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Central Front Series Update Kit

Dick Vohlers Version 1.0, December 2009 SPI launched the Central Front Series with the publication of Fifth Corps and Hof Gap in 1980. In 1981 they revised the system for BAOR and then published two articles in Moves magazine to conform the first two games to the new revisions. Several years after TSR acquired the rights to the SPI line they published North German Plain and Donau Front. While the maps to the two TSR games could be mated with the SPI games, the rules and the counters to the two latter games were quite a bit different from those found in the SPI games. Given this fractured nature of the system, its been almost impossible to play all five games together for one massive campaign game as originally intended by SPI. This kit is a modest attempt to redress that situation. It is based on the Second Edition rules as they appeared in BAOR and provides updated counters for all the games as well as some new markers, a series cheat sheet, and revised and updated tables. A. Heres what you need in addition to the materials in this kit: - Maps: - The maps from all five games (Fifth Corps in S&T 82, Hof Gap [boxed], BAOR in S&T 88, North German Plain in S&T 117, and Donau Front in S&T 131). - Markers: - The only markers needed from any of the games are the Friction Point markers in the three SPI games, though any numbered markers will work. (Pollard type markers are especially good for this if you like them.) - Rules: - The Central Front Standard Rules (2nd Edition) and the BAOR Exclusive Rules from S&T 88. - The article entitled BAOR which includes the Optional Rules for the series, from Moves 59. - This is also available on Web Grognards at http://grognard.com/variants1/cf.html.) - The article entitled Filling the Gap, which includes the Grand Campaign Game, from Moves 60. - This is also available on Web Grognards at http://grognard.com/variants1/cfx.html. - The unit setups and order of appearance listings for North German Plain in S&T 117 and Donau Front in S&T 131. - For reinforcements in the two TSR games, a unit enters with a number of Operation Points available equal to twice the number of Movement Points listed for it, up to a maximum of 12 OPs (for helicopters, primarily). B. Heres what included in this kit: - A cheat sheet for the 2nd edition, with the rules in summary format. In this sheet, anything in italics is a reference to a bold procedure heading elsewhere on the sheet. Note that this sheet does not include the optional rules from Moves 59. However, it does include a couple of house rules. These house rules are: - Converting units back from airmobile status requires the same airmobile substitutes. Now that there are markers for this (see below) its not hard to track the original ones used. - The rules allow either side to destroy any West German bridge anywhere on the map by rolling a 1. I can justify having a NATO unit destroy a bridge deep behind Warsaw Pact lines by rationalizing it as a partisan activity. But the Warsaw Pact player should be able to destroy a bridge only if the bridge is within a certain distance of a Warsaw Pact unit or by spending an air point. - I personally dont like the all-or-nothing nature of the Air Superiority rules. So a house rule included is that the side without superiority gets 1/6 the number of points it gets when it has superiority. - Revised charts that spell out a bit better some of the modifiers. Note also that a roster to track usage of nuclear weapons for the optional Nuclear Warfare rules and a chart for the Warsaw Pact Unreliability rules are included. (Another house rule is that I would extend the Polish Unreliability rule to all three non-Soviet Warsaw Pact nationalities.)

