD-500 helicopter +10 points
FO May be detached as ‘Independent Team’
Add M-557 to Staff Team & Observer’s +20 pts
Firing HE, Smoke or Minelets +FREE
Add .5kt Nuclear Payload +700 points each
Add .1kt Nuclear Payload to Lance +900 points
Add Chemical/Biologic Payload +135 points each
Battery can be deployed ‘Off Table’
104
OPTIONS:
Add Signals Team to HQ +12 pts
Add M-557 to HQ +5 pts
MECHANISED PLATOON
MECHANISED PLATOON
MEDICAL PLATOON
105
HQ SECTION WITH:
(Lieutenant) MORTAR PLATOON HQ 3 M-125 Mortars 125 points
OPTIONS:
Add M-113 to Platoon HQ +5 points
Add MG’s to HQ M-113 +5 points
Swap all M-125’s for 4.5” Mortars +50 pts
Add Anti-TankSquad +110 points
106
OPTIONS:
Add M-557 Command Vehicle to HQ + 5 pts
ARTILLERY BATTERY Add Staff & Observer Team +70 pts
Mount Observer in MD-500 helicopter +10 points
Add M-151 Jeeps to Staff & Observer Team +5 pts
ARTILLERY BATTERY Add Firecracker Ammo +70 points
Add Beehive Ammo +25 points
Add Chemical shells to SPG’s +100 points
FO may be detached as ‘Independent Team’
ALL Artillery may be deployed ‘Off Table’
(Lt) 105/155mm ARTY BATTERY (Lt) M-109 SPG ARTY BATTERY Staff & Observer Team
OPTIONS (Continued):
Add USAF GLCM Missile
Battery +450 points
Firing HE, Smoke or
Minelets +FREE
Add Chemical/Biological
payload to GLCM Battery
+150 points EACH
Add .5kt Nuclear Payload
+800 points each
Add 1kt Nuclear Payload to
GLCM Battery +1000 pts ea.
107
OPTIONS:
Add M-557 Command Vehicle to HQ + 20 pts
Add Staff & Observer Team +80 pts
Mount Observer in MD-500 helicopter +20 points
ARTILLERY BATTERY Add M-151 Jeep to Staff & Observer Team +5 pts
Add Firecracker Ammo +70 points
ARTILLERY BATTERY Add Beehive Ammo +25 points
Add Chemical shells to SPG’s +100 points
Add .5kt Nuclear shells to M110a1 +200 pts each
Add Minelet shells to M-110 and M-107 +FREE
Add Willie Pete ammo to M-110 and M-107 +50 pts
FO may be detached as ‘Independent Team’
ALL Artillery may be deployed ‘Off Table’
Add Artillery Tractors to Battery +20 pts each
108
1 Battalion HQ
(Major/Colonel) BATTALION HQ
HEADQUARTERS
BATTALION HQ 50 pts
OPTION:
Add Forward Observer +45 pts
Mount FO in Jeep +5 pts
Add .50 HMG to Jeep +10 pts
Add M60a1 Tank Section +190 pts
Add Medical Team +25 pts
Add Recovery M-51 +68 points
ARMOURED COMPANY
ARMOURED COMPANY
SUPPORT option
SUPPORT option
109
(Lieutenant) PLATOON HQ
HQ SECTION WITH:
2 Armoured Squads 288 points
OPTIONS:
Add additional M-60a1’s to each squad, +60
points each (maximum 2 allowed)
Fit loaders hatch with LMG’s +5 points each
OR Fit loaders hatch with HMG +10 pts each
ARMOUR PLATOON
ARMOUR PLATOON
110
111
OPTIONS:
Add Fuchs to Platoon HQ +22 points
Add Decontamination Team +40 pts
(E6Sgt) NBC RECON SQUAD (E6Sgt) NBC RECON SQUAD (E6Sgt) NBC RECON SQUAD
OPTIONS:
Add Fuel re-Supply Section +35 points
112
113
LIEUTENANT
114
LIEUTENANT
LIEUTENANT
LIEUTENANT
115
116
117
INFANTRY COMPANY
INFANTRY COMPANY
SUPPORT option
Pick your Companies (as per the Battalion
type) and then add your support from the
support available for your Battalion Type.
(See chart at side)
A MAXIMUM of 6 support options is
allowed; 2-3 Company Support and 3-4
Battalion Support.
118
INFANTRY PLATOON
119
120
HQ SECTION WITH:
(Lieutenant) PLATOON HQ
2 Anti-Aircraft Squads 215 points
4 Anti-Aircraft Squads 375 points
OPTIONS:
Add Humvee to Platoon HQ +10 points
Swap .50 for Mk.19 +2 points each Humvee
Add Air-Search Radar Section +55 points
Can be deployed ‘Off Table’
121
HQ SECTION WITH:
(Lieutenant) PLATOON HQ
2 Ambulance Sections 58 points
3 Ambulance Sections 95 points
OPTIONS:
Add M-35 Hospital Truck to HQ +15
points
Swap ALL Humvee for UH-1D, +20 points
(3x UH-1D Medevac helicopters)
122
OPTIONS:
Add M-557 Command Vehicle to HQ + 5 pts
Add Staff & Fwd Observer Team +60 pts
Mount FO in MD-500 helicopter +10 points
FO May be detached as ‘Independent Team’
Add M-557 to Staff Team & Observer’s +5 pts
Firing HE, Smoke or Minelets +FREE
Add .1kt Nuclear Payload to Lance +900 points
Add Chemical/Biologic Payload +135 points each
Battery can be deployed ‘Off Table’
123
OPTIONS:
Add Signals Team to HQ +12 pts
Add Bradley MCV to HQ +20 pts
MECHANISED PLATOON
WEAPONS PLATOON
MEDICAL PLATOON
124
HQ SECTION WITH:
(Lieutenant) MORTAR PLATOON HQ 2-M125 Mortars 85 points
3 M-125 Mortars 125 points
OPTIONS:
Add M-113 to Platoon HQ +5 points
Add Cupola HMG to M-113 +10 points
Add LMG’s to HQ M-113 +5 points
Swap 81mm For M-106 4.5” Mortars +45pts
(Sgt) MORTAR SQD (Sgt) MORTAR SQD (Sgt) MORTAR SQD (Sgt) MORTAR SQD
125
(Lt) 105/155mm ARTY BATTERY (Lt) M-109 SPG ARTY BATTERY Staff & Observer Team
OPTIONS (Continued):
Add USAF GLCM Missile
Battery +450 points
Firing HE, Smoke or
Minelets +FREE
Add Chemical/Biological
payload to GLCM Battery
+150 points EACH
Add .5kt Nuclear Payload
+800 points each
Add 1kt Nuclear Payload to
GLCM Battery +1200 pts ea.
126
OPTIONS:
Add M-557 Command Vehicle to HQ + 20 pts
Add Staff & Observer Team +80 pts
Mount Observer in MD-500 helicopter +20 points
ARTILLERY BATTERY Add M-151 Jeep to Staff & Observer Team +5 pts
Add Firecracker Ammo +70 points
ARTILLERY BATTERY Add Beehive Ammo +25 points
Add Chemical shells to SPG’s +100 points
Add .5kt Nuclear shells to M110a1 +200 pts each
Add Minelet shells to M-110 and M-107 +FREE
Add Willie Pete ammo to M-110 and M-107 +50 pts
FO may be detached as ‘Independent Team’
ALL Artillery may be deployed ‘Off Table’
Add Artillery Tractors to Battery +20 pts each
127
1 Battalion HQ
(Major/Colonel) BATTALION HQ
HEADQUARTERS
BATTALION HQ 50 pts
OPTION:
Add Forward Observer +45 pts
Mount FO in Humvee +10 pts
Add .50 HMG to Jeep +5 pts
Add M1a1 Tank Section +290 pts
Add Medical Team +25 pts
Add Recovery M-51 +65 points
ARMOURED COMPANY
ARMOURED COMPANY
SUPPORT option
SUPPORT option
128
ARMOUR PLATOON
ARMOUR PLATOON
129
130
OPTIONS:
Add Fuel re-Supply Section +35 points
OPTIONS:
Add M-557 Command Vehicle to HQ +5 pts
Add Staff & Observer Team +60 pts
Mount Observer in MD-500 helicopter +10 pts
Add Humvee to Staff & Observer Team + FREE
Fo may be detached as ‘Independent Team’
May be deployed ‘Off Table’
Add Beehive ammunition +FREE
(Lt) ARTILLERY BATTERY (Lt) ARTILLERY BATTERY Staff & Observer Team
131
1 BATTALION HQ
AIRMOBILE COY
(Captain) SCOUT & AERO-WEAPONS TEAM
AIRMOBILE COY
AIRMOBILE COY
132
OPTIONS:
Add Signals Team to HQ +12 pts
Add OH-58 Kiowa to HQ +10 pts
OPTIONS:
Add UH-60 to Platoon HQ +10 pts
Add LAW-66 to each TEAM of the
platoon +12 pts each team (max 12)
Add M-47 Dragon ATGW to each Squad
+28 points each (max 3)
WEAPONS PLATOON
133
At the beginning of the game you may combine your Aero-Scout Team with your Aero-
Weapons squads; creating two teams of two (if you opted for the extra AH-64) AH-64’s and
one OH-58 Longbow GSR. You can ignore such pairings for Company Morale Checks.
