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RI Berlin’85 The Enemy at the Gates Copyright © 1980, Simultions Publications, Inc., New York, N.Y., 10010 Read this First: ‘The rues of this SPI simulation game are or tani ina format known asthe Case Stem system of organization divides the rules into Malor Seton (ath of which deals wth ‘an important aspect of play). These Sections ‘are numbered sequentially as well as being named. Each of these Major Seations is intro- duced by a General Rule, which briefly de- Sseribes the subject of the Section. Many times this General Rule is followed by a Procedure ‘which describes the basi action the Player will take when using the rules in that Section. Final- Iy, the bulk of each Major Section consists of Cases. These are the specific, detailed rules ‘that actually regulate play. Each ofthese Cases {is also numbered. The numbering follows & logical system based upon the number of the “Major Section of which the Cases area part. A (Case withthe number 6.5, for example, i the fifth Primary Case of the sixth Major Section fof the rules. Many times these Primary Cases fare further subdivided into Secondary Cases ‘A Secondary Case is recognizable by the fact ‘that it has two digits tothe right of its decimal point. Each Major Section can haveas many as ‘ine Primary Cases and each Primary Case can hhave as many as nine Secondary Cases. The ‘numbering system is meant as an organization al aid. Using it, Players can always easly tll ‘where a Case is located in the rules. Asa fur- ther aid, an outline of the Major Sections and Primary Cases i given a the beginning of the rules, How the Section and Case Numbers Work: Major Section Number Primary Case Number ‘Secondary Case Number [6.5. 1.9 awrRODUCTION 2.9 GAME EQUIPMENT. 2.1 The Game Map 22 Charts and Tables 23 The Playing Peces 2.4 Game Sele 23 Pars Inventory 1.0 SETTING UP THE GAME, 449 SEQUENCE OF PLAY 0 MOVEMENT '.1 Movement Restrictions and Prohibitions ‘The preceding example would be the number of the third Secondary Case of the fifth Pr ‘of the sixth Major Section of the How to Learn to Play the Game Familiarize yourself with all of the compo: ‘ens. Read all ofthe General Rules and Proce- dures and read the sites ofthe Primary Cases. Setup the game for ply after reading the per. tinent Section) and play atrial game against yourself referring to the rules only when you hhave a question. This procedure may take you {few hours, but itsthe fastest and most enter. taining way to lear the rules shor of having a friend teach them to you. You should not at- tempt to learn the rules word-for-word. Mem: ‘orizing all that detail isa task of which few of ‘us ate capable. SPI rules are writen to be as ‘complete a possible — they're not designed to bbe memorized. The Case numbering system ‘makes i easy to look up rules when you are in doubt. Absorbing the rues in this manner (as you play) isa much better approach to game ‘mastery than attempting (0 study them as if ramming for atest ‘We hope you enjoy this SPI game. Should you have any difficulty interpreting. the rules, please write to SPI, phrasing your questions so that they ean be answered by a simple sentence, word, oF number. You must enclose a stamp: fc, sel-addressed envelope. We cannot guar- fnlee a proper answer should you choose to ‘hone in your question (the right person isnot always available — and sine SPI has publish ed hundreds of games, no one individual is ‘capable of answering all questions). Writeto: SPI Rules Questions Editor for Berlin 88 257 Park Avenue South New York, N.Y. 10010 $2 Effet of Terain 5.3 Effects of Other Frey Unie (60 ZONES OF CONTROL. 6:1 Effes on Movement 162 Muliple Zones 79 COMBAT. TLL Which Unite Atak 7.2 Malpl Unit and Mali-Hex Combat 173 Combat Sirenath Unity 74 Bie of Terrain 173 Diversionary Attacks 116 Combat Resolution 13 Howto Reweat, 18 Displacement, 79 Advance After Combat 0 ARTILLERY 11 Barrage Attacks 2 Combined attacks 4 Final Protective Fe (FPF) 186 Terrain Etec 87 Uni img £43 Poison Gas (Options) ‘9.1 Restrictions and Protons ILLATERAL DAMAGE 1 How Colteral Damage Is Etfected 2 Which Heres Can Incr Clara Damage 103 Terrain Efe on Collateral Damage 104 Limiations on Collateral Damage 105 Effects of Ruin on Exiting Tein 104 Colateal Damage Table 11.0 UNTRIED UNIT STRENGTH 12.0 BRIDGE DEMOLITION 13.0 REINFORCEMENTS, 1B.1 Retictions oa Reinforcements 132 Allanding Reinforcements 11 Supply Soures 142 Tracing Lies of Supely 143 Supply Etecs 180 THE U-BAHN. [NIGHT GAME-TURNS 161 Aispower a Night 162 Nigh Movement 11.0 NATO EMERGENCY REINFORCEMENTS Reinforeement Table Rea 172 Reinforcement Prohibitions 3 Reinforcement Table RATROOPS 11 Seater Diagram 182 Paratroop Destruction 183 Drop Eugiity 1 Firt Turn Restrictions 186 Sora Modifiers {ONORS OF WAR" 192 Restrictions 184 Surender Pons 2009 VICTORY CONDITIONS 201 City Conte! 202 Victory Evaluation 21.9 SCENARIOS 21.1 Operation Unity 212 Operation Werewolf 213 Operation Medicine Whee R2 [1.0] INTRODUCTION Berlin, ’85 is an operational level simulation of hypothetical attempt by the Warsaw Pact to seize the city of West Berlin within the context ofa gen= tral conventional East-West war. The playing pieces represen the actual units which could con Ccivably become involved. The game map repre- ‘sents the actual terrain of Bein and East Ger- ‘many over which such a battle would be fought ‘The two players (NATO and Warsaw Pact) ma- reuver thelr units across the map and conduct combat according 10 the rules of play. Victory is Setermined atthe end of Game-Turn 16 oF when fever the Ws ct Player achieves control of {the city (whichever comes fis). [2.0] GAME EQUIPMENT GENERAL RULE: “The game equipment consists of the rules, map, charts and tables (printed on the map), one shel (0f 200 die-cut playing pieces, and two dice. CASES: [2.1] THE GAME MAP ‘The 22°32" game map represents all of West Berlin as well as the surrounding. countryside. ‘A hexagonal grid has been superimposed over the terrain features onthe mapsheet in order 0 regu- late the positioning and movement of the playing pieces. To make the mapsheet ie lat, backfotd it the machine-made folds. Players will note that each hexagon (hereafter called hex) has is own Tour digit identity number. [2.2] CHARTS AND TABLES ‘A numberof aids are included to asi in pay: the Effects Chart, Reinforcement Table, Results Table, Turn Record Track, Surv val Table, Surrender Points Record Track, Colla- , Seatter Table, and “Honors "Table. The use ofeach is explained inthe Ries Sections [2.3] THE PLAYING PIECES ‘The cardboard playing pieces (hereafter called lunts represent the military and paramilitary for- ‘mations which could be involved in a battle inthe in area. The numbers and symbols on the pieces represent their Combat Strengths (Attack fnd Defense), movement capability, 1ype, size, fname, and (in the case of artillery) Barrage Strength, Final Protective Fire (FPF) Strength, Range. Each unit sprinted om both sides. One fide i an untried side, which is turned up atthe beginning of play, and the other is a teed side, ‘which fe turned up when the unit participates in ‘combat, Note: Arillery units do not have af un- tried side. Their back face bears a tag showing their unit type and designation a an aid to sorting between games [A numberof markers are included to represent the allocation of Air Ground Support Points. Each ‘marker represents one Ground Support Point. A {ew pieces do not represent military formations. ‘These are markers used to indicate fires, ruins, persistent polson gas, and destroyed bridge to record the passage of Game-Turns and cumulation of Surrender Points. [2.31] How to Read the Unit Designations NON-ARTILLERY UNIT. i it ‘ommando aoa nie Commend U-12 + at nu Desgroion +78 [EI] Un pe 7 7 Desi El rs “mis “ant semen f23-G°12 ee aed uae “Lp ON DefeceSingih Moment Alomance [— a 80 Miley Police x 1212 U2 iW aE 3 1 | mendourtes Detachment U-12 03-12 51.25, ARTILLERY UNIT x Towed aniiey FE Senn Baraesver [4.0.2 Rene Atomance wire ++ Cal, ‘Se-Propeed Arey Cale] Be puni Desienarion 1.10, we Shengin Movement Allowance Denese 4020 | peter Any oe s Ant TankAriery im we Bs unre TVR sin Maker : Peritnt Gas Marker FE cs iS Wat Brin Police 028 ——) 4 a os | ® as Bern Poce — 128 — A] eee PE ioa8 Iiany anes 128 UNIT SIZES — 1= Company; I= Batalion; I= Regiment; BG - Battle Group. ets | echoed mfg Units may be idensfed by a single number or bya a1 two-part designation. In tworpart designations, the umber the right ofthe unit symbol the "s superior formation Ths may be a Svson = Fegimen, or brigade. Police units are wentiied by m8 Partoop {neighborhood or administrative district name Battalion sized units are numbered consecutively 236 within the vision, when the division Is the Superior formation shown. Ata general ul, there — are thre battalions per brigade, and three brigades & Tent armory or regiments per division 5212 Some designations have been abbreviate Cs G= Guards; EB=East Berlin; EQ=East Ger many; SFB Secteur” Francais de Betin, ire SDB=Specal Forces Detachment Bern, ota | Recomaizonce LGS=Labor Guard Serie, USAE = United a6 Slates Army Europe; S8G=Suppor Bate Group; We rhe Welsh Guards: RAN= The Royal Anglians; GH=The Green Howards R= The Parachute Regiment; RA = Royal Ar ery; RSDG= Royal Scots Dragoon Gi ‘gs Jagerbrigade; C="C" Company: F=""F Company. [2.32] Definition of Terms ‘Attack Sirength is the relative strength of a non fillery unit used to atack other units, and is ex- Dressed in terms of Attack Strength Points Defense Sirengh isthe relative strength of a ‘sed to defend against the attacks of Enemy units, and is expressed in terms of Defense Sirength Points. ‘Combat Strength is the relative strength ofa unit (as used in ether attack or defense) and is express- cf in terms of Combat Strength Points ‘Barrage Sirength isthe relative strength ofan a tllery unit when attacking Enemy units, and is ex- pressed in terms of Barrage Strength Points. Final Protective Fie (FPF) Strengths the relative ability of an artillery unit to add to the Defense and is expressed in terms of FPF Strength Points. ‘Movement Allowanceis the maximum number of clear terrain hexes through which a unit may move in single Movernent Phase; each such hex re- Auites the expenditure of one Movement Point of the Movement Allowance. More than one Move- ‘ment Point may be expended for some hexes Range Allowance is the maximum number of hhexes that may lie between the hex occupied by an arillry unit using its FPF or Barrage Strength (ex- ‘lusive), tothe defending unit's hex (inclusive). [2.4] GAME SCALE Each hex on tht map represents one kilometer of real terrain from sie to side. Each Game-Turnis ‘equivalent to 8 hours of realtime. Every third Game-Turn i a night Game-Turn (tinted on the ‘Turn Record Track), [2.5] PARTS INVENTORY Each copy of Berlin, '85 should include 1 22°32" map 1 sheet of 200 die-cut playing pieces lebook 2 dice (not included in $47 Ealtion) 1 Box assembly (not included in S77 Edition) If any of these parts are missing or damaged, fill ‘ut the Complaint Card enclosed in the game (not in SQ edition) and return it to SPI with the ap- ‘ropriat items checked on the card ‘Those who have the SAT edition of Berlin 8s should address their complaints: Customer Service ‘Simulations Publications, Inc. 257 Park Avenue South ‘New York, New York 10010 Note: The process used in the manufactu the die-cut counters used in SPI games sometimes results in color from one counter overlapping the Color of a neighboring counter, or in the slightly off-center printing of the leters and/or numbers ‘ona counter. SPI cannot replace counters display- ing these minor manufacturing inaccuracies. Only counters that ae illegible can be replaced by SPI [3.0] SETTING UP THE GAME GENERAL RULE: ‘The cardboard playing pieces should be carefully punched out of the unit counter sheet and sorted by color and type. Players should then decide which side each will play and select a scenario. The playing pieces ate se up according tothe rules for ‘each individual scenario as described in this Rules Section. PROCEDURE: ‘The Players consul the Initia Deployment tsted in the scenario. Inchided there is list of the strengths of each unit which isin pay (on the map) ‘ring the First Game-Turn. Unit values are listed 23s follows: Combat Strength (shown as a “U")- illery uni Movement Allowance. For Bar Allowance. Players will be instructed to set up their units within defined parameters. In all cases the NATO Player sets up his forces fi bby the Warsaw Pact Player. Units used in the scenario, But not available on map atthe stat of the game, ae st aside and brought into play ac- cording tthe rules governing reinforcement. Not all units are used in every scenario, [4.0] SEQUENCE OF PLAY GENERAL RULE: successive Game-Turns, Player-Turns. During ‘ach Game-Turn the Players maneuver their units land resolve combat in sequence according to the following outline and within the limits ofthe rules ‘which follow. At the conclusion of Game-Turn 16 (or atthe conclusion of any Game-Turn in which the Warsaw Pact Player controls Belin) the game fends and victory is assessed. ‘SEQUENCE OUTLINE ‘The Game-Turn is divided into a Warsaw Pact Player-Turn and a NATO Player-Turn. The War saw Pact Payer-Turnisalways executed fist. The Player whose Player-Turn is currently in progress is termed the Phasing Player. The activity which he may undertake is outlined below. 1. Movement Phase ‘The Phasing Player's units may move in any dre tion(s) up tothe limits of their individual Move- ment Allowances within the restrictions of the rules of movement, Zones of Control, terrain ef- fects et. The Phasing Player may bin ‘according to the ment rules and as allowed by the Reinforcement ‘Schedule forthe scenario, The non-Phasing Player ‘may not move his units. No combat is allowed 2. Combat Phase ‘The Phasing Player conducts attacks against the rnon-Phasing Player's units inthe order chosen by the Phasing Player. Each attack is conducted ac- ‘cording tothe following sequenced procedure: ‘A. The Phasing Player states which of his ground ‘nits ae atacking which defending units. BB. The Phasing Player allocates Barrage Strength Points (if he wishes) from non-adjacent artillery units and Ground Support Points. . The non-Phasing Player allocates Final Pro- tective Fire Strength (if he wishes) from non- adjacent artillery units and ground support points. D. The Combat Differential (total attacking strength minus foal defending strength) is caleu- ed, the dies rolled, andthe indicated result (ee Combat Results Table) is immediately applied. ‘The'"They Shall Not Pass” option may now beex- cercised. E. The Phasing Player checks for collater damage where such is possible due to concentra- tions of artillery and hex type. This concludes the Player-Turn. This sequence is ‘epeated by the opposing Player inthe same man- ner, at which time the Game-Turn is over and the Game-Turn Marker is advanced one box on the ‘Tur Record Track. Players continue to follow this sequence until che Warsaw Pact Player cap- tures Berlin or the end of Game-Turm 16, which- ever comes first. [5.0] MOVEMENT GENERAL RULE: Dring the Moverent Phase, any numberof Phas- rough 5.3. Movement may be affected by night (16.0), supply status (14.0) of the use of under- {round movement via the U-Bahn (15.0) Warsaw Pact units may be forced to interrupt movement ‘while the NATO Player rolls for bridge demolition (12.0) PROCEDURE: Units move one at atime, racing a path of con- tiguous heres through the hex grid. Each unit pays ‘one or more Movement Points from ts Movement ‘Allowance o enter each hex. CASES: [5.1] MOVEMENT RESTRICTIONS AND PROHIBITIONS: [5.10] Movement may never take place out of se ‘quence. Phasing units may move during thei own, Movement Phase, only. During. the Combat Phase, a unit whichis attacking or defending may be called upon to advance or retreat after combat {s resolved. This isnot considered movement and tuses no Movement Points. During the Enemy Player's Movement Phas, Friendly unis may not [5.12] A Friendly unit may never enter ahexcon- taining an Enemy unit [5.13] A unit may never expend more Movement Points than is total Movement Allowance in any fone Movement Phase. A unit may expend any oF of its Movement Points nits Movement Phase Units are never forced to