- New counters for all five games and many new markers. - I created these counters in Excel based around the military symbols found in the fonts created by Maj. Tom Mouat (UK Army) that can be found here: http://www.mapsymbs.com/mapsymbs.html. Most of the units symbols are the same as used before, but the airborne and airmobile symbols are a bit different (at least if Im using the right ones): Airborne units: N $ N X Airmobile units: g - I changed many of the colors. I tried to stick with appropriate colors available on the Excel color hexagon so that I could easily find them again. In addition, because both black and white fonts appear on the units any color used had to allow either font color to be readable. - I changed the Mobile Strength indicator to be an underline rather than a small arrow over the number. - I added some new markers: EW Point markers for both sides for all maps; Air Point markers for both sides; Stored equipment markers for converting airmobile units; Bridge Blown and bridge Demolition Failed markers; and Air Interdiction markers for both sides. Place the Air Interdiction markers on top of an FP marker to indicate which side placed the marker, as such markers do not affect the side that places them. - Note that the PDF version of the counters seems to place the underscore for the Mobile Combat ratings under (outside of) the color of the units. However, the Excel version of the counters doesn't do this. For that reason I've included the counters both as PDF pages and as an XLS attachment in the PDF file. The hardest part of this kit was making new markers for the units that appeared in North German Plain and Donau Front. Besides having been based on a different system, those two games appeared about a decade after the original games, and appear to reflect organizational and location changes made in those 10 years. While converting nationalities that appeared in the earlier SPI games (like the Soviets and West Germans) was fairly straightforward, it was much more difficult to convert nationalities like the Dutch and the French that were not in the SPI games. I therefore made my best guess as to how to retrofit the counters from the TSR games to match those from the SPI games, but I will freely admit much of what I did was guesswork and I did no research other than review some of the organizational charts in the articles. This update is intended for playing the game, and I freely acknowledge that the whole OOB and unit organizations could use a complete overhaul now that The Wall has been down for twenty years and more info is available. With that caveat in mind, here are some comments on the retrofitted counters. - The Soviet 207 Motorized Rifle Division was in BAOR but also appeared in North German Plain. I have only included the division once, leaving its placement up to the players. - The Soviet 8 Guard Tank Division appeared in BAOR as a 2nd line division and in Donau Front as a 1st line division. I have used the BAOR version and omitted the Donau Front version. - North German Plain used three classes of Soviet divisions, but the earlier games only had two classes. I have therefore upgraded the 3G and 10G divisions to 2nd line formations to conform to the earlier games and to help compensate for the loss of the 207. - I added a third artillery unit to every Warsaw Pact division in NGP and DF to conform them to the SPI games. - I added some army assets to both sides in NGP and DF based on the SPI games. For instance, engineers are necessary and critical in the game. Also, the Soviets in the three SPI games had an independent artillery division on each map, so I added some here. All these added assets are purely conjectural. - I broke the Soviet BAMD airmobile brigade in NGP into battalions as such units appeared that way in the SPI games. - Some individual British battalions in NGP seem to be in BAOR with other divisions. In this case, I left the duplicates in on the assumption that this was due to some type of rotation and that other similar formations would have been there in any case. - The French para armored infantry should be para armored recon, but I couldnt find a symbol for that. - I added three more West German territorial units for use with NGP and another three for use with DF. Placement is up to the players. If anyone notices any major errors (like duplicate unit designations from cutting and pasting), please let me know at dvohlers@mindspring.com. Please note that Decision Games owns the copyright to all the games in the series.

CENTRAL FRONT 2ND EDITION CHEAT SHEET


Unified Campaign Game only; no optional rules ABBREVIATIONS FP = Friction Point; WP = Warsaw Pact OP = Operations Point; OPA = Operations Point Allowance ZOC unit = A unit that exerts a ZOC MTA = Major Training Area House = House rule CONCEPTS Die: All rolls are 1d6 OP Allowance: 12 for all units Friction Points: Flip unit for 1st FP used, then increment w/markers Note: When using this sheet, track FP levels by unit; this is an optional rule and does not use the FP Average Table Max FP Levels: All Regiments, all arty, & all copters: 5 All Battalions: 4 All companies: 3 Current FP Level: Number on FP marker + 1 if unit on FP side ZOCs: Extend into all 6 adjacent hexes except into city hexes None: Arty, copters, & engineers A stack = all units that start & activate together in a phase Stacking limits: WP: 3 units/hex, of which only 1 can be a regt NATO: 2 units of same nationality/hex Soft: If unit has symbol, its a Soft unit SETUP See 31.1 & 31.2 for unit setups Roll 1d6; result = number of turns that WP has auto air superiority Place marker on GT Track as a reminder WP: Select whether to drop Soviet airborne divisions off map If select 76G, then cant use it & NATO gets no Belgians If select 103, then cant use it & NATO gets no reinforcements for Fifth Corps & Hof Gap maps, including any in MTA NATO: Roll twice (across & down) on Major Training Area Table Place all units of formation except mech inf units w/2 of Hof 1238 Place mech inf units are reinforcements for GT1 on south edge of Hof Gap map west of 0142 NATO: All units except the following are paralyzed on GT1: All maps: West German units BAOR: British units east of Weser, 4th Armoured; Belgians Other: 2nd & 11th Armored Cav; 2/15/3 mech inf; 2/41/3 SPA; 1/68/8 Armoured; any units at MTA