(Lieutenant) PLATOON HQ
HQ SECTION WITH:
2 Ambulance Sections 78 points
3 Ambulance Sections 100 points
OPTIONS:
Swap HQ OH-58 Kiowa for UH-60 +6 points
Swap UH-60 for UH-1D -10 pts each (max 4)
134
(Lt) ARTILLERY BATTERY (Lt) ARTILLERY BATTERY Staff & Observer Team
Ah-64 Apaches are usually armed with: Ah-64 Apaches can remain On Station
Chin Turret M-230 30mm Chain gun (remaining on table) and/or Daisy Chaining-
2x CRV-70 42 tubes see rules on page xx
2x 4x Hellfire Missiles
135
OPTIONS:
Add AT4 to each M203/LMG Team +12 pts ea team
Add LMG to each door of Transport MD-500 +5 points each
MD-500 (maximum 5xMD-500)
Add Aero-Weapons MD-500’s +120 points
Add Chin Turret M79 G/L to Aero-Weapons MD500’s +30 pts
Swap Aero-Weapons MD-500’s for 1xAH64g +10 pts
136
LIEUTENANT
137
LIEUTENANT
LIEUTENANT
138
139
140
1 Battalion HQ
(Major/Colonel) BATTALION HQ
HEADQUARTERS
BATTALION HQ 50 pts /60 Guards
OPTION:
Add Observer Team +50 pts
Add UAZ-469 Jeep +12 points
Add HQ Squad +15 pts
MAYOR/POLKOVNIK
Add Medical Team +12 pts
SOVIET MR COMPANY
SOVIET MR COMPANY
SERZHANT
SOVIET MR COMPANY
SUPPORT option
SUPPORT option
SUPPORT option
142
143
144
(Captain) COMPANY HQ
Regular Guards
HQ SECTION 15 pts 20 pts
Up to 3 Platoons:
SCOUT PLATOON 98 pts 115 pts
ANTI-TANK PLATOON 120 pts 135 pts
AA PLATOON 65 pts 75 pts
OPTIONS:
Add Signals to Command Team +12 points
KAPITAN Add SAM-7 Team to Company HQ +25 points
SCOUT PLATOON
Add BTR-40 to Company HQ +20 points
ANTI-TANK PLT Add Signals Team to Platoon HQ’s +18 pts ea
Soviet Support Company HQ’s are rated as:
ANTI-A/CRAFT PLT CONFIDENT CONSCRIPTS/TRAINED
LEYTENANT
SERZHANT SERZHANT
(Lieutenant) A/TANK PLATOON HQ
LEYTENANT
(Lieutenant) AA PLATOON HQ
(Sgt) AA HMG SECTION (Sgt) AA SAM SECTION
LEYTENANT
SERZHANT
SERZHANT
146
LEYTENANT
SERZHANT
LEYTENANT LEYTENANT
SERZHANT
SERZHANT
147
LEYTENANT
SERZHANT
SERZHANT
148
KAPITAN
OPTIONS:
Add HMG to cupola +5 points each tank
Add Stabilizers +5 points each tank
Add IR Searchlights +5 points each tank
Before an engagement the Soviet Army was known to swap ONE (1) Mechanised Platoon for ONE
(1) Armoured Platoon in a Company –Making the Armour-Mech Platoon the scout/leading element
for the company with the Mech-Armour Platoon being the reserve element. This can only be done
if you have purchased both an armoured and a mechanised company! For gaming purposes
these attachments do count towards the Company Morale Check…
LEYTENANT
149
OPTIONS:
Add Signals to Command Team +25 points
Add Command Truck to Platoon HQ +20 points
LEYTENANT Add Decontamination Team +40 points
(Sgt) NBC RECON SQD (Sgt) NBC RECON SQD (Sgt) NBC RECON SQD (Sgt) DECON TEAM
OPTIONS:
Add Signals to Command Team +28 points
Add Ambulance Truck to Platoon HQ +20 points
LEYTENANT
150
HQ SECTION WITH:
(Lieutenant) PLATOON HQ
Regular Guards
Mine-clearing Squad 65 pts 80 pts
Bridge-laying Squad 65 pts 80 pts
Construction Squad 65 pts 80 pts
OPTIONS:
Add Signals Team to HQ +15 points
LEYTENANT
Add Gaz-69 to Platoon HQ +10 points
STARSHI SERZHANT
SERZHANT
SERZHANT
The Bridge Laying Squad can construct a scissor bridge across a narrow river/stream –wide enough for a tank to
cross. The squad can only lay ONE (1) bridge, and if they wish to lay another must first pick up the original bridge.
The Construction Squad can construct field defences, such as trenches, weapons pits, minefields, barbed wire
entanglements following the rules for engineers in the rulebook. The Construction Squad can also remove field
fortifications, entrenchments and so on as per the rules. The Mine Clearing Squad can clear a path through a
minefield the width of their vehicle. Of course, it can make more than one pass widening the breach!
151
HEADQUARTERS
BATTALION HQ 50 pts (Major/Colonel) BATTALION HQ
OPTION:
Add Observer Team +50 pts
Add BTR-50 to HQ +10 points
Add HQ T-54/55 Tank +55 points
Add Medical Team +12 pts
Swap Command & Signals Team for
a HQ T-54/55 Tank +5 points
MAYOR/POLKOVNIK
Swap Zampolit & HQ Team for
another T-54/55 Tank +5 points
Mount Observer in Gaz-66 Jeep +10
points
ARMOUR COMPANY
ARMOUR COMPANY
152
OPTIONS:
KAPITAN Add HMG to cupola +5 points each tank
Add Stabilizers +3 points each tank
Add IR Searchlights +2 points each tank
Add Recovery Platoon +80 points
153
OPTIONS:
KAPITAN Add HMG to cupola +5 points each tank
Add Stabilizers +5 points each tank
Add IR Searchlights +5 points each tank
Add Recovery Platoon +75 points
MLADSHI LEYTENANT
154
KAPITAN OPTIONS:
Add HMG to cupola +5 points each tank
Add Recovery Platoon +90 points
MLADSHI LEYTENANT
155
KAPITAN OPTIONS:
Add HMG to cupola +5 points each tank
Add Assault Gun Platoon +85 points
LEYTENANT
Like their American opposition, the Soviets saw a need for huge tanks near the end of WW2
culminating in the IS-3m. Slow and cumbersome, (and prone to breaking down), the IS-3m
Tanks in the (Independent) Heavy Tank Brigades where more than capable of punching great
holes in any NATO armour until withdrawn from Soviet Arsenals in the mid 1960’s with their
chassis being recycled into the base for the SCUD-A missile launcher.
156
OPTIONS:
Add Signals Team to HQ +15 points
Add Dshk AA Team to Platoon HQ +30 points
Add Mortar Platoon + 65 points
LEYTENANT Add additional Mortar +32 points
Add Hv. Machinegun Squad +60 points
INFANTRY PLATOON
INFANTRY PLATOON
TI-A/CRAFT PLT
LEYTENANT
LEYTENANT
(Lieutenant) aa PLATOON HQ
(Sgt) AA HMG SECTION (Sgt) AA SAM SECTION
LEYTENANT
SERZHANT SERZHANT
158
HQ SECTION WITH:
(Lieutenant) PLATOON HQ
Regular Guards
Mine-clearing Squad 65 pts 80 pts
Bridge-laying Squad 65 pts 80 pts
Construction Squad 65 pts 80 pts
OPTIONS:
Add Signals Team to HQ +15 points
LEYTENANT
Add Gaz-69 to Platoon HQ +10 points
STARSHI SERZHANT
SERZHANT
SERZHANT
159
SERZHANT
POLKOVNIK/GENERAL
SERZHANT
160
LEYTENANT
SERZHANT
LEYTENANT LEYTENANT
SERZHANT
SERZHANT
161
(Lt) ARTILLERY BATTERY (Lt) ARTILLERY BATTERY Staff & Observer Team
LEYTENANT
SERZHANT
SERZHANT
162
(Lt) GS RADAR PLATOON (Lt) JAMMING PLATOON Staff & Observer Team
LEYTENANT
163
0 –3 H E A V Y M O R T A R C O M P A N Y
HQ SECTION WITH:
1 120mm Mortar Platoon 120 points
(Captain) COMPANY HQ 2 120mm Mortar Platoons 240 points
OPTIONS:
Add Command Truck to HQ + 18 pts
Add Staff & Observer Team +55 pts
Add Uaz Jeeps to Staff & Observer Team +10 pts
Add HE & Smoke rounds +FREE
Add Illumination Rounds +20 points
Add Chemical Rounds +50 points
Add AA Section +65 points
KAPITAN Replace all BTR-40 with 2 Zis Trucks -20 points each
Platoon (max 4 trucks for 6 BTR-40)
LEYTENANT LEYTENANT
LEYTENANT SERZHANT
164
LEYTENANT
SERZHANT
LEYTENANT LEYTENANT
SERZHANT
SERZHANT
165
(Lt) FROG-3 BATTERY (Lt) FROG-3 BATTERY Staff & Observer Team
LEYTENANT
LEYTENANT LEYTENANT
166
(Lt) ARTILLERY BATTERY (Lt) ARTILLERY BATTERY Staff & Observer Team
LEYTENANT
SERZHANT
LEYTENANT LEYTENANT
SERZHANT
167
LEYTENANT
LEYTENANT
LEYTENANT
168
LEYTENANT
LEYTENANT LEYTENANT
LEYTENANT
169
KAPITAN/CAPTAIN
170
171
1 Battalion HQ
(Major/Colonel) BATTALION HQ
HEADQUARTERS
BATTALION HQ 50 pts /60 Guards
OPTION:
Add Observer Team +50 pts
Add UAZ-469 Jeep +12 points
Add HQ Squad +15 pts
MAYOR/POLKOVNIK
Add Medical Team +12 pts
SOVIET MR COMPANY
SOVIET MR COMPANY
SERZHANT
SOVIET MR COMPANY
SUPPORT option
SUPPORT option
SUPPORT option
Soviet Motor Rifle Troops Are: Pick your Companies (as per the Battalion type) and
CONFIDENT CONSCRIPT then add your support from the support available for
S your Battalion Type. (See chart below)
GUARDS Units Are Rated: A MAXIMUM of 6 support options is allowed.
A maximum of 3 Coy Support Options, 5 Battalion
CONFIDENT TRAINED Support Options and 8 Regimental Support Options
are available to choose from, so choose wisely!