move. However, unused {8.14) A unit may not exit an Enemy controled hhex during a Movement Phase of a day Game- ‘Turn. An Enemy controlled hex may be left only uring retreat or advance asa result of combat or ‘asa result of Disengagement during night Game- ‘Turn (ee 16.2). [5.15] Once a unit has moved and the Player's hand has been withdrawn it may not move further during the Player-Turn [5.16] The ability of units to move 10 ther fll lowance is affected by their supply status. Aun ‘may be either supplied or unsupplied. Unsupplied Units have their Movement Allowance halved (ound down). See 14.0. [8.17] West Berlin police units may not move or retreat out of West Berlin. If forced todo so, they are eliminated [5.18] No police units on either side may ever ‘voluntarily ener an Enemy ZOC. If forced to do 0, they are eliminated. [5.2] EFFECTS OF TERRAIN [8.21] A unit mustexpend one Movement Point to fenier a cleat terrain hex. To enter other types of hhexes, a unit may have (o expend more than one ‘Movement Point. See the Terrain Effets Chart printed on the mapsheet 18.22] A unit which moves from one road hex directly into an adjacent road hex through a road Iherside(.e., one containing the road symbol) ex- ‘pends only i Movement Point regardless of the ‘ther terrain inthe hex. 3 Ra [5.23] A unit which moves from one Autobahn hex to an adjacent Autobahn hex through an ‘Autobahn hexside expends “4 Movement Point regardless of the other terrain in the hex. {5.24) A unit which moves from one U: directly into an adjacent U-Bahn hex UsBahn hexside while “underground” expends 2 “Movement Points regardless of the other terrain in the hex. The Phasing Player must state that he is using underground movement upon entering a hex in this manner. Units may not use U-Bahn move ment to exit an Enemy controlled hex in which they begin their Movement Phase (see 15.0). {5.25} Thecosistocross water hexsies,fery hex Sides, bridge hexsides, and border heasdes are sessed i addition tothe costs to enter the terain inthe hex. Not that bridges are implied wherever ‘od or Aulobaln cross a water hexside. Units ‘rossng ferry o bridge hexsides pay the ferry OF bridge cost (not the water cost) for that hexsie. Roads and U-Bahns do not extend across border Ihesides. Autobalns do extend through border hhesides. Note: The rail line has no effect on {5.26) A unit may not enter a hex if it does not have sufficient Movement Points remaining 0 pay the Movement Point cost enter the hex and the hexsie Being crossed. Note: Units may enter lake hexes, but may not end ther Movement Phase ina lake hex. They are destroyed if they attempt to do so. I costs 9 Movement Point to traverse a lake he (1 forthe hex and 8 for the entry and exit hes- sides). Thus, a police unit (@ MP's) would never be ble to enter lake hex because the unit would not then have sufficient MP's lft to continue moving. ‘out ofthe he. [5.27] Terrain Etfects Chart (ee mapsheet) [5.3] EFFECTS OF OTHER FRIENDLY UNITS [5.31] A Friendly unit may move through Friend |y occupied or controlled hexes at no extra Move- ‘ment Point cost, but may not end the Movement Phase stacked in the same hex with another Friendly unit Stacking is prohibited. [5.32] Theres no limit tothe numberof Friendly units that may pass through a single hex in one Game-Turn 16.0] ZONES OF CONTROL GENERAL RULE: ‘The sx hexagons immediately surrounding a hex constitute the Zone of Contral (ZOC) of any unit Inthat hex. Hexes upon which a unit exerts a Zone (of Control are called controlled hexes and inhibit the movement of Enemy units. All units must cease movement when they enter an Enemy con- trolled hex (Exception: see 5.28). Units i an Enemy Zone of Control are forced to attack dur- ing their Combat Phase. Supply cannot be traced through an Enemy controlled hex which is not oc- ‘upied by a Friendly unit (Exception: sce 14.22. CASES: [6.1] EFFECTS ON MOVEMENT [6.11] All units exert a Zone of Control at all times. The presence of Zones of Control is never affected by ther units, Enemy or Friendly, except when tracing supply. [6.12] Units do not pay any addtional Movement Points toenteran Enemy controled hex. Units us ing the disengagement option during night Game ‘Turns pay two Movement Points. exit an Enemy Zone of Cont. [6.13] There are only three ways to exitahex nan Enemy Zone of Control by retreat or advance asa result of combat; by removal ofthe Enemy unit ex- erting the Zone of Control asa result of combat; ‘or by disengagement (see 16.22) [6.14] Zones of Conteol extend into all types of hhexes except ruin and urban hexes and across all types of hexsides except water hexsides. Zones of Control do not extend into ruin or urban exe. They do extend out of urban and ruin hexes. The presence of ferris oF bridges does not negate the fect of water hensides on Zones of Control [6.2] MULTIPLE ZONES (6.21) Ifthereare both Enemy and Friendly Zones ‘of Control exerted in a given hen, both Zones co- exist and the hex is mutually controlled by both Players. [6.22] There is no additional effect when more than one unt exerts a Zone of Control nto given hex: [6.23] In mos instances, if given nit isin an Enemy controlled hex, the Enemy units aso in its controlled hex and they are equally and mutually affecied. When a unit isin an urban or ruin hex, that unit's Zone of Control extends out of the hex, but the Zones of Control of adjacent units do not extend into the urban or ruin hex. This principe is Important in determining who must attack and/0 be attacked during the Combat Phase [7.0] COMBAT GENERAL RULE: ‘Comba between adjacent opposing units in each ‘other's Zones of Control is mandatory. Artillery ‘nits are the only units which may attack units 10 ‘which they are not adjacent, See also Airpower Rules (9.0) for the effect of Ground Support ‘Strength Points. The Phasing Player i ermed the attacker; the other Player i the defender, regard Tess of overall strategic situation. All attacks ms be announced at the beginning of the Combs Phase, and the defender must be given the option to allecate FPF. Attacks are then resolved indivi- ‘dually according 10. the following. procedure. Note: Players may disregard this stricture and both announce and resolve each combat sequent ally upon mutual agreement. Ths method of con- ‘ducting combat allows anomalies creep into the rules and is frowned upon bythe developer, but it oes tend to speed play. ‘The outcome of each combat situation may beaf- fecied by the terrain occupied by the unit, their supply status, morale, and bythe presence of ruins and poison gas as well as by special bonus shifts, ‘Combat effects ate expressed in terms of units of ‘one or both Players retreated or destroyed. PROCEDURE: Total the Attack Strength, Barrage Strength, and Ground Suppor Sirength of al attacking units in- volved ina specific attack; total the Defense Strength and the Final Protective Fie ofall units ‘which are the object ofa specific atack, Subtract the total strength of the defending units from the total strength of the atacking units, The result is the Combat Differential expressed in Points. It ‘may be either a postive ora negative number. The ‘Combat Differential may be adjusted for terrain, supply, #25, and morale by shifting the appropr ‘te number of columns tothe ef oF right on the ‘Combat Results Table. All shifts are cumulative land re applied by subtracting the total number of shifts in each direction from each other so. t0ex ‘cute a single net shift in one direction orthe othe. ample: If thirteen Strength Points were attack. ing awit with four Strength Points in a park hex, the combat differential would be + 9. Because the ‘defender is in a park hex, before resolving the at- tack, the attacker shifts one column to the left (from the +9-11 column to the + 6-8 column), Having determined the proper column on the Combat Results Table, the attacker rolls the die ‘The result indicates a line which is cross-indexed with the proper Combat Diferential column. The intersection of line and column yields a combat result, This should be immediately applied to the involved units before going onto resolve any other combat, Separate combats may be resolved in any ‘order