SEQUENCE OF PLAY PREPARATION PHASE (both players perform unless noted) If not GT1, remove FPs from all units If not GT1, a player rolls 1d6 & checks Airpower Table to determine if theres Fog &, if WP doesnt have auto air superiority, who has it Zero out all Air Points & add new points depending on air superiority If WP has it, WP gets 12 points/map (House: NATO gets 3/map) If NATO has it, NATO gets 18 points/map (WP gets 2/map) May place Interdiction markers by spending 1 Air Point per level May place up to a max of 4 levels/hex; use FP markers w/appropriate side's marker on top Cant place on an enemy unit but may place on a friendly unit WP: If GT1, may perform airstrikes WP PLAYER PHASE Player may pass, but then cannot activate any units this phase May activate units in later phases if did not pass on 1st phase st If 1 or 2nd phase of turn (only), zero out remaining EW Points then receive new EW Points as per EW Point Table Check effects of FPs Any unit activated must be on FP side except in 1st phase of turn May not activate any unit whos current FP level = its max level At any time during the phase, player may attempt to blow a bridge Activate each unit or stack individually, spending OPs up to OPA Follow general rules & restrictions for all activations Spend OPs for terrain and combat as per OP Cost Chart If a unit is on its FP side, +1 to all hexes, combats, & actions Except: Pay only +.5 if moving across autobahn hexside Must finish w/one unit or stack before starting the next NATO: If GT1, may not activate any paralyzed unit If 1st phase of turn, before any activations may Stage Reinforcements for all arriving units not conducting Airborne Ops May do the following w/an eligible unit or stack when activated: If 1st phase of turn, at the start of all activations may conduct Airborne Ops for any available airborne units At the start of the units activation: - If an arty unit, may conduct counterbattery fire with it - May conduct a multi-hex combat with it At any time during the units activation: - May move the unit - May conduct combat with it - If an arty or copter, may support a combat with it - May convert the unit to or from being Airmobile - If copter or airmobile unit, may conduct Airmobile Op At end of a units activation, add an FP to any unit that spent OPs in addition to any FPs gained for other actions in activation except as noted for Airmobile & Airborne Ops At end of phase, check Stacking; owner eliminates overstacked units At end of Phase, remove all Suppressed markers NATO PLAYER PHASE Same as WP Players with roles reversed Repeat WP Player Phase followed by NATO Player Phase until all units at max FP levels or both players pass consecutively END OF TURN PHASE Remove all Interdiction markers Remove all Demo Failed markers Both players may repair any destroyed bridges in hexsides bordering a hex containing a friendly engineer on its non-FP side If its the last turn, determine victory per 31.9 else start a new turn

1 Copyright 2009 Richard J. Vohlers

PROCEDURES Performing Airstrikes Choose 6 hexes, at least 3 hexes from each other, for each map in play For each NATO unit in that hex or an adjacent hex, roll; subtract 1 if unit is not arty or copter If result units Max FP Level, add that number of FPs to unit If result > units Max FP Level, add max number of FPs to unit Except: if unit is arty or copter & roll = 6, remove unit Attempting to Blow a Bridge May not attempt to blow any bridges repaired by a friendly engineer House: Disregard May attempt once per turn to blow any West German bridge that is adjacent to a friendly unit; roll; if result not 6, bridge blows May attempt once per turn to blow any West German bridge anywhere; roll; if result = 1, bridge blows House: WP: May use this only if a) bridge is w/in 3 of WP unit that can trace path free of enemy units & EZOCs to bridge or b) WP spends an Air Point If bridge blows, place a Blown marker else place a Demo Failed marker Adding an FP to a Unit If unit used OPs in 1st phase, flip any unit activated to its FP side If unit used other phases or gained FPs for other reasons, place or increment by 1 an FP marker under any unit activated If unit on non-FP side gains a 5th level, flip it regardless of phase For both: Any FP an arty or copter earns for support is in addition to earning an FP level for other actions Eliminate any unit when it earns a level that exceeds its max FP level Removing FPs from a Unit Check supply for each unit when assessing it; a unit is in supply if it can trace a supply line to a supply source Line: Path from unit to road or autobahn costing 6 OPs on its non-FP side & then connected road/autobahn to source Cant trace thru enemy units or thru an EZOC unless occupied by a friendly ZOC unit Except: For VP purposes only, airmobile, airborne, & air-landed units & their ZOCs dont block Cant trace thru marsh or rough except along road/autobahn, or across unbridged river unless a friendly engineer is adjacent to the hexside being used NATO: Cant trace through any hex of DDR or Czech WP: May trace thru city only if WP unit was last to pass thru Source: See Supply Source Chart May not trace to hex where an enemy ZOC unit has exited WP GT1 to 4: Consider non-arty units to be in auto supply If enemy does not have Air Superiority, may also use any friendly airfield as source for any Airmobile & airborne units & 1 or 2 air-delivered units (total for all maps) Check FP Removal Chart based on units supply state at time of check, which side of unit is showing, the type of unit, & if its at max