Guards units Cost an additional
points cost as specified in the lists
172
INFANTRY PLATOON
MLADSHI LEYTENANT
173
INFANTRY PLATOON
MLADSHI LEYTENANT
174
(Captain) COMPANY HQ
Regular Guards
HQ SECTION 15 pts 20 pts
Up to 3 Platoons:
SCOUT PLATOON 98 pts 115 pts
ANTI-TANK PLATOON 120 pts 135 pts
AA PLATOON 120 pts 135 pts
OPTIONS:
Add Signals to Command Team +12 points
KAPITAN Add SAM-7 Team to Company HQ +25 points
SCOUT PLATOON
Add BTR-40 to Company HQ +20 points
ANTI-TANK PLT Add Signals Team to Platoon HQ’s +18 pts ea
Soviet Support Company HQ’s are rated as:
ANTI-A/CRAFT PLT CONFIDENT CONSCRIPTS/TRAINED
LEYTENANT
SERZHANT SERZHANT
(Lieutenant) A/TANK PLATOON HQ
LEYTENANT
SERZHANT SERZHANT
(Lieutenant) AA PLATOON HQ
(Sgt) AA HMG SECTION (Sgt) AA SAM SECTION
LEYTENANT
SERZHANT SERZHANT
175
LEYTENANT
SERZHANT
LEYTENANT LEYTENANT
SERZHANT
SERZHANT
176
(Captain) COMPANY HQ
HQ SECTION WITH: Regular Guards
1 BM-13 MRLS Battery 78 pts 95 pts
2 BM-13 MRLS Batteries 158 pts 175 pts
OPTIONS:
Add Command Truck to HQ + 16 pts
Add Staff & Observer Team +50 pts
Add BTR-60 to Staff & Observer Team + 20 points
Observer Team is an Independent Unit
KAPITAN
Add Ammunition Section’s +40 points each (maximum
three sections)
Can be deployed ‘Off Table’
Soviet Artillery Company HQ’s are rated as:
CONFIDENT CONSCRIPTS/CONFIDENT TRAINED
LEYTENANT
SERZHANT
SERZHANT
177
KAPITAN
OPTIONS:
Add HMG to cupola +5 points each tank
Add IR Searchlights +5 points each tank
Add 9m117 Bastion ATGW + 5 points each platoon
ALL T-62’s have Stabilisers and Autoloaders
Before an engagement the Soviet Army was known to swap ONE (1) Mechanised Platoon for ONE
(1) Armoured Platoon in a Company –Making the Armour-Mech Platoon the scout/leading element
for the company with the Mech-Armour Platoon being the reserve element. This can only be done
if you have purchased both an armoured and a mechanised company! For gaming purposes
these attachments do count towards the Company Morale Check…
LEYTENANT
178
OPTIONS:
Add Signals to Command Team +25 points
Add Command Truck to Platoon HQ +20 points
LEYTENANT Add Decontamination Team +40 points
(Sgt) NBC RECON SQD (Sgt) NBC RECON SQD (Sgt) NBC RECON SQD (Sgt) DECON TEAM
OPTIONS:
Add Signals to Command Team +28 points
Add Ambulance Truck to Platoon HQ +20 points
LEYTENANT
179
HQ SECTION WITH:
(Lieutenant) PLATOON HQ
Regular Guards
Mine-clearing Squad 65 pts 80 pts
Bridge-laying Squad 65 pts 80 pts
Construction Squad 65 pts 80 pts
OPTIONS:
Add Signals Team to HQ +15 points
LEYTENANT
Add Gaz-69 to Platoon HQ +10 points
STARSHI SERZHANT
SERZHANT
SERZHANT
HQ SECTION WITH:
(Lieutenant) PLATOON HQ
Regular Guards
1 SP AAA Squad 45 pts 55 pts
2 SP AAA Squads 95 pts 105 pts
OPTIONS:
Add Signals Team to HQ +15 points
Add BRDM to Platoon HQ +15 points
LEYTENANT Add Stabilisers +15 points for the platoon
SERZHANT SERZHANT
180
HEADQUARTERS
BATTALION HQ 50 pts (Major/Colonel) BATTALION HQ
OPTION:
Add Observer Team +50 pts
Add BMP-1 to HQ +10 points
Add HQ T-62 Tank +65 points
Add Medical Team +12 pts
Swap Command & Signals Team for
a HQ T-62 Tank +5 points
MAYOR/POLKOVNIK
Swap Zampolit & HQ Team for
another T-62 Tank +5 points
Mount Observer in BMP-1 +10
points
ARMOUR COMPANY
ARMOUR COMPANY
181
MLADSHI LEYTENANT
182
MLADSHI LEYTENANT
183
OPTIONS:
Add HMG to cupola +5 points each tank
KAPITAN
Add Stabilizers +5 points each tank
Add IR Searchlights +5 points each tank
Add HEAT rounds +30 points each platoon
Add Recovery Platoon +80 points
184
OPTIONS:
Add Signals Team to HQ +15 points
Add SAM Team to Platoon HQ +20 points
Upgrade 1 BMP-1 to BMP-2 +FREE
LEYTENANT Add Mortar Platoon + 65 points
Add additional Mortar +32 points
INFANTRY PLATOON
Add additional Kt-L Traktor +10 points
INFANTRY PLATOON
MLADSHI LEYTENANT
185
TI-A/CRAFT PLT
LEYTENANT
LEYTENANT
SERZHANT SERZHANT
(Lieutenant) aa PLATOON HQ
LEYTENANT
SERZHANT
SERZHANT
186
LEYTENANT
SERZHANT
SERZHANT
SERZHANT
187
HQ SECTION WITH:
(Lieutenant) PLATOON HQ
Regular Guards
Mine-clearing Squad 65 pts 80 pts
Bridge-laying Squad 65 pts 80 pts
Construction Squad 65 pts 80 pts
OPTIONS:
Add Signals Team to HQ +15 points
LEYTENANT
Add Gaz-69 to Platoon HQ +10 points
STARSHI SERZHANT
SERZHANT
SERZHANT
188
SERZHANT
POLKOVNIK/GENERAL
SERZHANT
189
LEYTENANT
SERZHANT
LEYTENANT LEYTENANT
SERZHANT
SERZHANT
190
(Lt) ARTILLERY BATTERY (Lt) ARTILLERY BATTERY Staff & Observer Team
LEYTENANT
SERZHANT
SERZHANT
191
(Lt) GS RADAR PLATOON (Lt) JAMMING PLATOON Staff & Observer Team
LEYTENANT
192
0 –3 H E A V Y M O R T A R C O M P A N Y
HQ SECTION WITH:
1 120mm Mortar Platoon 120 points
(Captain) COMPANY HQ 2 120mm Mortar Platoons 240 points
OPTIONS:
Add Staff & Observer Team +45 pts
Add Uaz Jeeps to Staff & Observer Team +10 points
Add HE & Smoke rounds +FREE
Add Chemical rounds +60 points
Add AA Section +65 points
Swap ALL 23mm Guns for 2xSA-9 teams +5 points
Replace all BTR-40 with 2 Zis Trucks -20 points each
KAPITAN Platoon (max 4 trucks for 6 BTR-40)
LEYTENANT LEYTENANT
LEYTENANT SERZHANT
193
LEYTENANT
SERZHANT
SERZHANT
SERZHANT
194
(Lt) FROG-7 BATTERY (Lt) FROG-7 BATTERY Staff & Observer Team
LEYTENANT
LEYTENANT LEYTENANT
195
LEYTENANT
SERZHANT
LEYTENANT LEYTENANT
SERZHANT
196
LEYTENANT
LEYTENANT
LEYTENANT
197
(Lt) AA GUN PLATOON (Lt) ZSU GUN PLATOON (Lt) SAM PLATOON
LEYTENANT
LEYTENANT LEYTENANT
LEYTENANT
198
LEYTENANT/LIEUTENANT
LEYTENANT/LIEUTENANT
199
LEYTENANT/LIEUTENANT
KAPITAN/CAPTAIN
200
1 Battalion HQ
(Major/Colonel) BATTALION HQ
HEADQUARTERS
BATTALION HQ 50 pts /60 Guards
OPTION:
Add Observer Team +50 pts
Add BMP-2 +12 points
Add HQ Squad +15 pts
MAYOR/POLKOVNIK
Add Medical Team +12 pts
SOVIET MR COMPANY
SOVIET MR COMPANY
SERZHANT
SOVIET MR COMPANY
SUPPORT option
SUPPORT option
SUPPORT option
202
MLADSHI LEYTENANT
203
MLADSHI LEYTENANT
204
(Captain) COMPANY HQ
Regular Guards
HQ SECTION 15 pts 20 pts
Up to 3 Platoons:
SCOUT PLATOON 98 pts 115 pts
ANTI-TANK PLATOON 120 pts 135 pts
AA PLATOON 120 pts 135 pts
OPTIONS:
Add Signals to Command Team +12 points
KAPITAN Add SAM-7 Team to Company HQ +25 points
SCOUT PLATOON
Add BTR-40 to Company HQ +20 points
ANTI-TANK PLT Add Signals Team to Platoon HQ’s +18 pts ea
Soviet Support Company HQ’s are rated as:
ANTI-A/CRAFT PLT CONFIDENT CONSCRIPTS/TRAINED
LEYTENANT
LEYTENANT
SERZHANT SERZHANT
(Lieutenant) AA PLATOON HQ
(Sgt) AA SP SAM SECTION (Sgt) AA SP SECTION
LEYTENANT
SERZHANT SERZHANT
205
LEYTENANT
SERZHANT
LEYTENANT LEYTENANT
SERZHANT
SERZHANT
206
LEYTENANT
SERZHANT
SERZHANT
207
KAPITAN OPTIONS:
Add HMG to cupola +5 points each tank
Add IR Searchlights +5 points each tank
ALL T-62’s have Stabilisers and Autoloaders
Before an engagement the Soviet Army was known to swap ONE (1) Mechanised Platoon for ONE
(1) Armoured Platoon in a Company –Making the Armour-Mech Platoon the scout/leading element
for the company with the Mech-Armour Platoon being the reserve element. This can only be done
if you have purchased both an armoured and a mechanised company! For gaming purposes
these attachments do count towards the Company Morale Check…
LEYTENANT
208
OPTIONS:
Add Signals to Command Team +25 points
Add Command Truck to Platoon HQ +20 points
LEYTENANT Add Decontamination Team +40 points
(Sgt) NBC RECON SQD (Sgt) NBC RECON SQD (Sgt) NBC RECON SQD (Sgt) DECON TEAM
OPTIONS:
Add Signals to Command Team +28 points
Add Ambulance Truck to Platoon HQ +20 points
LEYTENANT
209
HQ SECTION WITH:
(Lieutenant) PLATOON HQ
Regular Guards
Mine-clearing Squad 65 pts 80 pts
Bridge-laying Squad 65 pts 80 pts
Construction Squad 65 pts 80 pts
OPTIONS:
Add Signals Team to HQ +15 points
LEYTENANT
Add Gaz-69 to Platoon HQ +10 points
STARSHI SERZHANT
SERZHANT
SERZHANT
HQ SECTION WITH:
(Lieutenant) PLATOON HQ
Regular Guards
1 SP AAA Squad 55 pts 65 pts
2 SP AAA Squads 105 pts 115 pts
OPTIONS:
Add Signals Team to HQ +15 points
Add BRDM to Platoon HQ +15 points
LEYTENANT Add Stabilisers +15 points for the platoon
SERZHANT SERZHANT
210
HEADQUARTERS
BATTALION HQ 50 pts (Major/Colonel) BATTALION HQ
OPTION:
Add Observer Team +50 pts
Add BMP-1 to HQ +10 points
Add HQ T-72 Tank +70 points
Add Medical Team +12 pts
Swap Command & Signals Team for
a HQ T-72 Tank +10 points
MAYOR/POLKOVNIK
Swap Zampolit & HQ Team for
another T-72 Tank +10 points
Mount Observer in BMP-1 +10
points
ARMOUR COMPANY
ARMOUR COMPANY
211
MLADSHI LEYTENANT
212
MLADSHI LEYTENANT
213
OPTIONS:
Add HMG to cupola +5 points each tank
KAPITAN
Add Stabilizers +5 points each tank
Add IR Searchlights +5 points each tank
Add HEAT rounds +30 points each platoon
Add Recovery Platoon +80 points
MLADSHI LEYTENANT
214
OPTIONS:
Add Signals Team to HQ +15 points
Add SAM Team to Platoon HQ +20 points
Upgrade 1 BMP-1 to BMP-2 +FREE
LEYTENANT Add Mortar Platoon + 65 points
Add additional Mortar +32 points
INFANTRY PLATOON
Add HE & Smoke +FREE
Add additional Kt-L Traktor +10 points
INFANTRY PLATOON
MLADSHI LEYTENANT
215
TI-A/CRAFT PLT
LEYTENANT
LEYTENANT
SERZHANT SERZHANT
(Lieutenant) aa PLATOON HQ
LEYTENANT
SERZHANT SERZHANT
216
LEYTENANT
SERZHANT
SERZHANT
SERZHANT
217
HQ SECTION WITH:
(Lieutenant) PLATOON HQ
Regular Guards
Mine-clearing Squad 65 pts 80 pts
Bridge-laying Squad 65 pts 80 pts