that the atacker desires, CASES: [7.1] WHICH UNITS ATTACK [7.11] All Phasing units which are in an Enemy Zone of Control mus attack at leat one adjacent Enemy unit. All non-Phasing units which have a PPhasing unit in their Zone of Control must be tacked. The Phasing Player may resolve hisatacks inany manner desied within the provisions of his ‘ule, Phasing unis which are not required toattack ‘may still voluntarily participate in combat. unit may be atacked by as ‘many as six adjacent units, with possible add. tional artillery Barrage Strength (see 8.0) and Ground Support (se 9.0) 17.13] No unit may attack or be atacked more ‘than once per Combat Phase. [7.14] Non-artillery units may only attack ifn a hex adjacent 10 the defending units). (7.2) MULTIPLE UNIT AND MULTI-HEX COMBAT (7.20 1a Phasing Player's unit is in the Zone of Control of more than one Enemy uni, it mst at- tack al those adjacent Enemy units which are not engaged by some other attacking unit [7.22] Units in two of mote different hexes may combine their Combat Strengths and attack & Single hex, fall the attacking units are adjacent to (or are within range ofthe Enemy occupied he. (7.23) Attacks may involve any numberof atack: ing or defending units. For th attacks tobe resol\- ced as a single combat, however, all the attacking ‘units excep barraging artillery must be adjacent to all the defending units [7.3] COMBAT STRENGTH UNITY [A piven unit's Combat Strengths are always ‘itary. Thats, aunit’sstrength may not be divi ‘ed among different combats or lent to other units. (7.4) EFFECTS OF TERRAIN [7.4N] Defending units, only, benefit from the ter. rain in the hex they occupy and/or that hex per- meter hexsdes. Terrain in hexes occupied by a tacking units has no effect on combat {7.42} The eect of terran (on combat) has been integrated into the Combat Results Table. After establishing the Combat Differential column, the Player will shift a number of columns othe left as specified on the Terrain Effects Chat for the ter in which the defending unit occupies. 7431 The effects of terrain are cumulative, A defending unit benefits from the terrain inthe hex it occupies as well as the terrain in all exsdes through which itis attacked by adjacent units. However, hexside benefits for a type of heside apply only if all attacking units are attacking {through that type of hexside. [7.441 When (wo oF more defending units are being attacked ina single combat and ate on two Aiferent types of terrain, each having a different effet on the combat differential, then the entire attack is modified by the one terrain type most Tavorable tothe defender. [7.5] DIVERSIONARY ATTACKS (751) Auacks at differentials less than —7 resolved on the ~ 7 column on the Combat Results Table. Attacks at differentials greater than +12 ate resolved on the + 12 column 17.52] The Phasing Player may never voluntarily reduce the differential of any given attack. Thats, the may never voluntarily shift to the left of his combat differential columa. (7.83) A Player may choose to execute am attack at an unfavorable Combat Differential in order to ‘chievea better Combat Differential inanother tack. There are no restrictions on a Players ability to mount such “diversionary attacks.” [7.6] COMBAT RESOLUTION ‘Combat is resolve by indexing the results ofa die roll with a column representing the adjusted Com- bat Differential on the Combat Results Table. Results are interpreted as follows D1, 2 3 oF 4=Defender retreats the indicated ‘number of hexes (1, 2, 3,4) Each Player retreates, his own unit. He must retreat his units in accor ‘dance withthe Retreat Rules (se 7.7). Unite may fetreat only through traverseable hexes. A tra ‘erseable hex i one the unit could enter during its Movement Phase. Units may mor retreat across ‘water hexsides, AL, 2 or 3mAutacker retreats the indicated number of hexes (I, 2 or 3) as in a "DI, 2, 3" result. '= Both the attacker and defender must retreat ‘one hex. The defender retreats first. (Note: this means that if the defender is surrounded by units (or Zones of Control it may be eliminated), Theat tacking units then retreat ‘Ae= allattacking units eliminated. Defender may ‘advance into the he, De= All defending units eliminated. Attacker may advance into the hex. Ex=Exchange. All of the defending units are eliminated frst, then an equal or greater number fof the attacking Strength Points are lost, Note that allexchanges take place using the printed strengths (Attack Strength for attacking units; Defense Strength for defending units) ofthe units involved [Non-adjacent attacking artillery units arenever af fecied by Exchange results. ‘Ax=All defending units are retreated one hex. ‘Then a numberof attacking Strength Points equal to or greater than the Defense Strength of the defending unit(s) are lost. Note that this loss is Calculated in the same manner as a normal Ex- change result, except that the defending unit is retreated rather than eliminated, [7.61] Combat Results Table (Gee map) (7.7) HOW TO RETREAT When the combat result requires units to retreat, the owning Player must immediately move those individually the indicated number of hexes om their combat postion. This movement fs not normal movement and i subject tothe fol lowing restrictions. If the unit is unable to retreat within these restrictions itis eliminated instead. (7-71, A retceatng unit may not enter an Enemy controlled hex. Friendly units do not negate Enemy Zones of Conttol for purposes of reveat, 17.72} A unit may not retreat across a water hex ‘ide including a water hessde eossed bya bridge or fern). [7.73] Where possible, a retreating. unit. must reireat into or through vacant hexes. If no other route is available, the retreating unit may enter Friendly occupied hexes, displacing evry Friendly ‘unit whose hex it moves into oF through (see 7.8). (7.74) A retreating unit must terminate its retreat ‘he combat resul-indiated number of hexes away from its former combat postion. If it cannot do s0, and can retreat only a portion ofthe number of fequired hexes tf eliminated in the last hex to Which itis able to retreat. The retreat path (se 7.91) terminates in the hex in which 2 unit is eliminated. (Exceptions: 7.78 and 7.76) 17.75} A unit retreating through an urban hex has ‘the option to end its retreat there, even it has not retreated the full number of hexes mandated by the combat result. It must, however, have retreated atleast one hex i order to use this op- tion. There is no adverse effect upon a unit forex- ‘excising this option. (7.76) A Player who does not wish 10 execute a combai-mandated retreat may declare “They Shall Not Pass.” The die is then rolled. If the resulting number is less than or equal to the number of hexes the unit must retreat, it is Gestroyed. If the number is greater than the ‘number of hexes the unit would have had to the unit remains in place. It is not re- ‘ited o retreat and suffers no adverse effects due to the refusal to retreat. Only unis which are cur~ rently in supply may employ this option. When ‘more than one unit i forced to retreat, each unit the “They Shall Not tacking units are required to retreat, one could ex- cute the "They Shall Not Pass” option and the ‘ther could retreat normally. ‘The fist option ‘would be executed before the Player was required {ostate what action the second unit was taking, (7.8) DISPLACEMENT (7.81) 1¢ Friendly units occupy hexes in the only possible retreat route available oa retreating unit ose Friendly units are displaced (moved out o thee hes) by the retreating unit. Displaced units are moved one hex (by the owning Player) as if they” were themlves retreating. Then the fetreating unit enters the vacated hex and, if ‘necessary, continues its retreat. The retreating unit may dispiace as many units a necessary (0 com. plete its reteeat. {7.82] If displacement would cause the elimina- tion of any ofthe displaced units, the retreating unit is eliminated instead. Displaced units are sub- ject 0 destruction in the same manner as retreat. Ing units (ue, they would be destroyed they were forced to displace into an Enemy ZOC, et). Di placed units can themselves displace other Friend- ly units in a sort of chain reaction of displacement ‘that is the only permitted path of displacement ‘open to them. A'unit may be displaced more than ‘once per Combat Phas, if that isthe ony alterna- tive. Displaced artillery units which have noc yet engaged in combat, may not fie during that Com- ‘bat Phase. Units may no displace Friendly units if paths of retreat are available 17.83] A unit against which any attack has been announced may not be displaced during that Phase “until after the attack in which itis involved has been resolved. Similarly, a Phasing unit which is participating in any attack may not be displaced “ni after the attack in which that unit is involved has been resolved, [7.9] ADVANCE AFTER COMBAT [7.911 Whenever a defending unit is forced to ‘eiteat asa result of combat, twill leave a path OF ‘vacant hexes behind it called the path of retreat or ‘retreat path. Any ofall Friendly victorious non police units which participated inthe combat and ‘Were adjacent 10 the retreated unit may advance long the Enemy path of retreat. 