Staging Reinforcements Place unit off map next to an allowable designated entry hex Place multiple units in a column, one unit per hex A hex is allowable if it is a road or autobahn hex leading off map edge designated for the unit & not enemy occupied If multiple hexes available, may select which to use Cant use a hex where an enemy ZOC unit has exited May use an alternate hex if original has Interdiction marker WP: If WP has Air Superiority, may air deliver 1 or 2 mechanized or arty units by placing them on a friendly airfield or airfields May not have unit spend OPs; flip unit to its FP side after placing WP: Must place divisional units in 2 columns in March Order May use a different entry hex for each column of a given division, but different columns can enter at the same hex in 1 turn If do, then two hexes must be w/in 7 hexes of each other If dont, then one column follows the other WP: May enter arty divs in any order or anywhere allowed, but must follow other divisions at same entry area WP: Remove an air-delivered unit from its divisions March Order May attach non-divisionals to end of any column Moving a Unit Check effects of EZOCs Must stop moving any unit that enters an EZOC, but may continue if the EZOC in the hex is removed due to the unit attacking May move a unit that starts phase in an EZOC out of that EZOC May not move unit directly into another EZOC If move all units out of an EZOC of non-company unit, must roll for stack; if result 3, then may move else may not If unit fails attempt, add an FP to unit Follow general movement, retreat, & advance restrictions May move staged reinforcements on to map Pay for 1st hex + ( (if autobahn) or 1 (if road) for each unit that arrived before moving unit at same location this turn) NATO: May have units reentering map or arriving from MTA spend only 6 OPs 1st turn on map WP: For 1st phase of turn of entry only, must have units in a column follow same route & maintain march order May stack units of a column, but not w/units of another one Following General Movement, Retreat, & Advance Restrictions NATO: May not move or retreat into DDR or Czech or into any hex adjacent to hexes on east map edge NATO: May enter Austria only after Warsaw Pact has done so If a unit enters a hex w/an enemy Interdiction marker, add a number of FPs to the unit = level & remove marker NATO: May exit a unit off-map & stage for mandatory reentry next turn if it has 6+ OPs, & leaves at a road or autobahn not as a retreat, advance, Airmobile landing, or Airborne drop May go from Fifth Corps south, west of 0122 to/from Hof west May go from Fifth Corps north, west of 3926 to/from BOAR west If a unit enters hex w/enemy Stored Equipment marker, remove marker

2 Copyright 2009 Richard J. Vohlers

Conducting a Multi-Hex Combat Must meet prerequisites to conduct No attacking unit has spent OPs this Phase but is eligible to do so WP: All attacking units are in the same division or non-divisional NATO: All attacking units are of the same nationality Designate one stack as primary Conduct a Combat by activating all attacking units and following restrictions listed in the Combat procedure Conducting a Combat (attacking player performs all except as noted) Designate adjacent attacking units & defending stack Not required to declare; units must have sufficient OPs to attack A unit may attack in a phase as long as it has OPs A unit may be attacked in a phase any number of times May only attack one hex & all in hex must be attacked Must attack with all in a hex except arty or attack copters May not initiate combat from a hex that violates stacking May not attack with a unit whos current FP level = its max level May not attack only w/arty, attack copters, Air Points, or EW NATO: Cant attack from hex containing mixed nationalities Declare whether attack is March, Hasty, or Prepared Have each unit expend the necessary OPs Must declare a Prepared attack if conducting a multi-hex combat Declare whether attack is Normal or Mobile May declare Mobile only if defender in Flat or Broken w/out other terrain in hex except road/autobahn May add in supporting resources May support a combat w/arty by adding its strength & by having it lay Smoke and/or WP: Chemicals May support a combat w/attack copter by adding its strength May add strength points to the combat by spending 1 Air Point per strength point added WP: May spend an Air Point to lay Chemicals May spend 1 EW point thats available for targets map Roll; If NATO attacking, EW successful on 1-4; if WP, 1-3 Defender: If attackers EW unsuccessful, may add in supporting resources as with attacker Cant use Smoke or EW, & arty & copters cant be under attack Dont add FPs to units in a defending hex consisting only of arty and attack copters defending alone NATO: Cant commit any resources if hex has mixed nationalities Except: May commit non-divisional artillery Compare total attacking strength to total defending strength Use value appropriate to whether attack is Normal or Mobile If Mobile, use 1 as strength for any unit w/out Mobile indicator WP: Double strength of adjacent attacking non-Rocket arty if stacked w/non arty unit If defender is (only arty & attack copters) or arty w/5 FPs, defense = 2 for SP arty w/printed strength of 2+ else defense = 1 NATO: If a WP defender is completely surrounded by NATO units or their ZOCs, double the appropriate strength of adjacent attackers & support copters Do not double if defenders are all Airborne or Airmobile Find ratio (round down) & find in row for defenders terrain on CRT If ratio is less that lowest possible, call off attack Apply any applicable column shifts Net shifts before applying to columns Roll 1d6, check die roll using column for type of attack, & find result If attack was Mobile, reduce defenders result by 1 Apply result on left of slash to attacker; that on right to defender