Construction Squad 65 pts 80 pts
OPTIONS:
Add Signals Team to HQ +15 points
LEYTENANT
Add Gaz-69 to Platoon HQ +10 points
STARSHI SERZHANT
SERZHANT
SERZHANT
218
SERZHANT
POLKOVNIK/GENERAL
SERZHANT
219
LEYTENANT
SERZHANT
LEYTENANT LEYTENANT
SERZHANT
SERZHANT
220
(Lt) ARTILLERY BATTERY (Lt) ARTILLERY BATTERY Staff & Observer Team
LEYTENANT
SERZHANT
SERZHANT
221
(Lt) GS RADAR PLATOON (Lt) JAMMING PLATOON Staff & Observer Team
LEYTENANT
222
0 –3 H E A V Y M O R T A R C O M P A N Y
HQ SECTION WITH:
1 120mm Mortar Platoon 120 points
(Captain) COMPANY HQ 2 120mm Mortar Platoons 240 points
OPTIONS:
Add HE rounds +FREE
Add Chemical Rounds +30 points
Add Smoke Rounds +10 points
Add Staff & Observer Team +45 pts
Add BMP-1 to Staff & Observer Team +10 pts
Add AA Section +65 points
Swap all 23mm guns for 2 x SA-9 SAM teams +FREE
KAPITAN
Available for Armoured and Motor Rifle Battalions
LEYTENANT LEYTENANT
LEYTENANT SERZHANT
223
LEYTENANT
SERZHANT
SERZHANT
SERZHANT
224
(Lt) SCUD BATTERY (Lt) SCUD BATTERY Staff & Observer Team
LEYTENANT
LEYTENANT LEYTENANT
225
LEYTENANT
SERZHANT
LEYTENANT LEYTENANT
SERZHANT
226
LEYTENANT
LEYTENANT
LEYTENANT
227
(Lt) AA GUN PLATOON (Lt) 9k22 Tunguska PLATOON (Lt) 9k33 Gheko PLATOON
LEYTENANT
LEYTENANT
LEYTENANT
LEYTENANT
LEYTENANT/LIEUTENANT
LEYTENANT/LIEUTENANT
LEYTENANT/LIEUTENANT
229
LEYTENANT/LIEUTENANT
KAPITAN/CAPTAIN
230
Most modern artillery pieces can deliver a Chemical/Biological payload (not to mention free
fall bombs and dispensers) –from Self-Propelled guns to artillery to Multiple Rocket
Launchers all manner of nastiness can be spread over the modern battlefield. It is not just
Scud type launchers than can deliver such a package, but also bomb’s, mines and even
grenades.
Chemical weapons are used to incapacitate enemy troops, deny freedom of movement, and
effectively block approach routes and slow down advancing armies. It takes time once a
chemical agent has been identified to stop, don protective clothing, and de-contaminate
before advancing once again. Once suited in protective clothing morale, combat effectiveness
and performance drops rapidly the longer soldiers remains in that environment.
Choking Agents where the most encountered during World War One and include Chlorine
and Phosgene (popularly used by both sides in WW1), both dissipate quickly into the
environment (depending on concentrations) within 5 to 6 minutes. They have fallen out of use
due to the more lethal blood and nerve agents that have superseded them in lethality.
Choking Agents work on the respiratory system inducing painful breathing, stimulate the lungs
to produce liquid secretions resulting in flooding the lungs with fluid, death follows thereafter.
Blister Agents are a group of chemical weapons including Mustard Gas, and were used
extensively during the First World War. They are persistent, and can remain on the battlefield
for up to 7 days after release. Heavier than air, they sink into the ground and form dangerous
foggy clouds in depressions like trenches and foxholes. They attack exposed skin causing
blisters to form, if inhaled they will attack the passageways they have come in contact with.
Incapacitating Agents are a group of chemical weapons that are designed not intentionally to
kill those affected but to physically disable them. These include hallucinogenic agents such as
BZ and LSD (LSDM), and sow panic, confusion, disorientation and hallucinations in those
they effect, leading to the breakdown in the chain of command and a distinct tactical
advantage to the opponents of those affected (Imagine a unit of crack marines high on
LSDM). These agents are no persistent, and dissipate rapidly into the environment. Physical
incapacitators work on rendering the soldier (or target) incapable of continued fighting, they
232
do not have long lasting effects, and the casualties recover quite quickly once out of the area
of exposure. Such incapacitating agents include the CS family of gases as used by riot police
and the longer lasting CR and capsicum –or ‘pepper spray’. Casualties exposed to CS will
have coughing, streaming noses and watering eyes. CS can be used as a self defence spray
or as a grenade discharged munitions or even fired as bomblets covering many square
kilometres. CS can rapidly dissolve into the atmosphere depending on conditions and is
aggravated by water, worsening the effects.
Utilising normal rules for smoke bombardments you can lay your Chemical or Biological
‘screen’ –once the shots land on target mark the area affected by the chemical agent.
Remember that chemicals, just like smoke, can be affected by wind drift and speed –therefore
your initial deployment will greatly increase in size as it drifts with the wind! –Useful to bear in
mind when you are dropping chemicals onto the advancing enemy, you don’t then need to
have to put your own troops under cover, making them fight at the same disadvantage as the
enemy…
ALL troops that have been targeted by the attack MUST roll a successful SKILL test to see if
they can don their protective suits in time. If an NBC Reconnaissance Vehicle is nearby then
they gain +1 to their dice roll; if there is not one present they gain -1 to their dice roll. Those
troops that fail the test are casualties of the agent and are removed. However if an NBC
reconnaissance vehicle is nearby you can re-roll the first failed skill test to don protection.
CASUALTIES
If your troops become casualties of the Chemical/Biological attack, they are removed from
play as if dead. There are, surprisingly, various antidotes to the various chemical and
biological agents available to the worlds forces; but unlike Holywood, in the real world it takes
a certain amount of time to recover from the effects to return as ‘fighting fit’. If an NBC vehicle
or team is within 12”/30cm of the affected unit you casn re-rol lthe failed skill test in donning
protective equipment; if you fail this roll remove your models from play.
233
VEHICLES AS CASUALTIES
Vehicles themselves cannot be casualties of a chemical/biological attack; however the crew
can more than likely succumb
to the agents. Roll a skill test
for each vehicle that is in the
hazardous area that has just
come under attack. If the skill
roll is successful then the
vehicle has managed to close
hatches; it can continue and
fight as per normal; providing
of course the vehicle does
have NBC protection!
Otherwise the crew have
managed to don respirators
and protective clothing. If the
skill test has failed, then the
crew have succumbed to the
agents as they did not get
their respirators or close
Czechoslovakian NBC Reconnaissance Team hatches in time. The vehicle
cannot move or fire, place a
BAILED OUT marker beside the vehicle and remove the crew from play. The vehicle is
immobilised until a fresh crew can join it. If an NBC vehicle is present, then you may re-rol
lthe skill test as per normal.
If an NBC Reconnaissance (friendly) unit is within 12”/30cm of your force that has suffered
the attack, they can detect the agents involved and pre-warn the troops to get under cover,
suit up and secure hatches and doorways on any vehicles travelling with your force. An NBC
Reconnaissance force will gain +1 to your skill rolls for ‘suiting up’ and will also give a re-roll if
present if you fail the first roll.
NBC Reconnaissance vehicles and teams can de-contaminate the area as well. The team
must declare that it is going to de-contaminate at the start of it’s movement, then moving at
slow speed, it will clear a channel 2”/5cm wide by the distance travelled of all nasty
chemical/biological agents –allowing your troops safe passage through the corridor. Whilst
de-contaminating the NBC reconnais-sance team/vehicle CANNOT shoot or fire as they are
too busy scrubbing things and spraying de-contaminant around to be able to engage any
enemies in fighting!
NBC Reconnais-sance teams may travel in tandem to clear a path through the contaminated
area, thus clearing a corridor 4”/10cm wide by the distance travelled. It is useful to mark out
the safe areas of the contaminated battlefield for future reference as once de-contaminated
the path way will remain decontaminated until it is further contaminated by another attack.
Mark the corners of the cleared pathway with gravel or another suitable marker –remember
that un-friendly troops can also use your recently decontaminated pathways as it would be
1
Chemical Agent Monitor, Man Portable Chemical Agent Detector and Vehicle Borne Chemical Agent
Detector –Chemical Agent detectors also detect Biological weapons and hazardous industrial chemicals
and can quantify what types of agent are present: nerve, blister, choking, biologic and TIM’s (Toxic
Industrial Material)
234
obvious to their own NBC reconnaissance troops that that particular area is free of
contaminants.
If a Soviet tank comes under attack by an enemy infantry force then roll a skill test; if the test
is passed then the hatches can be opened in time and the grenades thrown out. If the test
fails then the tank is assaulted as per normal and cannot chemically defend itself.