17.92} The advancing victorious units may cease advancing in any hex along the path of tetea. 17.93} Advancing victorious units may ignore Enemy Zones of Control 17.94) Only victorious non-police units which ‘were adjacent to the retreating vit during the ‘combat and participated in that combat may ad- vance. Non-adjacent artillery units may not ad- vance after combat. Units which use the "They Shall Not Pass" option may not advance. 17.98) An advancing unit may not stray from the path of retreat. Exception: sce 7.98, [7.96] The option to advance must be exercised ‘immediately before any other combat resolution Units ate never forced 0 advance after combat ‘Advancing nits may neither attack nor be attack cedin the remainder of that Phase, even if thei ad ‘ance places them next 10 Enemy units whose b Hes have not yet been resolved, or who were notin volved in combat, Advances are executed afterall retreats (or They Shall Not Pass” options) stem ‘ming from the combat have been executed, But before any collateral damage checks are made. 1797] Example (ee map sheet) 17.98) Auacking units may advance two hexes whenever a defending Enemy unit is eliminated as 4 result of an unsuceessful attempt to apply the “They Shall Not Pass” option. The first hex of the advance must be the hex vacated by the eliminated tunit. The second hex of the advance may be any adjacent traverseabe hex 17.99] Auacking units may always advance into the hex vacated by a unit eliminated in combat ‘They must cease their advance in the hex, and may not advance into a second hex asin 7.98, [8.0] ARTILLERY GENERAL RULE: ‘Arillery units may participate in combat from ad- jacent and non-adjacent hexes. The artillery unit's ‘Barrage Strength may be used 10 attack Enemy tuits. The artillery unit's Final Protective Fire ‘Strength may be wed to supplement the Defense Strengths of other Friendly defending units. In either ease, artillery units need not be adjacent to, bbut must be within range ofthe defending unit. An arillery unit may use both its Barrage Strength Protective Fire Strength in a. single defends itself with its own Defense Stren! CASES: [8.1] BARRAGE ATTACKS A barrage attack is an attack made by an artillery unit against an Enemy unit ina hex thats not ad- jacent 0 the hex occupied by the artillery unit Such an attack may only be made by an artillery tnit which snot adjacent to any Enemy unt. [8.11] Arullery units may (out are not forced to) attack non-adjacent Enemy units within range 18.12] Range from the barraging arilley unit 10 the defending wnit is counted by including the target hex (defending unit's hex), but not the bar. raging units Bex. [8.13] Arilery units may only attack a single Enemy occupied hex when barraging, except when ‘making a combined attack with other unitsattack- ing from adjacent hexes (ee 8.2). RS Re (8.14) Barraging arillery suffer no combat resulls; they are never destroyed or retreated as & ‘result oftheir own atacks. Ofcourse of ‘cooperating withthe barraging atl fn aghacent poston woul be affected by combat {8.15} Attacks made solely by Aillery ate inef- fective unless a result of D2, D3, D4, of De irl ed, Any ther results teadas “No Effect.” [8.16] Arilery units may barrage attack noc cupied hexes in the same manner as Enemy ec: cupied hexes. Arillery units may not attack hexes ‘occupied by Friendly units. Note: this tactic can be useful in creating firestorms oF ruins oF firing {25 10 temporarily imerdict exes. When an uno ‘Supe hex i barrage attacked, the normal combat procedure i bypassed. Instead, collateral damage Isehecked for and any ancillary effects (eun, fit, {25) are applied to the hex. [8.2] COMBINED ATTACKS [8.21] Avillery units may attack alone, in concert with other barraging arillery and/or ground sup- ort, orn concert with any Friendly units making adjacent attacks, adding their bombarding Com- bat Strength othe atack, These attacks are called ‘combined attacks. [8.22] When Friendly units are attacking adjacent Enemy units in more than one hex ina single com- bat the barragingarillery units need to be within ange of only-one of the defending units to add their Barrage Strength to the atack. 3] ADJACENT ATTACKS [1.31] When in the Zone of Control of an Enemy ‘uit, artillery units must participate ina “nor- mal” attack (Qe, not a barrage attack) against that Enemy unit(s) (see 7.0). In making thisattack, the artillery unit uses is Barrage Seength [8.32] In a Combat Phase in which an artillery lunit must atack from an adjacent hex, it may at tack as many units a itis adjacent to (a per 7.20) ‘An artillery unit conducting a “normal” attack against adjacent units may not attack non- Adjacent units (barrage attack) inthe same Com: bat Phase 233) Arillery units atacking from an adjacent ex suffer any results of thei attacks (as pet 7.9. [8.4] FINAL PROTECTIVE FIRE (FPF) 1} A non-Phasng arly unit which has not Yeibeen subject oan attackin thecurent Combat Phase, has suffered no adverse combat ress its previous Combat Phase, andis nt inthe ZOC ‘ofan Enemy unit may use is Final Protective Fire Suengih (FPF) 10 supplement. the Defense Strength of Friendly units which are unde arack. ‘Atnon-Phasng arity unit which does nt mest thes criteria may not se Is FPF during the cur em Enemy Combat Phase [8.2] The Friendly defending unit receiving Final Protecve Fie mux bein the range o the ary {uit providing the FPF. Tis range is computed {hebex occupedby the defending unit (Ihe Friend. Iy-ui, otto the hex occupied by the atacking Ait the Enemy unit). [8.49] FPF Strength Points are added 10 the Defense Sienth of the unit receiving Final Pro- tective Fire. 8.4) When an arly unit supplies FPF it isnot fected by any combat res (8.45) FPF may not be used 10 supplement the Defense Siength of Friendly unite Which are under tack solely by Enemy arilery(eitheradj- enor nonadjacen) [8.5] DEFENSE ‘When an artillery unit i attacked in any fashion it uses its Defense Strength, nots FPF Strength or ‘Barrage Strength [8.6] TERRAIN EFFECTS [8.61] Anartillery unit may useits Barrage or FPF Strength anywhere within its Range Allowance, fegardles of intervening terrain or units (either Enemy or Friendly). [8.62] Defending units benefit fom the terrain in the hex they occupy when attacked by arilery (regardless of range). Defending units do. not receive any hexside benefits if atacked solely by 3-7) UNIT INTEGRITY [8.71] Non-adjacent Warsaw Pact rocket a ‘nits may only engage in combined attacks Units which ar being attacked by one or more ad- Jacent units from the same division asthe rocket illery units. Units from other divisions may also be participating inthe attack, but at last one adja: ‘cent attacking unit must be of the same division as the supporting rocket arillery, Ths rule doesnot affect the ability of Warsaw Pact rocket artery Units to attack units to which they are adjacent or {to bombard non-adjacent units which are not ‘under attack from adjacent hexes. [8.72] NATO artillery units may only provide FPF tounits oftheir own nationality. NATO: lery units may only engage in combined attacks against units which ae belng attacked by a least fone