Apply each sides result to each involved unit Except: Dont apply result to any non-adjacent supporting arty For any part of his result above 1, the defender (only) may reduce his result by 1 for each hex that he retreats all defending units If unit is Soft, may only retreat on results above 2 May never have attack copter retreat If cant retreat, unit must add FPs instead Do not expend OPs when retreating Defender: Retreat units together according to following priorities: 0. Must always increase distance from original hex 1. Not into enemy units, into EZOCs not occupied by friendly ZOC units, or off-map 2. Not across an unbridged river 3. Into a vacant hex if possible; if not, thru a friendly but not in violation of stacking 4. Into a connected autobahn hex if possible 5. Into the hex that costs the fewest OPs to enter NATO: May retreat into a hex w/a unit of another nationality only if no other hex exists Follow general movement, retreat, & advance restrictions Apply the rest of defenders result by adding an FP to each defending unit for each remaining result number If defender retreats or does not fulfill all of his result, reduce attackers result by 1 Apply the rest of attackers result by adding an FP to each attacking unit for each remaining result number If defenders hex vacant, may advance attacking units If defender not eliminated, no. of hexes = defenders retreat path If defender eliminated, no. hexes = defenders unfulfilled result If defender died fulfilling whole result, then no advance Must advance 1st into defenders hex; then if advance along retreat path may ignore EZOCs, but if deviate must obey EZOCs Follow general movement, retreat, & advance restrictions May not advance attack copters or non-adjacent arty May advance units into different hexes but must obey stacking May advance units stacked with attackers that did not participate May advance across unbridged river only if entering defender hex Do not expend OPs when advancing WP: If enemy retreated, must advance at least 1 unit until adjacent to enemy unit; if enemy eliminated, must advance into its hex Do not apply this to Airmobile or airborne units If attacking stack still has OPs, it may continue its activation Exception: If its a multi-hex attack, only primary stack may do so Supporting a Combat May have arty or attack copter support a combat even if not on FP side May not support w/arty or attack copter when at its max FP level May not support w/arty in EZOC of uninvolved units May not support w/attack copter in EZOC May only support w/arty or attack copter w/in range of defender May not trace range off map May not support w/arty that has Suppressed marker WP: May add arty strength if not stacked w/non-arty; if attacking, its a Prepared attack; if div arty, its in support of a unit of its own div May have a Rocket arty unit add a multiple of its attack strength when attacking or firing Counterbattery, but not defending WP: May have div arty lay Smoke/Chemicals in support of own div WP: If supporting Counterbattery fire, may only lay Chemicals NATO: May use arty/copter only if all NATO units of same nationality Except: May have non-divisional arty support any nationality Add an FP to any unit that supports Only add 1 FP if arty lays both Smoke & Chemicals If arty in 1 combat adds strength & lays Smoke/Chemicals, add 2 WP: Add an FP to a Rocket arty for each multiple used