If the grenades are successfully deployed, then surround the model with cotton wool balls.
Any unit that is within 2”/5cm of the vehicle will suffer as if hit by a chemical weapon. Any
further units wishing to assault Soviet armoured formations will then have to make a
motivation test to do so.
235
These rules are presented as a ‘what if’ factor for players wishing to utilise nuclear weapons
in their games of Cold War! They do not have to be used but are there for those players who
wish to use them. It is not altogether clear if the Soviet Union and the United States would
have resorted to flinging mass yield nuclear weapons around if the Cold War had suddenly
‘heated up’ as there was a policy in effect
throughout the period of Mutually Assured
Destruction –whereby one country initiates,
sealing the doom for that country under the
mass retaliation –however, small yield
battlefield missiles, shells and bombs may
have been used, or considered for their
strategic value in denying avenues of
approach, cutting armies off and as general
disruptive weapons to confuse, obfuscate,
annihilate and hinder any advancing or
retreating armies or units.
US Troops advance to Ground Zero during an
Atomic Test
The nuclear weapons we are dealing with
for our Cold War games are just these, the munitions delivered via artillery pieces, (large)
mortars, battlefield support Missiles, and multiple rocket launchers. The yield and devastation
effects for these weapons have been rolled into two convenient types and ground scale for
Total Annihilation Zones, Immediate Contamination Zones and Immediate Fallout have been
scaled accordingly. Nuclear weapons destructive power is all dependant on several factors,
the size of the warhead (yield), the altitude at which it explodes and the warhead type;
radioactivity, both the initial dosages and the residual dosage remaining behind (as fallout)
are dependant on several factors as well such as the yield of the weapon delivering the dose,
the distance and time from initial blast and any shielding between the weapons detonation
and the target (such as concrete, lead, armored vehicles or out in the open).
AIMING AND DEPLOYING A NUCLEAR WEAPON Smal (.5kt) Nuclear Burst Template
If the method of delivery is going to be a tabletop represented delivery system such as an
artillery piece, mortar or MRLS then aiming and firing is just the same as for conventional
artillery. However, the affects are radically different! Target an enemy formation, building,
terrain feature as normal and apply deviation as per normal. Remember that a nuclear
weapon is a ‘one shot weapon’ and you cannot ‘take it back’ and ‘try again’ if you miss! There
are NO ranging shots. If you miss, the weapon explodes on the adjusted target point with the
2
For purists, the size of the ‘small’ weapon is 1/2 Kiloton and a ‘large’ weapon is 1Kiloton for ‘real
world’ contamination, yield and destructive zones. Anything above this vaporises the tabletop, your
living room AND your garden if used to scale –troops deployed in your next door neighbour’s garden
will be dead within 5-12 hours…
236
full effects as if you had hit the intended original target. –The same applies for aircraft
delivered weapons.
Once the weapon has detonated, place out the normal artillery template (6”/15cm x 6”/15cm)
–this is the area of Total Annihilation –anything within this area is immediately destroyed
and is removed from play, that includes buildings, bridges, steel constructions, fortifications,
woods, houses, vehicles (including tanks) and any infantry. Immediately surrounding this area
is an area of Immediate Contamination, this is represented (on the schematic) as an orange
area equal to one normal artillery template width surrounding the original impact zone; this
area would measure 18”/60cm x 18”/60cm square. Do not remove buildings or solid
constructions from this area, but do remove light structures and wooded areas; vehicles will
remain in this area and we will see about damage in a moment. Immediately surrounding this
area is the Immediate Fallout zone; this zone, again, is a surrounding ring of normal artillery
templates, measuring 6”/15cm from the edge of the Immediate Contamination Zone, forming
a square measuring 32”/80cm x 32”/80cm. The total area of effect is 32”/80cm x 32”/80cm
(mark this out utilising coloured string, counters or coins (placed in each corner of each zone);
do not remove anything from the Immediate Fallout Zone, buildings remain intact (including
light structures) as well as wooded areas. We will cover applying casualties and the rate of
casualties (irrespective if they are wearing any form of NBC protection) in the following
segment. –The high dosages of Gamma radiation negate the effects of any NBC protection
unless you are behind several layers of thick concrete or lead.
If the deployed tabletop weapon is going to be delivered by aircraft, heavy artillery (200mm+)
or via Frog-7/Scud-A/GLCM then a larger template is required to show the vaster area
contaminated and destroyed in the initial blast of the detonating weapon.
Roll to aim and hit as if you are deploying a smaller yield weapon. Once the impact area has
been designated place out a square formed by 4 normal artillery templates; this is your Total
Annihilation Zone, remove from this area all buildings,
iron constructions, vehicles, structures, wooded areas,
fortifications and all infantry and guns. Immediately
surrounding this area is the area of Immediate
Contamination this is, again, a normal artillery template
width surrounding the Total Annihilation Zone; this area
would measure 24”/60cm x 24”/60cm. Surrounding this
(as before) is the area of Immediate Fallout, this area is
again the width of a normal artillery template and
surrounds the existing two zones; from inside this zone
remove all light structures and wooded areas. The total
area will be 36”/90cm x 36”/90cm, mark this (as before)
with counters in each zones corners to represent the
areas –from this zone nothing is removed, buildings
remain intact as do light structures and wooded areas.
Large (1kt) Nuclear Burst Template
FALLOUT AND CONTAMINATION
Outside of these zones is the tabletop that (so far) is free from any contamination. However,
with the prevailing wind direction you can deploy a double with Artillery template to the height
of your outer Immediate Fallout Zone; this is your down wind drift of airborne contamination
(Fallout) –this moves down wind along the table until it reaches an edge; this contamination
LAST THE ENTIRE BATTLE and will become a hazard for any following battle as well in the
same area (remember if you are playing a campaign game to mark this on your map, as
radioactive hazards take a long, long time to clean up). Contamination is only a problem to
vehicles and troops that are deployed without NBC protection; this contamination will not
affect tanks and armoured vehicles that have NBC protection and will only affect the crews if
they bail out –even if they are wearing NBC protection (suit, gloves and respirator). –See the
following section on the Fighting in a Nuclear Environment, Effects of Fallout and Loiter
Times.
237
The initial blast of a detonating Nuclear weapon emits three types of harmful radiation: Alpha
(ɒ), Beta (β) and Gamma (ɣ). Alpha particles are light and travel short distances; however
can travel vast distances once attached to other particulates such as dust and debris –alpha
is particularly lethal if ingested, however skin and even a sheet of paper is sufficient to stop it.
Beta is slightly stronger and travels slightly further, again, it can be increased by attaching
itself to dust and debris, a sheet of aluminium will stop Beta, but it will penetrate skin and it’s
Beta that gives the traditional ‘radiation burns’ on exposed skin. Gamma travels the furthest
and can penetrate almost everything in it’s path, only stopped by several inches of heavy lead
shielding and/or several feet of concrete (it’s like a GIANT X-Ray). All of these particulates
and radiation hazards are present in a nuclear blast and it’s these that form the lasting
contamination on the battlefield; each with their own hazards and specific half-lives (the
length of time an atom has to become half the initial strength). The Immediate Contamination
Zone is the strongest part of the explosion (after the Total Annihilation Zone).
At Time of Blast 2.5 turns before death 10 turns before death 22 turns before death
1 Turn After Blast 3.5 turns before death 14 turns before death 31 turns before death
7 Days after Blast 25 turns before death 108 turns before death 240 turns before death
From the table above you have the required number of turns before your exposed troops
(regardless of any levels of NBC protection) have before they are removed from the table as
totally incapacitated, after this expired time –even if they have left the immediate zones, they
are incapacitated and rendered unconscious –remove from the game as DEAD.
Troops that are crews of armoured vehicles within the Immediate Contamination Zone do not
suffer any effects of radiation poisoning if they successfully passed their skill test to ‘button
down’ –however, if they failed the test then there is a chance that the crews have received a
potentially lethal dose of radiation. Roll a further skill test and add +1 to the dice roll if an NBC
reconnaissance vehicle is within 12”; if the test is successful then they are lucky and receive
HALF the effects of the poisoning (double the turns required before they succumb to death) –
if they fail the test then the vehicles crews have the same length of time as exposed troops
before they succumb.
Crews of armoured vehicles that are within the Immediate Fallout Zone do not suffer any
effects and can remain on the battlefield indefinitely.
For troops that have only just entered the Immediate Zones then they have until that time
before they too succumb and become casualties. However, if the troops are inside an
armoured vehicle (NOT a soft skinned vehicle) then they will suffer NO AFECTS and can
continue fighting.
The Fallout Zones travel downwind across the table moving at a rate of 12”/30cm per turn.
Each successive band has a different level of radioactivity as the hazard decreases with time
AND distance. For the lethality of the zones consult the following table and apply it to each
band.
At Time of Blast 1 turns before death 5 turns before death 16 turns before death
1 Turn After Blast 1.5 turns before death 6.5 turns before death 22 turns before death
7 Days after Blast 13 turns before death 53 turns before death 178 turns before death
238
These ‘loiter time’s’ are cumulative; if five turns after the blast your troops entered the
Immediate Fallout Zone and stayed for 1 turn, they can ONLY remain in the Immediate
Contamination Zone for 1 turn! (1 turn in Fallout + 1 Turn in Contamination = 2 turns; the
maximum loiter time for the Contamination Zone is 2 turns) However, in this example, they
could exit the Contamination Zone and remain in the Fallout Zone for 2 turns (2+2 =4, the
maximum length of loiter in the Fallout Zone being 5 turns).
The rates and dosages vary according to the size of the weapon that initially detonated
(regardless if this was in a previous turn or weeks ago!). The fallout ‘cloud’ moves steadily
forward at a rate of 12”/30cm every turn, gradually covering the battlefield downwind. Troops
entering this cone of radioactive fallout have to be suitably protected inside vehicles; those
external of vehicles can only remain in the cone for a limited time: the Loiter Time.
239
FALLOUT TABLE
Band 1 –Turn 2 Band 2 –Turn 3 Band 3 –Turn 4 Band 4 –Turn 5 Band 5 –Turn 6
At Time of Blast 12 / 6 turns 18 / 9 turns 27 / 13.5 turns 40 / 20 turns 60 / 30 turns
7 Days Later NBC SUIT NBC SUIT NBC SUIT NBC SUIT NO EFFECT
The above table’s results are divided into Small Nuclear Weapon/Large Nuclear Weapon
th
By the 4 turn (after the initial blast at turn 0), the Loiter Time for a small nuclear weapon is
set at 27 turns before the effects can be felt (or 13 ½ turns for a large nuclear weapon).