adjacent unit of the same nationality as the barraging artillery unit. This rule does not affect the ability of NATO alley units to attack units to which they ate adjacent of 10 bombard non: adjacent nite whichare not under attack from ad- jacent heres. (8.73) Arillery units may never supply FPF to police units (regardless of nationality). Artillery lunits may not participate in a combined attack tunless at least one of the adjacent attacking units involved in the combat is a non-police unit, [8.74] Air Ground Support Points may be used to [8.8] POISON GAS (Optional) [8.81] Warsaw Pact atlery units (only) may fire poison gas at NATO wunits or unoccupied hexes, ‘The Warsaw Pact Player simply declares that he is ing poison gas. The effect of the gas are applied immediately, regardless of any combat effects Which may {or may not) occur in the hex being fired upon. Gas may not be fired into hexes which already contain a gas marker. {8.82] A gas marker is immediately placed in the hhex being fired upon. The marker remains in the ‘hex until the end ofthe Gamne-Tura following that in which he gas was fired (.e. a gas marker placed in Game-Turn ? would be removed at the nd of Game-Tutn 3). £3) The MP cost toenterahex containing a gas ‘marker is doubled. In night Game-Turns, the cost Tor entering the hex would be tripled (rater than ‘quadrupled to simulate the combined effects of night and gas [8.84] During the Game-Turn in which the gas marker is placed ina hes, all atacks against units ‘occupying that hex are resolved 2 columns higher ‘on the Combat Results Table than would normally 'be mandated by the Combat Differential for the attack. {8.85} During the Game-Turn following that in Which a gas marker was placed ina hex all attacks ‘against units occupying that hex are resolved 1 col timin higher on the Combat Results Table than ‘would normally be mandated by the Combat Dif: {erential forthe attack, 18.86) Supply may not be traced through a hex containing a gas marker. [8.7] The Warsaw Pact Player may fire gas at Ihexes occupied by Warsaw Pact units only as a "des rolled. On a roll 4, the unit receiving FPF receives a 2-column Shift in is favor onthe Combat Results Tableand the effect of 8,84 ate ignored for that Player-Turn only. The I-column defender penalty for defend- ingina gassed hex is applied on succeeding Player- Turns. Ifthe resulting die roll number is 5-6, the effets of 8.84 ae applied normally (8.88) Acillery units which fire eas apply their Barrage and FPF Strengths to any combats inthe hex agains! which they are firing gas just asi they ‘were fring a normal barrage or FPF mission, The effets of the gas ae applied in addition tothe et fects of normal fire, [8.89] Only Warsaw Pact artillery units may fire 185, NATO arilley units do not have this capaci 'y. Noait ground support points of ether side may be considered to be employing ea. Note: This is (very) optional rule. Theres some ‘debate as 10 whether the Warsaw Pact would use poison gas against a populated area. Further, use Of the gas Tule give the Warsaw Pact a huge (almost insurmountable, in fact) advantage, The rule is included simply as a matter of specuative interest. [9.0] AIRPOWER GENERAL RULE: power in the game i tepresented by the alloca ion of Ground Support Points on a Turn by Turn, basis. Only the Warsaw Pact Player receives Air Points excep! during NATO Emergency Reio- forcement Turns. Warsaw Pact Air Point alloca- tions are listed on the Turn Record Track. Players ‘cord the use of Ground Support Points by plac- ing the Ground Support markers provided on the tits being assised of attacked by the Ground Support Points, Ground. Support Points are presumed to flyin from off the map. They do not ‘operate from on-map athases PROCEDURE: Ground Support Points may be used during any ‘Combat Phavein the same manner as artillery, and ‘ean function as Barrage Strength and FPF. They ‘may not, however, barrage atack Enemy units ex- ‘cept as part of a combined attack. Example: A Player has 10 Ground Support Points allocated in a given Game-Turn, When he i the Phasing layer he may use these Pointsas Barrage Strength Points. When he the non-Phasing Player he may tse these same Points as FPF. The Payer Places a ‘numberof markers equal tothe numberof Poin boeing allocated directly on the hex where they wll be employed. CASES: [9.1] RESTRICTIONS AND PROHIBITIONS [9.11] One Ground Support Point equals one Ar- illry Strength Point (both Barrage and FPF). [9.12] A Player may assign any number of his Available Ground Support Points toa target unit, ‘or he may split them up between targets 19.13] Ground Support Points have unlimited range, They may attack any Enemy unit on the map. They are not subject to the resritions of 7 [9.14] Ground Support Points may not be ac ‘mulated from Game-Turn to Game-Turn If they are not used in the Turn allocated, they are lot [9.15] No Player ever receives Ground Support Points on night Game-Turas. Air superiority is dewermined normally during night Game-Turns, homever [9.2] During Turns in which the NATO Player has ae superiority, the Warsaw Pact Player may not receive any Air Ground Support Points. He Imay not use airlanding, ai supply, or paradrop ‘Options that turn, Only NATO alrlanding and ait ‘Sippy is possible. Despite the presence of NATO. parachute units in the game, no NATO paradrop ‘operations are ever possible, even when NATO has 22} During all Game-Turs except those during Which the NATO Player has air superiority, the Warsaw Pact Player is considered 10 have air superiority. The NATO. Player achieves ‘superiority asa result of a dice roll of 11 or 120m the Reinforcement Table (printed on the map). NATO air superiority lass only for one Game- Turn (but may be achieved again on new dice rolls of Il or 12 on the Reinforcement Table). During ‘Turns in which the NATO Player has ait superior- 1. only NATO airlanding and air supply opera- ‘ons are permitted. During Turns in which the ‘Warsaw Pact Player has air superiority, only Wat- saw Pact airlanding, air supply, and paradrop ‘operations are permite [10.0] COLLATERAL DAMAGE GENERAL RULE: Whenever the concentration of explosives ‘employed against a given hex reaches a eriically high evel, there sa chance that collateral damage wil result in the hex. Collateral damage represents the bling of buildings, blocking of roads, and obliteration of landmarks used for sighting and firecorection. Collateral damage has the effect of ‘making a hex more dificult to move through and fasier to defend PROCEDURE: Whenever the total number of Arillery and ‘Ground Support Barrage and FPF Strength Points, ‘ofboth sides firing ito. hex equals or exceeds the umber in the left-most column for Player must roll a die. The resul umber is indexed with the column representing the number of Artillery and Ground Support Pins fring int the ex (found by reading along row of numbers for that hex type ntl & ‘umber is found which equals the strength of the Units ofboth sides firing into the hex). The intr- Section of the die roll line with the column representing Fie Strength yields a result. That result will Be either "(no effect) of "a (Col lateral damage) If collateral damage results, a Ruin marker is placed in the hex. The hex then functions asa "ruin" hex and the MP costs and combat shifts for ruins are added t0 the normal IMP costs and combat shifts for the hex. CASES: [10.1] HOW COLLATERAL DAMAGE 1S EFFECTED dividually as an ‘of the combat pro- ‘cedure for a particular combat. Checks are made land results ate applied after retreats and advances are executed, but before going on 10 resolve any other combats [10.12] When more than one hex being attacked in the same combat, a single collateral damage ‘heck ismade for both hexes. The dies rolled once ‘and modified according to the terain in each in- ‘dividual hen attacked. I is thus possible for one hex attacked to suffer collateral damage while another hex attacked in the same combat fs unal= fected due to a difference in modifies affecting the die eo [10.2] WHICH HEXES CAN INCUR COLLATERAL DAMAGE Only urban, industrial, suburban, forest, rough, land park hexes are checked for collateral damage, No other