3 Copyright 2009 Richard J. Vohlers

Conducting Counterbattery Fire Must meet prerequisites to conduct Unit must be a WP non-divisional or DAG arty or NATO arty Unit may not have expended OPs this phase yet & isnt in EZOC Only 1 friendly unit may fire; only 1 enemy unit may be targeted Select 1 enemy arty w/in range of firing arty Add an FP to the firing unit Find ratio by comparing firing units Attack Strength to targets Counterbattery Defense strength; find in Flat row on CRT If unit is Soft, its defense strength is 1 else its 2 WP: May support the combat w/arty by having it lay Chemicals (only) Do not apply any other shifts Roll 1d6, check die roll on Prepared column, & find result Apply result to target unit only Implement as when conducting a combat In addition, if result > 0, place Suppressed marker on unit Conducting an Airborne Op Cannot conduct if enemy has Air Superiority or its a Fog turn May drop units on turn of entry or hold for later use Place all arriving airborne units in a selected drop hex May not select the following hexes: city, rough, enemy occupied, enemy controlled, or hex used as drop hex for another unit Roll for each on Airdrop Table & increment by 1 an FP marker under unit dropped for each number of result May have unit spend up to 6 OPs after dropping Flip any unit dropped to its FP side Only flip it even if it used OPs this phase

Converting a Unit to or from being Airmobile To convert to: May only convert allowable units (see chart) Must have necessary substitute airmobile counter(s) available Replace counter w/substitute(s) of same nationality in same hex If unit is battalion, replace w/1 counter; if regt, w/3 counters Leave original unit(s) in hex with Stored Equipment marker corresponding to substitute(s) used WP: Consider substitutes to be non-divisional units To convert from: Necessary Stored Equipment marker must still exist Move substitutes back to hex w/corresponding Stored Equipment marker(s) & remove; remove marker(s) from original counter Conducting an Airmobile Op Must meet prerequisites to conduct Must use unit converted to Airmobile or inherently Airmobile Cannot have Airmobile unit spend more than 6 OPs during phase in which it is transported, but can spend before &/or after Except: Cannot use a unit on the turn it enters the map Cannot conduct if enemy has Air Superiority Have 1 copter transport 1 Airmobile unit to a landing hex w/in its range Trace range from copter to Airmobile unit to landing hex If path from the Airmobile unit to the landing hex passes through enemy occupied or controlled hex, add an FP to both units May use any non-Enemy occupied hex as landing hex Add an FP to the Airmobile unit & add an FP to the copter Only add 1 FP to Airmobile even if it used OPs in phase

4 Copyright 2009 Richard J. Vohlers

CHARTS AND TABLES


OPERATION POINT COST CHART Hex Terrain OP Cost to Enter Flat/High Water 1 Broken 2 Rough 3 Woods +2 Marsh 7 City in East Germany 1 City in West Germany NATO: 1; WP: 2 Town +0 Hexside Terrain OP Cost to Cross or Enter Next Hex Unbridged River/Lake NATO: +5; WP: +3 If engineer present: +1 Autobahn Road Notes If theres Broken or Rough in hex, pay that cost instead. If theres Rough in hex, pay that cost instead. Pay cost in addition to cost of underlying terrain in hex. May use road/autobahn hexside to reduce cost. May not use road/autobahn hexside to reduce cost for WP units; may do so for NATO. Pay cost of other terrain in hex. Provides a 1L column shift in combat. Notes Pay cost in addition to cost of terrain in hex being entered. If a friendly engineer is adjacent to the hexside or is in the stack being moved, then cost = +1. May not move arty or copter across. Treat as an Access hexside when moving a non-motorized unit. Treat tunnels at NGP 3533 / 3633 and 3707 / 3708 as bridges. Pay 1 OP instead if a) hex being entered is friendly occupied or b) moving a stack or regiment into a hex adjacent to a friendly unit on the same road (not cumulative). Treat as an Access hexside when moving a non-motorized unit. Pay cost of other terrain in hex being entered instead if hex is friendly occupied. Consider all Elbe hexsides from NGP 3533/3633 north to be Sea hexsides. Notes Pay additional cost per hex entered or attack declared. Except: Pay only +1/2 if crossing autobahn hexside

Access Sea Other Activity/Status Unit on FP side Unit at max FPs March Attack Hasty Attack Prepared Attack Leave ZOC

1 Impassable OP Cost +1 May not be activated 2 3 6 +6

FRICTION POINT REMOVAL CHART Supply State FP side up? Supplied Yes No Supply State Unsupplied FP side up? Yes No SUPPLY SOURCES CHART Map(s) Side BAOR NATO WP Fifth Corps NATO & Hof Gap WP

Unit Type Non-artillery Artillery Non-artillery Artillery At Max Level? No Yes Either

Action Flip unit to its non-FP side Flip unit to its non-FP side & remove or reduce by 1 any FP marker under unit Remove or reduce by 1 any FP marker under unit Remove or reduce by 2 any FP marker under unit Action Flip unit to its non-FP side & place or increment by 1 any FP marker under unit Do nothing Do nothing