As you can see troops entering, or being exposed to the moving ‘wall of fallout’ have a
considerable time before they succumb to the effects and start to feel nauseous and sick.
Therefore, for the purposes of our tabletops games of Cold War the Fallout Zone ONLY
affects those troops that are un-protected; otherwise the troops have to don protection and
suffer the penalties of -1 to all skill and morale/motivation tests; unless they are on table after
the initial blast; then the Loiter Time is in effect.
Troops that are unprotected that are suddenly exposed to the radioactive fallout need to first
test on their skill to see if they don respirators/protection and/or ‘batten down the hatches’ in
time –otherwise they succumb to the effects after the prescribed number of turns. You may
need to record this exposure level if you are playing a campaign game –three days later you
suddenly loose half your force with radiation poisoning…
Troops that have an attached NBC reconnaissance vehicle with them take the skill test with
the usual modifiers for
the NBC Team. If the
troops ‘suit up’ in time,
then there is no effect for
the troops for the
‘footprint’ of downwind
radioactive fallout. For
troops that do not don
protection in time the
clock starts ticking. –of
course exposed troops
can be de-contaminated
as per normal rules.
You may utilise the ‘7 Days After Blast’ columns for any contaminated areas of the battlefield.
Use the ‘1 turn after blast’ column for effects OFF TABLE of a Nuclear Detonation.
240
CONTAMINATION
Vehicles, Gun Teams and Infantry Teams that have ‘crossed’ a contaminated zone (whether
Chemical, Biological or Nuclear) are classed as Contaminated until they can be de-
contaminated by their Platoon/Companies attached NBC reconnaissance and de-
contamination units. Until that time they are ‘dirty’. If they have been in a high radiation area,
then they will continue to give off a ‘dose’ to those affected –unless the vehicle is a tank or
other armoured vehicle, then it’s only passengers that are carried, or will be carried, on the
outside of the vehicle that will be affected.
Contaminated vehicles remain contaminated until ‘cleaned up’. To indicate their ‘dirty’ status a
suitable marker can be placed on the vehicle, gun team or infantry team to remind the player
what teams are ‘clean’ and what teams are ‘dirty’.
NBC reconnaissance platoons and de-contamination vehicles can only decontaminate the
teams, vehicles and guns that are adjacent to them and that they have declared their intent to
de-contaminate. The infantry, guns and vehicles must remain stationary adjacent to the NBC
team for one (1) turn and whilst being decontaminated cannot shoot –not even in defensive
fire. NBC teams cannot shoot or engage any enemies in assault whilst proceeding with
decontaminating as they are too busy with hoses, brushes and soap to be able to return fire!
Once an infantry team, gun or vehicle has been de-contaminated, the marker is removed
back to the pool and the team can carry on as
normal.
Infantry teams that have ‘donned respirators’ are protected from lethal
agents that may have contaminated the air or ground, but are at a
241
disadvantage as wearing the protective suits and respirators tyres one out and simple tasks
become more and more difficult; for that end any Infantry Team that has ‘donned respirators’
suffers a -1 to their motivation and skill tests until they have removed their protective
equipment.
To differentiate between teams that are ‘suited up’ and those that are not, a suitable counter
can be placed with the infantry team to show they are ‘wearing respirators’.
UK Soldier & MCAD detector files NBC Report; Winterbourne Gunner CBRN School
242
Part
243
The Armoury Section is laid out for ease of use and reference; with all vehicles, guns and
infantry teams of one type being listed together. It is laid out in a simple tabular form, with the
picture of the piece of equipment/team (matching the TO&E section), followed by the
equipment/team’s name, it’s mobility or weapon, the range of the gun or shell, then the
armour for front aspect, side aspect and top/rear aspect in the fist column, and in italics the
ROF (Rate Of Fire) how many 1d6’s are needed, the Pen (Penetration) the weapons
penetration and then it’s Firepower (on 1d6) then lastly any notes. The Armoury Section is
divided into three parts, first the Soviet’s then the American’s and lastly a section on aircraft
including helicopters for both the Soviets and Americans.
Mobility Shells Front Side Top/Rear
Picture Name Equipment Notes
Weapon Range ROF Pen Firepower
Light-
HEAT 4 2 1
Tank Amphibious; Wide Tracks;
PT-76 76mm Stabilised Main Gun; HEAT
32”/80cm 2 8 3+
Gun
Standard
Tank
HVAP 7 5 1
T-34/85 Zis-53
Steel Armour –CANNOT fit ERA
85mm Gun
32”/80cm 2 12 3+
IS-3 Hv.Tank 12 10 2
Josef D-25t Unreliable Tank; Breakthrough Gun
Stalin 122mm
32”/80cm 1 15 2+
Hv. Tank HEAT 9 5 1 Overloaded; Hull Mounted Gun;
SU-100 D-10s Tank Killer
100mm
40”/100cm 1 16 2+
Standard
HEAT 12 8S 3
Tank
T54/55 D-10t
Side Skirts; IR
32”/80cm 1 16 2+
100mm
Standard HEAT
13 7 2
Tank SABBOT
T-62 U-5ts
IR
115mm
32”/80cm 1 16 2+
Standard HEAT
14 7s 2 IR; Side Skirts, can fire 9m117
Tank SABBOT
U-5ts Bastion ATGM
T-62m 115mm
32”/80cm 1 16 2+
9m117 2”/5cm-
1 24 3+ 9m117 Bastion (Guided)
ATGW 40”/100cm
Standard HEAT
14c 8s 2
Tank SABBOT IR; Composite Frontal Armour; Side
D-81t Skirts; can fire 9m112 Kobra ATGM
T-64 125mm
40”/100cm 2 17 3+
9m112 2”/5cm-
1 20 4+ 9m112 Kobra (Guided)
ATGM 40”/100cm
Standard HEAT
14c 8cs 2c
Tank SABBOT
IR; Composite Armour; Side Skirts
D-81t
T-64m 125mm
40”/100cm 2 17 3+
9m112 2”/5cm-
1 20 4+ 9m112 Kobra (Guided)
ATGM 40”/100cm
Standard HEAT
16cs 8cs 2c
Tank SABBOT IR; Composite Armour; Side Skirts;
T-72 / 2a46
40”/100cm 2 17 3+
can be fitted with Kontakt-1 ERA
T-72m 125mm
9m119 2”/5cm-
1 26 2+ 9m119 Svir (Guided)
ATGM 80”/200cm
244
Wheeled DU 1 0 0
BTR-40 Transports 8 Troops; DU rounds
14.5mm HMG 24”/60cm 6 5 6+
Wheeled -- 0 0 0 Transport 3 Troops; Troops can fire
GAZ/UAZ out; May mount ATGM, RCL’s or
Jeep’s 12.7mm HMG 20”/50cm 3 4 6+ other weapons –see TO&E entry
Wheeled DU 2 1 1 Amphibious; Transports 16 Troops;
Firing Ports; DU rounds; May mount
BTR-60 14.5mm HMG 20”/50cm 6 5 6+
turret with 23mm Cannon or
23mm Gun 20”/50cm 3 8 6+ 14.5mm HMG;
245
246
Shells
Mobility Front Side Top/Rear
Picture Name Range Equipment Notes
Weapon
ROF Pen Firepower
9m14 6”/15cm to
Man Packed 1 14 5+ 9M14 Malyutka ATGM, Guided, HEAT
Malyutka 65”/165cm
9k111 8”/20cm to
Man Packed 1 19 3+ 9k111 Spigott ATGM, Guided, HEAT
Spigott 40”/100cm
RPG-9
Heavy Recoiless Rifle; Horrid Backblast; Slow
Recoiless Weapon
24”/60cm 2 13 3+ Firing
Rifle
DSHK
Heavy
12.7mm Weapon
24”/60cm 6 2 6+ ROF of 3 if pinned or moving
HMG
DSHK
Heavy
AA HMG Weapon
24”/60cm 6 2 6+ AA Gun (see rules)
12.7MM
LMG
Man Packed 16”/30cm 7 2 6+ ROF of 3 if Pinned or moving
Team
AK Rifle
Man Packed 8”/20cm 3 1 5+ Full ROF if moving; ROF of 1 if pinned!