hes suffer collateral damage under any [10.3] TERRAIN EFFECTS ON COLLATERAL DAMAGE. “The effects oft Collateral Damage Table. Only the numbers corresponding to the type of the hex being fired ito Is used when attempting (0 find the column corresponding tthe Fire Siength directed agaist the hex [10.4] LIMITATIONS ON COLLATERAL DAMAGE ‘Avex may only suffer collateral damage once dut- ing the game. A hex contain quires a. second Ruin marker. No collateral damage check is ever made for a hex which con- tains a Ruin marker [10.5] EFFECTS OF RUIN ON EXISTING TERRAIN {10.51} Roads cease to function in Ruin heres. Ruin hexes may not be entered atthe road move- {10.52} Autobahns continue to function in Ruin hhexes. Ruin hexes may be entered atthe Autobahn movement rate (ee 5.23) {10.53} The functioning of bridges, ferries, and border hexsdes is unaffected by the presence of {10.54} U-Bahns continue to function in rin heres. Ruin henes may be entered at the U-Bahn movement rate. (See 5.24.) {10.55} The overall terrain type ofthe hex is not altered by collateral damage. Places represented by special symbols contained within the ex (supp- ly, barracks, ete) continue 10 function. Excep- ion: 10.73, Movement and combat effects assessed as a resull of the presence of a Ruin ‘marker ae in addition to those effect assesed for the hen’ normal terrain features. [10.6] COLLATERAL DAMAGE TABLE. (ee mapsheet) [10.7] FIRESTORM {10.71} Antllery or Air Points atacking or firing at a POL (Petrol-Oil-Lubricants) hex have their Barrage Strengths tripled for purposes of deter ‘mining collateral damage. Ifthe hex sufers col lateral damage, a Fire Marker is placed in the hes. ‘The Fire Marker remains in the hex until the end of the Tur following that in which it was placed, at which time the marker is replaced by a ruin. Any Unit occupying the hex when the Fire Marker is {is immediately eliminated. A unit to retreat as fest of combat out Of a hex containing a POL symbol is destroyed if ‘he hex suffers collateral damage asa result of that combat [10.72] Heres containing Fire Markers may not be ‘entered by any unit for any reason. Once the Fite Marker is removed, the hex may be entered nor- rally. Its treated a8 a ruin. Supply may not be traced througha hex containing a Fire Marker. [10.73] Once a hex has suffered a fire effect, ‘may never again be subject to fire. The POL sym- bol in the hex is considered destroyed (unlike a formal ruin in which the basic terrain type is altered but the symbols till exis. The other sym- ‘ols in the hex Supply, barracks, objective) sil count for purposes of assesing city control and ‘Surrender Poims, but have no effect onthe game forany other purpose. [10.74] Ac the beginning ofeach Player-Turn, the Phasing Player ros one die foreach POL hex which is adjacent to a hex containing a Fire Marker and which isnot separated from that hex bya water hexside. On adie ollof I through 3, the fire spreads 1 the hex for which the deisrolled. A Fire Marker is placed in the hex andi seated in all ways as if it had just suffered a collateral amage resul. [11.0] UNTRIED UNIT STRENGTH GENERAL RULE: All units except artillery units are untried. This ‘means that when untried units are deployed onthe ‘map, they ae placed onthe side of the counter that shows only a capital “U" (instead of combat Strengths) and the unit's Movement Allowance. Neither Player wil know the exact value of an un tried unit unt the unit is about to engage in com- buat. Anillry units have a tag onthe back of thet ‘counter indicating their type and the superior for- mation to which they ae attached. They do not, however, have an “Untried” sate, PROCEDURE: Units remain in an untried state nti involved in ‘combat. Once a unit has ben committed to com bat — after the allocation of all Barrage, Final Protective Fire, and Ground Suppor Poin — the true strength ofthe unit is revealed by Pippin the counter over (0 its combat side. Once units have been committed 10 combat, they may not be withdrawn, even if — because of the revealed Slrengths — the combat has now become un- favorable to the Phasing Player. Reinforcements always enter the map’ in their untied. sat, (Note: A unit with a strength of "0" equals a strength of “I” fr exchange purposes.) [12.0] BRIDGE DEMOLITION GENERAL RULE: Atte instant the fest Warsaw Pact unit moves in toahex of West Berlin of which one (or more) hex- sides i abridge, the NATO Player, a his option, ‘may attempt to demolish the adjacent bridges). A dicks rolled once per heside to see the brides in ‘that hexside are demolished. If the NATO Player ‘doesnot exercise this option when a Warsaw Pact unit first moves adjacent tothe bridge he may not attempt to demolish that bridge forthe rest ofthe ‘game. Demolition is entirely atthe option of the NATO Player; he is never forced to attempt 1, P-15-1-12A «1 Set tp one per hex in any hex within two hexes (one Inervening hex) of @ barracks hex in US. zone British Units: ULI2M x3, U-SPCx 1, U-ISRX 1, 3:2:14-2-13A x2. Set up one per Hex in any hex within two hexes (one intervening hex) of a bar ‘racks hex in British zone. French Unit: USM x1, Ut2T% 1, U-ISR>, 4.3-20-2-13Ax 1. Setup one per hex in any hex ‘within two hexes (one intervening hex) of a barrack: hex in French zone ‘The Warsaw Pact Player's Units {Ist East German Mechanized Division: U:12Mx9, 40:20-1-10A x1. Set up one per hex in any hexes of Potsdam (3409, 3508, 510, 3610, 3611, 3710, 3711, 3810, 3811, 3911), {th Guards Mechanized Division: Ust2M%9, 40-20-10 x1. Set up one per hex in any heves within three hexes ofthe southern smapedee [ith Soviet Mechanized Division: Us12M x9, 4.0.20-1-10A 1. Set up one per hex in any hexcs i hextows 374%, 38x, 39xx north of herow x415, inclusive. Soviet 6th Guards Mechanized Division: U-I2Mx9, £.020-1-10A° 1. Set up one per hex in any hens within thee hexes of the north mapedge Soviet 4th Arley Division: G218-110A%6, $1-25-1-10%,3, Set up one per hex in any heves in East Germany ot East Berlin within 3 hexes of any mapedge. All units must be set up within 6 hexes of each other. as Berlin Police: USP 8, Setup in any urban hex in East Berlin, RL Reinforcement Schedule Warsaw Pact Reinforcements The Soviet 10rd Guards Parachute Division: U4PCX9. May arsive any time on Game-Turn Tor succeeding Turns via airlanding or paradrop. [NATO Reinforcements The West German 10th Jagerbriga UM 5, 1244-12A 1, 2-1 52-128 1 May arrive only as NATO emergency reinforce: mens (se 17.0). [21.13] Ground Support Schedule ‘See Tura Record Track on mapshect. [R114] Scenario Length Thescenariois 16Game-Turns lon. [BLAS] Specia Rules 1. Warsaw Pact police units may not move or sack until Game-Turn Three 2. The Warsaw Pact Player receives a combat bonus of two column shifts in both. Combat Phases of the first Game-Turn. This shift is usable inattacks involving adjacent units only. [2116] Vietory Conditions See 200 [212] OPERATION WEREWOLF Historical Notes: islatesummer, 1985. Europeisin the grip of war fever, Soviet support of the OPEC boycott against ‘Ameria and Western Europe has ed to increased East-West friction. Economic and politcal con: ft has generated military preparations. Inthe Solated enclave of West Berlin, tension is high as ‘nis ofthe 20th Guards Army move into position ‘on the perimeter of the city. The NATO training areas in the western districts have become collec ton points for neat rows of gleaming new APC's, ‘Amusements USAE's Berlin HQ. Strangely enough, the Fhebhood of war has hardy affected Berlin's tours industry. The Templehof terminal daily veems with new artvals, deeply tanned, well ‘macled young men in ill-fitting sport coats. Only ‘Thandfl of people inside Berlin know that these ten atvals ate part of the 10th Jagerbrigade ‘Operation Werewolf is in progress. When the ex- prvied Warsaw Pact assault commences, there wil Bea surprise lurking within the city. [21.20 Intal Set-Up The inl sup is identical 10 12.11 with the following exceptions: Wes Belin police units may beset up anywhere in Wes Berlin. They ate not confined 10 setting up in supply and air control rower hexes, The 3 Soviet mechanized divisions (19th, 14th Guards, 6h Guards) and the 34th Artery Dis sion may se up anywhere in East Germany or East Berlin not in an Enemy ZOC. The ten waits of a ‘mechanized. division must all set up within 12 hexes ofeach other Afterall Warsaw Pact units have set up, the NATO Player may setup the following units con sttuting the 10th Jagerbrigade anywhere in West 44. 