Unit Types All All All Non-Czech units Czech units

Source: Any road or autobahn leading off: West edge or north edge west of 3915 East edge or south edge east of 0126 West edge, south edge west of Fifth Corps 0122, or north edge west of 3922 East edge of Fifth Corps map, north edge of Hof Gap map east of 3930, or east edge of Hof Gap map north of 2850 East edge of Hof Gap map AIRDROP TABLE Die FPs Gained 0 1 1 2 1 3 1 4 2 5 2 6 3 7

AIRPOWER TABLE (Don't use GT1) Die Result Warsaw Pact Superiority 1 Warsaw Pact Superiority 2 Warsaw Pact Superiority 3 NATO Superiority 4 NATO Superiority*; Fog (AM) 5 No Superiority; Fog (AM) 6 * If an AM turn, the NATO player has Superiority but only receives 1/3 of the listed Air Points.

Modifiers to Airdrop Table (cumulative): -1 if drop hex contains an airfield +1 if drop hex contains broken terrain +1 if drop hex contains a town +1 if drop hex contains a river hexside +1 if neither player has Air Superiority +2 if drop hex contains woods

5 Copyright 2009 Richard J. Vohlers

COMBAT RESULTS TABLE Defenders Terrain Combat Ratio (Attacker to Defender) City 2-1 3-1 4-1 5-1 6-1 7-1 8-1 9-1 10-1 11-1 12-1 13-1 Rough/Woods 1-1 2-1 3-1 4-1 5-1 6-1 7-1 8-1 9-1 10-1 11-1 12-1 Rough, Marsh, 1-2 1-1 2-1 3-1 4-1 5-1 6-1 7-1 8-1 9-1 10-1 11-1 Broken/Woods Broken, Flat/Woods 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1 7-1 8-1 9-1 10-1 Flat 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1 7-1 8-1 9-1 Column Abbreviation A B C D E F G H I J K L Attack Type Die Result Prepd Hasty March 1/1 1/1 1/1 0/1 1/2 1/2 0/2 1/3 0/3 1/4 0/4 0/5 1 1/0 1/1 1/1 1/1 0/1 0/1 1/2 1/2 0/2 0/3 1/4 0/4 2 1 1/0 1/0 1/1 1/1 1/1 0/1 0/1 0/1 1/2 0/2 0/3 1/4 3 2 1 1/0 1/0 1/0 1/1 1/1 1/1 0/1 0/1 1/2 0/2 0/3 0/3 4 3 2 1/0 1/0 1/0 1/0 1/0 1/1 1/1 0/1 0/1 1/2 0/2 0/3 5 4 3 2/0 2/0 1/0 1/0 1/0 1/0 1/1 1/1 0/1 0/1 1/2 0/2 6 5 4 2/0 1/0 1/0 1/0 1/0 1/0 1/0 1/1 1/1 1/1 0/1 1/2 6 5 2/0 2/0 2/0 1/0 1/0 1/0 1/0 1/0 0/1 1/1 1/1 0/1 6 Apply the result to the left of the slash to the attacking units; apply the result to the right of the slash to the defending units. Shifts: Summary City / Engineer Surrounded Multi-hex Fog/Smoke Town Across River

13-1 12-1 11-1 10-1 M

13-1 12-1 11-1 N 13-1 12-1 O

0/5 0/5 0/4 0/4 0/3 1/3 0/2 1/2

0/6 0/5 1/5 0/4 0/4 0/3 0/3 0/2

0/6 1/6 0/5 0/5 0/4 0/4 0/4 1/3

WP: Chemicals

Specific Defender in a city hex and attacking units include an engineer Defender is not in a city hex and all six hexes around defenders hex are enemy occupied or controlled In a multi-hex attack, for each attacking hex after the first, not counting copters or non-adjacent artillery Attacker is conducting a Mobile Combat while ground fog in effect or smoke laid into defenders hex Defenders hex contains a town All attacking non-arty units attacking across river hexsides (even if bridged) & no engineer included At least one attacking non-arty unit attacking across a river hexside (even if bridged) & no engineer included All or some attacking non-arty units attacking across river hexsides (even if bridged) & engineer included Chemicals laid in defenders hex turns 1 to 4; shift is in favor of WP Player Chemicals laid in defenders hex turns 5 to 8; shift is in favor of WP Player Chemicals laid in defenders hex turns 9 & 10; shift is in favor of WP Player