Team
SA-14
Man Packed 48”/120cm SAM –see rules Guided AA Weapon
Gremlin
HQ & 2iC
Man Packed 8”/20cm 3 1 5+ Pistols +1d6 in defence
Team
Staff Heavy
8”/20cm 3 1 5+ Pistols +1d6 in defence
Team Weapon
Observers
Man Packed 8”/20cm 3 1 5+ Pistols +1d6 in defence
& RTO’s
247
248
249
HUMVEE 8”/20cm to
TOW ATGM 1 16 3+ HEAT, Guided ATGM
& TOW 32”/80cm
TOW II 8”/20cm to
1 21 3+ HEAT, Guided ATGM
ATGM 48”/120cm
Tracked 1 1 1
250
Heavy Tank 2 1 1
M-107
HE, Smoke, FASCAM, DPICM,
175mm M113a1 Gun 72”/180cm 1 16 2+ Chemical & Nuclear (see rules)
Howitzer Bombard
88”/220cm -- 8 3+
ments
Tracked 3 2 1
HE, Smoke, Minelet (AT & AP)
MRLS Bombard and Chemical (see rules)
ments
80”/200cm -- 7 4+
MGM Wheeled 0 0 0
Corporal-
Sergeant Bombard
200”/508cm -- 10 2+
HE, Nuclear & Chemical (see
ments rules)
Honest Wheeled 0 0 0
HE, Nuclear & Chemical (see
John Bombard
88”/220cm 6 3+
rules)
ments
Lance Tracked 2 2 1
HE, Smoke, Minelet, Chemical
Missile Bombard
100”/254cm -- 8 3+
& Nuclear (see rules)
ments
GLMC MAN Launch Control Vehicle has no
Wheeled 1 1 0
Cruise transporter weapons
Missile Bombard
200”/508cm -- 12 2+ Brutal; HE, FASCAM, DPICM,
ments Chemical & Nuclear (see rules)
TEL
Light Tank 2 2 0 Amphibious, Wide Tracks
251
M40
106mm Man Packed 32”/180cm 1 14 2+ Horrid Backblast; Spotting Rifle
RCLS
TOW 8”/20cm to
Man Packed 1 16 3+ HEAT, Guided ATGM
Team 32”/80cm
M47
8”/20cm to
Dragon Man Packed 1 18 3+ HEAT, Guided ATGM
28”/70cm
Team
.50 HMG
Man Packed 16”/40cm 3 4 5+ HMG Team, AA
Team
M60 LMG
Man Packed 16”/40cm 5 2 6+ LMG Team, Anti-Helicopter
Team
1 2 in
M-79 G/L 1d6 in Point-Attack OR 2 dice in
Man Packed 12”/30cm defen 6 5+
Team ce
defence
FAC/FAO
Observers
M-16 12”/30cm 2 1 6+ Pistols +1d6 in Defence
& RTO
Teams
Staff Pistols 2”/5cm 1 1 6+ Pistols +1d6 in Defence
Team
252
Shells
Picture Name Equipment Notes
Weapon Range ROF Pen Firepower
Observation Helicopter; Transports 3
MD-500 NONE None Passengers
Loach
Door LMG 16”/40cm 3 2 6+ Side Mounted; Transport 2 Passengers
Observer
M134
/Gunship Minigun
16”/40cm 6 2 6+ Hull Mounted (Front Firing)
253
Shells Fire
Picture Name Equipment Notes
Weapon Range ROF Pen Power
NR-23
23mm 8”/15cm 8 5 5+ Anti-Helicopter
Cannon
Mig-15 / 2x UB32
1x Artillery Template (One Shot
Mig-17 16(57mm) 6”/15cm Template 3 5+
Rocket Pods Weapon)
Fresco
2x FAB250
250kg 6”/15cm Template 5 2+ 1x Salvo Template (One Shot Weapon)
Bombs
1x NR-23
23mm 8”/20cm 4 5 5+ Anti-Helicopter
Cannon
2x UB32
Mig-21 1xArtillery Template (One Shot
16(57mm) 6”/15cm Template 3 5+
Fishbed Rocket Pods
Weapon)
2x FAB250
250kg 6”/15cm Template 5 2+ 1xSalvo Template (One Shot Weapon)
Bombs
OR swap
4x UB32
Rocket
16(57mm) 6”/15cm Template 3 4+ 1xSalvo Template (One Shot Weapon)
Pods & Rocket Pods
Bombs:
1x Gsh-23
23mm 8”/20cm 3 7 5+ Anti-Helicopter
Cannon
4x UB32
Mig-23
16(57mm) 6”/15cm Template 3 4+ 1x Salvo Template (One Shot Weapon)
Flogger Rocket Pods
2x FAB250
250kg 6”/15cm Template 5 2+ 1x Salvo Template (One Shot Weapon)
Bombs
OR swap
2x Kh-25 8”/15cm to
Rocket Missile 32”/80cm
1 27 2+ Brutal; Guided Missile; HEAT
Pods for:
OR swap 2x UB32
1x Artillery Template (One Shot
FAB250 16(57mm) 6”/15cm Template 3 5+
Rocket Pods Weapon)
bombs for:
2xGsh-23
23mm 8”/20cm 4 7 5+ Anti-Helicopter
Cannon
4x AA10
6”/15cm to
Mig-29 Amos AA 1 AA 3+ Guided AA Missile
32”/80cm
Fulcrum Missiles
2x AA8
Aphid
Guided
12”/30cm 1 14 4+ Guided Missile; HEAT
Missiles
1x Gs-23-L
23mm 8”/20cm 3 6 5+ Anti-Helicopter
Cannon
2x FAB500
Yak-38
500kg 6”/15cm Template 8 2+ 1x Salvo Template (One Shot Weapon)
Forger Bombs
2x 2B500
Special 1x napalm Template; Napalm! See
Napalm 6”/15cm See rules
Bombs
Template Rules
1x Gs-6-23-
L 23mm 8”/20cm 3 6 5+ Anti-Helicopter
Cannon
SU-24 4x FAB250
Fencer 250kg 8”/20cm Template 5 2+ 1x Salvo Template (One Shot Weapon)
Bombs
2x K-13 AA 4”/10cm to
Missiles 24”/60cm
1 AA 4+ Guided AA Missile
254
Shells Fire
Picture Name Equipment Notes
Weapon Range ROF Pen Power
2x AR-30
30mm 8”/20cm 5 7 5+ Anti-Helicopter
Cannon
2x Kh-25 8”/20cm to
Missiles 32”/80cm
1 27 2+ Brutal; Guided Missile; HEAT
2x R-60 AA
Missiles
20”/50cm 1 AA 4+ Guided AA Missile
1x Gsh-30-2
30mm 8”/20cm 3 7 5+ Anti-Helicopter
Cannon
Su-25 4x UB32
Frogfoot 16(57mm) 12”/30cm Template 3 4+ 1x Salvo Template (One Shot Weapon)
Rocket Pods
4x KL-25 8”/20cm to
Missiles 32”/80cm
1 27 2+ Brutal; Guided Missile; HEAT
Or swap 2x 2B500
Special 1x Napalm Template; Napalm! See
2x KL-25 Napalm 8”/20cm See rules
Bombs
Template Rules
Missiles:
2x AR-30
30mm 8”/20cm 5 7 5+ Anti-Helicopter
Cannon
2x UB32
Su-7 Fitter 16(57mm) 8”/20cm Template 3 5+ 1x Salvo Template (One Shot Weapon)
Rocket Pods
2x FAB500
500kg 8”/20cm Template 8 2+ 1x Salvo Template (One Shot Weapon)
Bombs
2x Turreted
NR-23
8”/20cm 4 5 5+ Anti-Helicopter
23mm
Cannon
Tu-16 12x Fab500
4x Salvo Templates OR 6x Artillery
Badger 500kg 8”/20cm Template 8 3+
Bombs Templates (you cannot mix!)
2x AS-6
8”/20cm to
Guided 1 20 3+ Brutal; Guided Missile; HEAT
24”/60cm
Missiles
2x AS-5
OR swap 8”/20cm to
Anti-Ship 1 10 4+ Guided Anti-Ship Missile
AS-6 for: Missiles
24”/60cm
1x 1kt.
OR swap
Nuclear 8”/20cm Template See rules Nuclear! See Rules
AS-6 for: Bomb
Tail Mounted
NR-23
23mm
8”/20cm 4 5 5+ Anti-Helicopter
Cannon
TU-95 20x FAB500
8x Salvo Templates OR 10x Artillery
Bear 500kg 8”/20cm Template 8 2+
Bombs Templates (Cannot Mix!)
2x AS-6
8”/20cm to
Guided
24”/60cm
1 20 3+ Brutal; Guided Missile; HEAT
Missiles
1x 1kt. 8”/20cm
OR swap
Nuclear Template See rules Nuclear! See Rules
AS-6 for: Bomb
255
Shells Fire
Picture Name Equipment Notes
Weapon Range ROF Pen Power
1x M164
Minigun
8”/20cm 4 8 5+ Anti-Helicopter
4x AN-M64
A1H 230kg 4”/10cm Template 5 1+ 2x Salvo Templates
Skyraider Bombs
4x LAU-3
1x Salvo Template OR 2x Artillery
19(70mm) 6”/15cm Template 4 4+
Rocket Pods Templates (Cannot Mix!)
2x BLU-32
Special 1X Napalm Template; Napalm! See
Napalm 4”/10cm See rules
Bombs
Template Rules
2x M-47
OR swap Willie-Pete 1x Artillery Template (Smoke) (One
AN-M64 4”/10cm Template Smoke
Smoke Shot Weapon)
and LAU-3 Bombs
for: 2x SUU-14/a
: Cluster 6”/15cm Template 3 5+ 1x Salvo Template (One Shot Weapon)
Bombs
2x SUU-11/a
Minigun 8”/20cm 6 8 5+ Anti-Helicopter
Pods
2x Mk.12
20mm 8”/20cm 4 7 5+ Anti-Helicopter
Cannon
2xAN-M64
A4e 1x Artillery Template (One Shot
230kg 6”/15cm Template 5 1+
Skyhawk Bombs Weapon)
2x LAU-3
1x Artillery Template (One Shot
19(70mm) 6”/15cm Template 4 4+
Rocket Pods Weapon)
2x Blu-32
Special 1x Napalm Template; Napalm! See
Napalm 6”/15cm See rules
Bombs
Template Rules
2x M-47
Willie Pete 1x Artillery Template (Smoke) (One
6”/15cm Template Smoke
Smoke Shot Weapon)
OR swap Bombs
AN-M64 or 2x SUU-14/a
LAU-3 for:
Cluster 6”/15cm Template 3 5+ 1x Salvo Template (One Shot Weapon)
Bombs
2x SUU-11/a
Minigun 6”/15cm 6 8 5+ Anti-Helicopter
Pods
2x AIM-9-L
Sidewinders
24”/60cm 1 AA 4+ Guided AA Missile
M61a1
20mm 8”/15cm 4 6 5+ Anti-Helicopter
Cannon
A7e 2x AIM-9-L
Corsair Sidewinders
24”/60cm 1 AA 4+ Guided AA Missile
6x AGM-63 8”/20cm to
Mavericks 36”/90cm
1 27 2+ Brutal; Guided Missile; HEAT
OR Swap 6x AN-M64
2x Salvo templates at +1 to FP OR 4x
AGM-63 230kg 6”/15cm Template 5 1+
Bombs Artillery Templates
for
Gau8/a
8”/20cm 4 11 5+ Anti-Helicopter; DU Ammo
A-10 30mm Gun
Warthog 6x AGM-63 8”/20cm to
Maverick 36”/90cm
1 27 2+ Brutal; Guided Missile; HEAT
OR Swap
12x CBU-52 4xSalvo Templates (+1FP) OR 6x
AGM-63 6”/15cm Template 2 6+
ClusterBomb Artillery Templates –CANNOT MIX!!