12AX 1, 24 [21.22] Reinforcement Schedule ‘The Reinforcement Schedule is identical to 21.12 with the exception that NATO receives no land Units as emergency reinforcements. Instead, the NATO Player receives 6 Ground Support Points and may roll again for reinforcements on any suc ceeding Tur(s). In effect, "12" on the Rein forcement Table is read ai were an "11" for purposes ofthis scenario only. [21.23] Ground Support Schedule ‘See Turn Record Track on mapsheet. [21.24] Scenario Length ‘The scenario ts 16 Game-Turns lon. [21.25] Special Rules 1. NATO police units receive a one column shift in theie favor on both attack and defense throughout the game. This bonus shift applies even when both police and non-police units are in- volved in the same combat. This rule represents ‘the attachment of militia to police companies dur ing the period of tension which is assumed t0 precede the scenario. Note: A quarer ofa million Stands of arms have supposedly been stockpiled in Berlin for just this purpose. 2. NATO may demolish POL hexes in the same ‘manner used to demolish bridges (12.0). Whenever a Warsaw Pact unit moves adjacent toa POL hex 1S:212Ax1, in West Berlin, this option may be exercised. [21.26] Victory Conditions See 20.0, [21.3] OPERATION MEDICINE WHEEL Historical Not 11s 1600 hours on day two of the war between NATO and the Warsaw Pact. As the two behe- ‘moths wrestle to the west, the top level leadership ofthe isolated Berlin garrison meets to discuss the implementation of contingency plans for a mass raid into East Germany. The four brigades of the Secretly reinforced garrison are being masked by tlements of the 20th Guards Arm. There i 8 pos ‘ibility tha a strong enough thrust can be mounted to cut the min east-west rail line running just south of the city. Other possibilities include the Cutting of the road network around the enclave fand a nuisance attack into East Berlin. Time is Short, however, and any raid must be mounted Within the next 24 hours itis to haveany vale at Alor the troops Fighting 10 the west. Outside the City the Soviet sereening force prepares to contain the expected sortie. Behind their protective guns long columns of veheles snake westward to rein force the Warsaw Pact assault on Germany. (21.31) Initia Set-Up Both Players receive the same initial forces as in 21.11 except thatthe Warsaw Pact Player does not ceive the 103rd Guards Parachute Division oF the Ist East German Mechanized Division, The NATO Player seis up all of his police units first anywhere in West Berlin not necessarily on supply bees). Then the Warsaw Pact Player sts up allof his units anywhere in East Germany or East Berlin, When all Warsaw Pact units have been set Up the NATO Player sets up all of his non-police ‘ils anywhere in West Belin (regardless of tone) Units may set up in Enemy Zones of Control “There is no Warsaw Pact Player Turn onthe ist Game-Turn, No units may ever be withheld from ‘he initial set-up inthis scenario, (21.32) Reinforcements [Neither side receives reinforcements of any kind (including NATO emergency reinforcements). Emergency reinforcements are never rolled for in this scenario, [21.33] Ground Support Schedule The Warsaw Pact Player receives random number of Air Ground Support Points each Tura during this scenario. The NATO Player never receives any Air Ground Support Points. The Ground Support Schedule on the Tura Record ‘Track i ignored. Instead, the Warsaw Pact Player rolls dieat the beginning of each Game-Turn. He feceives a number of Ground Support Points for ‘se during that Turn (only) equal to the resulting ‘number on the di, (21.34) Scenario Length ‘The scenario begins On Game-Turn 7 and con- tinves for 10 Game-Turns (until the end of Game. Turn 16) (21.35) Specia Rates 1. The “Honors of War” Table, Reinforcement Table, Survival Table, Satter Diagram, and Sur- ender Points Record Track are not used inthis Scenario, Sections 17.0, 18,0, 19.0and 20.0arein- ‘operative for purposes ofthis scenario. 2. West Berlin police units may enter both East Berlin and East Germany and may trace supply through one border hexside, They may also enter Enemy 20C's 3, NATO (but not Warsaw Pact) units may exit the mapedge during ther Movement Phase (ont) by paying twoadditional MP's oexit he mapedge (Gepardless ofthe type of terrain in the hex from which they exit). Units may exit the north, south ‘and west (but not the east) mapedees 4. The Warsaw Pact Players units ae ou of sup- ply atthe beginning of the game. They remain out ‘of supply until he Ws the Warsaw Pact layer may ‘units in supply by rolling adie. Ona rll of S0r6, all Warsaw Pact units remain unsupplied. On & {oll of I-4, the Warsaw Pact unis are given & empr to place his higher supply priority. Bepinning on the Game: ‘Turafter the new priority isachieved, all Warsaw Pact units areconsidered fo bein supply if they can meet the requirements of 14.0. This new supply priority pertains for the remainder ofthe scenario, Tan attempt to achieve anew supply priority is ‘unsuccessful, anew attempt may be made on each succeeding Game-Turn unl the priority isachiev- fd. Ifthe NATO Player has occupied the rail ine ‘unning between 0108 and 2302 at any point in the Scenario, "1" is subtracted from the die roll 10 achieve a new supply priory. $5. The Warsaw Pact Player may demolish bridges in East Germany and East Berlin whenever NATO unit first moves adjacent to those bridges. ‘The method ured isthe same asin 12.0 (21.36) Vietory Conditions The Victory Conditions in section 20.0 are in ‘operative for purposes of this scenario. Instead, bom sides are given Victory Points (VP's) for destroying Enemy nits and occupying terran, Aadition, the NATO Player receives VP's for ex- iting units from the map. VP's are awarded according. to" the following. Viclory Point Schedule NATO VP's: IVP) For each East Berlin police unit destroyed 2VP's— Foreach Warsaw Pact nor-poice unit destroyed 2VP's For each NATO unit exited off the north or west mapedge Ri R12, 3.VP's For each NATO unit exited off the south mapedge VP's For occupying any one hex of the ‘Autobahn running between hexesO131 ‘and 1440 (but not the branch road end ing in hex 0526) atthe endof the game, SYP's Foreach Game-Turn during which one ‘oF more hexes ofthe rail ine between hhexes 0108 and 2302 i interdicted by NATO attley fire 8 P's ForeachGame-Turn di ‘of more NATO units at any time dur Ing the Game-Turn we ves: T'VP "For each West Berlin police unit destroyed. 2VP's For each non-police NATO unit destroyed 2VP's For each barracks or obj act units were the last 10 pass or whichis physically occupied by War Saw Pact units at the end of the game. SYP's Ifthe NATO Player fils to occupy one hex ofthe Autobahn running between exes O131 and 1440 atthe end of the ‘ame. SVP": Foreach full Game-Turn during which the NATO Playes fails to interdict ‘occupy one or more hexes of the Tine between heres 0108 and 2302. Exited NATO units must be in supply atthe end of the game to count for NATO VPs ‘Any exited units for which a line of supply eannot be traced from their exit tliminated and count double for purposes of War- aw Pact VP determination. ‘The Player with the higher VP total atthe end of the game ithe winner. The level of victory is ‘determined by the level of Victory Point superior- ity achieved over the Enemy. This s determined by subtracting the lower VP otal from the higher VP fotal and comparing the resulting number the table below. Marginal Victory 1-15 VP's Substantive Victory 15-29 VP's Strategic Victory” 30+ VP's DESIGN CREDITS {ChrstopherDoroniue, ton Gua, Michal Geore eee eee eS were re eee Pee Pee ra 846 SSeSe5e + eS = eee Pee ee + eae ww oF OF ee cs ened f # me im wm 2 io @ @ e ae “ssaquno> so] 40 padowep ‘Buyynposdas uy s19Ge4d pre 01 2194 paprsoud tang deny aured sy 40p so¥euy 29}un09 94

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