for
OR Swap
4xGBU-15 8”/20cm to
AGM-63 Paveway 24”/60cm
1 21 3+ Guided Missile; HEAT
for
256
Shells Fire
Picture Name Equipment Notes
Weapon Range ROF Pen Power
2x M-60c 8”/20cm
4 4 6+ Low Flying FAC/Coin
LMG
Or 1x M197
20mm 6 4 4+ Anti-Helicopter
OV-10 Cannon
Bronco 2x AIM-9-L
Sidewinders
24”/60cm 1 AA 4+ Guided AA Missile
2x SUU-14/a
1x Artillery Template (One Shot
Cluster 4”/10cm Template 3 5+
Bombs
Weapon)
OR Swap 2x M47
Willie Pete
4”/10cm Template smoke 1x Artillery Template (Smoke)
AIM-9-L &
SUU-14/a 2x LAU-3
1x Artillery Template (One Shot
for: 19(70mm) 4”/10cm Template 4 4+
Rocket Pods Weapon)
OR Swap 4x Hellfire 6”/15cm to
1 26 3+ Guided ATGW; HEAT
for ATGW 56”/140cm
Mk.12 20mm
Cannon
8”/20cm 4 6 5+ Anti-Helicopter
6x AN-M64
F4e 2x Salvo templates at +1 to FP OR 4x
230kg 6”/15cm Template 5 1+
Phantom Bombs Artillery Templates
II 2x LAU-3
19(70mm) 1x Artillery Template (One Shot
6”/15cm Template 4 4+
Rocket Weapon)
Pods)
OR swap 4x BL32
Special 2x Napalm Templates; Napalm! See
AN-M64 Napalm 6”/15cm See Rules
Bombs
Template Rule
for:
6x SUU-14/a
OR: Cluster 6”/15cm Template 3 5+ 2x Salvo Templates at +1 to FP
Bombs
6x AGM-63 8”/20cm to
OR: Mavericks 36”/90cm
1 27 2+ Brutal; Guided Missile; HEAT
2x M39a2
20mm 8”/15cm 6 8 5+ Anti-Helicopter
Cannon
F5a
2x AIM-9-L
Freedom Sidewinders
24”/60cm 1 AA 4+ Guided AA Missile
Fighter II
4x LAU-3
19/(70mm) 6”/15cm Template 4 4+ 1x Salvo Template (One Shot Weapon)
Rocket Pods
6x AN-M64
OR Swap 2x Salvo templates at +1 to FP OR 4x
230kg 6”/15cm Template 5 1+
LAU-3 for Bombs Artillery Templates
OR Swap 4x AGM-63 8”/20cm to
1 27 2+ Brutal; Guided Missile; HEAT
LAU-3 for Mavericks 36”/90cm
M61a1
20mm 8”/20cm 4 8 5+ Anti-Helicopter
Cannon
2x AIM-9-L
F-14 Sidewindes
24”/60cm 1 AA 4+ Guided AA Missile
Tomcat
4x AGM-63 8”/20cm to
Maverick 36”/90cm
1 27 2+ Brutal; Guided Missile; HEAT
Ground-
Attack 2x CBU-52
1x Artillery Template (One Shot
role Cluster 6”/15cm Template 2 6+
Bombs Weapon)
2x AN-M64
1x Artillery Templates (One Shot
230kg 6”/15cm Template 5 1+
Bombs Weapon)
257
Shells Fire
Picture Name Equipment Notes
Weapon Range ROF Pen Power
M61a1
20mm 8”/20cm 4 8 5+ Anti-Helicopter
F-14 Cannon
Tomcat
4x AIM-9-L
Sidewindes
24”/60cm 1 AA 4+ Guided AA Missile
Fighter
Role 4x AIM-54 6”/15cm to
Phoenix 62”/158cm
1 AA 4+ Guided AA Missile
M61a1
20mm 8”/20cm 4 6 5+ Anti-Helicopter
Cannon
6x AN-M64
F-15 2x Salvo templates at +1 to FP OR 4x
230kg 6”/15cm Template 5 1+
Eagle Bombs Artillery Templates
4x SUU-14/a
Cluster 6”/15cm Template 3 5+ 2x Salvo Templates
Bombs
OR Swap
6x AIM-9-L
AN-M64 Sidewinders
24”/60cm 1 AA 4+ Guided AA Missile
Bombs for
OR Swap
6x AGM-63 8”/20cm to
AN-M64 Mavericks 36”/90cm
1 27 2+ Brutal; Guided Missile; HEAT
Bombs for
M61a1
20mm 8”/20cm 4 6 5+ Anti-Helicopter
Cannon
2x Mk.82
1x Artillery Template (One Shot
Snakeye 6”/15cm Template 1 5+
F-16c Bombs Weapon)
Falcon 2x AIM-9-L
Sidewinders
24”/60cm 1 AA 4+ Guided AA Missile
6x LAU-3
2x Salvo Template OR 3x Artillery
19(70mm) 6”/15cm Template 4 4+
Rocket Pods
Templates (Cannot Mix!)
M61a1
F-18
20mm 8”/20cm 4 6 5+ Anti-Helicopter
Hornet Cannon
4x AIM-9-L
Sidewinders
24”/60cm 1 AA 4+ Guided AA Missile
6x AGM-63 8”/20cm to
Mavericks 36”/90cm
1 27 2+ Brutal; Guided Missile; HEAT
OR Swap 2x SUU-14/a
1x Salvo Templates (One Shot
AGM-63 Cluster 6”/15cm Template 3 5+
Bombs Weapon)
for
2x AIM-54 6”/15cm to
Phoenix
1 AA 4+ Guided AA Missile
62”/158cm
M61a1
20mm 8”/20cm 4 6 5+ Anti-Helicopter
Cannon
2x AIM-9-L
Sidewinders
24”/60cm 1 AA 4+ Guided AA Missile
F-104
Starfighter 2x LAU-3
1x Artillery Template (One Shot
19(70mm) 6”/15cm Template 4 4+
Rocket Pods Weapon)
4xSUU-14/a
Cluster 6”/15cm Template 3 5+ 2x Salvo Templates
Bombs
258
Shells Fire
Picture Name Equipment Notes
Weapon Range ROF Pen Power
2x Tail
M61a1
20mm
8”/20cm 6 6 5+ Anti-Helicopter
Cannon
28x AN-M64
230kg 8”/20cm Template 5 1+
Bombs
8x ALCM
8”/20cm to Brutal; Guided Missile; HEAT
Cruise 1 24 2+
Missiles
72”/180cm Chemical, Nuclear, HE and Minelet
2x .50kt
Nuclear 8”/20cm Template See rules Nuclear! –See Rules
B52b Bombs
24x AN-M64
230kg 8”/20cm Template 5 1+
Bombs
12x ALCM
8”/20cm to Brutal; Guided Missile; HEAT
Cruise 1 24 2+
Missiles
72”/180cm Chemical, Nuclear, HE and Minelet
4x 1kt or
.50kt
Nuclear
8”/20cm Template See rules Nuclear! –See Rules
Bombs
May swap Nuclear Bombs for 2X ALCM Cruise Missiles for every 2 bombs; or 4x AN-M64
230kg Bombs for every 2 Nuclear Weapons swapped (maximum 8x AN-M64 230kg bombs or
4x ALCM Cruise Missiles)
An American B-52 bomber unloads onto a Soviet Armoured Regiment –West Germany, 1985
259
Dean Wilson was born in Gibraltar to his British parents whilst his father was serving there.
He lives in the pretty town of Basingstoke in Hampshire (the UK’s pettiest county next to the
Lake District, Cornwall, Wales, Scotland,
Northern Ireland, Cumbria, Northumbria,
1
Yorkshire and Cheshire ) with his long
suffering wife Samorn. Dean’s hobbies
include writing wargaming books, eating
doughnuts and buying “junk2” off eBay. Dean
has qualifications in Religion & Spirituality
(earning a Diploma in Religious Studies), a
Certificate in Counselling and a Diploma in
Causes of War. Dean has had a varied career
including being unemployed, a grocery
assistant, armed response officer, space
captain, Territorial Army Soldier, Teacher of
English to Japanese students in Thailand,
Marshall of the French Forces at Waterloo,
sucesfull author, Pineaple Wrangler, failed
3
politician and a junior nurse . Dean can speak
several languages, but unfortunately English
is not one of them!
Dean began his illustrious career playing with little toy soldiers when he was eight and
invented his own rules wich he called “Deans Wargaming Rules”4. He moved on from
knocking timpo soldiers over with a dice to actually using the dice to determine who lived or
died. He discovered HG Well’s Little Wars and Donald Featherstones Wargaming and from
then onwards was bitten by the bug. He has dabbled with Games Workshop (Orcs and
always Orcs, or Skeletons with Orc allies), Warhammer 40K (Orks would you guess? and
Space Marines who are secretly Orks), Lord of the Rings,
a Fistful of Dice, Check Your Six, Challenger 2000, A Fist
5
Full of TOW’s, Samurai Swords, Monopoly , Axis and
Alies, Tide of Iron, Flames of War and about one million
different Avalon Hill and such like Bookcase Wargames6.
He has written his own skirmishing rules for the Pacific
Theatre: Days of Infamy as well as modern warfare in
COLD WAR3!
1
Not in any particular order of prettiness before I get lynched by a Welsh-Scotts alliance…
2
It’s NOT junk Dean assures his wife, but vitally important stuff that I did not know I needed until I
saw it had only fifteen minutes left to go…
3
Some of these careers Dean may have drempt or made up to look good here…
4
Clearly he wasn’t very imaginative at that age….
5
It’s always a war when he plays his wife!
6
The kind that come with one million cardboard counters that represent everything
260
Partizan Hunters (28mm); 1:72 and 28m US and USMC for Vietnam with Viet-Cong and NVA
regulars (1:72 and 28mm). In 1:72 and 15mm he can boast to own modern Italian Folgore,
US, Afghan insurgent, East German, West German, Soviet and British forces as well as
several armies in 28mm for the French peninsular campign and Waterloo (all 28mm, a few in
1:72).
Deans main interest is the Pacific Theatre of Operations, including Indochina, Burma, Dutch
East Indies and the Pacific Islands. He can boast to having a 1:1 scale Imperial Japanese
Army Regiment including all support assets!!! To this end Dean has written several books on
various armies and their organisation & equipment:
Dean is presently hard at work writing A BRITISH ARMY, Organisation & Equipment 1950-
1990; OKINAWA, Operation Iceberg a campaign book for the Pacific Theatre and FULDA
3
GAP! A campaign book for COLD WAR ! He is
progressing well with AFGHANISTAN! Battle for
Helmand Province; a complete table or organisation
for the British, American, Italian and other allied
forces including the ANA as well as the Insurgents –
a Campaign and Rule Book supplement for COLD
WAR3! He is currently researching for several other
books, including IWO JIMA, BURMA and
INDOCHINA 1947-1965; so look out for these
3
upcoming titles to add to your COLD WAR ! And
Days of Infamy library.
7
Just about to be released –December 2016/February 2017
8
Unless you need them to roll a low number!!!
261
262