Shift 2R 1R 1R 1R 1L 4L 2L 1L 3 for WP 2 for WP 1 for WP

ELECTRONIC WARFARE TABLE Game BAOR Map Fifth Corp Map Turn WP NATO WP NATO 4 3 4 4 1 5 6 5 4 2 8 6 8 4 3 12 7 8 4 4 12 7 8 4 5 13 7 8 4 6 14 7 8 4 7 14 7 8 4 8 14 7 8 4 9 14 7 8 4 10 Game Turn 1 2 3 4 5 6 7 8 9 10 NGP Map WP NATO 5 4 5 4 6 4 7 5 8 7 10 7 11 7 12 7 13 7 13 7 Donau Fr. Map WP NATO 5 2 6 2 8 4 10 8 11 10 12 10 13 10 13 10 13 10 13 10

Hof Gap Map WP NATO 9 4 10 4 11 4 12 4 12 4 13 4 13 4 13 4 13 4 13 4

MAJOR TRAINING AREA TABLE Second First Die Die 1-3 4-6 1st Bde., 1st Arm. Div. 1st Bde., 3rd Arm. Div. 1 2nd Bde., 1st Arm. Div. 2nd Bde., 3rd Arm. Div. 2 rd st 3 Bde., 1 Arm. Div. 3rd Bde., 3rd Arm. Div. 3 st rd 1 Bde., 3 Arm. Div. 1st Bde., 8th Arm. Div. 4 nd rd 2 Bde., 3 Arm. Div. 2nd Bde., 8th Arm. Div. 5 rd rd 3 Bde., 3 Arm. Div. 3rd Bde., 8th Arm. Div. 6 AIRMOBILE UNITS Inherently Airmobile without Conversion British 15/Para, 100 RA/5 artillery West German Airborne & mech infantry units All mountain units French All units of 11 Para Division All mountain units of 27 Division East German Airborne infantry units Soviet Airborne mech infantry Airborne artillery Convertible to Airmobile British US All Warsaw Pact Soviet

1-3 motorized infantry battalions 2-8 mechanized infantry battalions Mechanized infantry regiments Airborne mechanized battalions

6 Copyright 2009 Richard J. Vohlers

NATO NUCLEAR WEAPONS (OPTIONAL)


BOMBS Delivery: Air

100 KT; Strength = 15 Column to use vs. units: O Column to use vs. others: J NGP BAOR Fifth Corps Hof Gap Donau Front 50 KT; Strength = 12 Column to use vs. units: O Column to use vs. others: I NGP BAOR Fifth Corps Hof Gap Donau Front 10 KT; Strength = 7 Column to use vs. units: J Column to use vs. others: F NGP BAOR Fifth Corps Hof Gap Donau Front 3 KT; Strength = 4 Column to use vs. units: G Column to use vs. others: E NGP BAOR Fifth Corps Hof Gap Donau Front MISSILES Delivery: Range:

10 KT; Strength = 7 Column to use vs. units: J Column to use vs. others: F NGP BAOR Fifth Corps Hof Gap Donau Front 1 KT; Strength = 4 Column to use vs. units: G Column to use vs. others: E NGP BAOR Fifth Corps Hof Gap Donau Front

CANNON

Delivery:
Range:

US 4(5)4; UK 4(4)4; Bel 3(4)3; NL 3(4)3; WG 5(6)5 Normal

2 KT; Strength = 7 Column to use vs. units: J Column to use vs. others: F NGP BAOR Fifth Corps Hof Gap Donau Front

Delivery:
Range:

US 3(5)3; UK 4(4)4; Bel 3(4)3; NL 3(4)3; WG 5(6)5 Normal

US 4(5)4; UK 4(4)4; Bel 3(4)3; WG 5(6)5 27

1 KT; Strength = 4 Column to use vs. units: G Column to use vs. others: E NGP BAOR Fifth Corps Hof Gap Donau Front 0.2 KT; Strength = 2 Column to use vs. units: E Column to use vs. others: D NGP BAOR Fifth Corps Hof Gap Donau Front ADMS

100 KT; Strength = 15 Column to use vs. units: O Column to use vs. others: J NGP BAOR Fifth Corps Hof Gap Donau Front 50 KT; Strength = 12 Column to use vs. units: O Column to use vs. others: I NGP BAOR Fifth Corps Hof Gap Donau Front

Delivery:
NGP BAOR Fifth Corps Hof Gap Donau Front

Any unit

7 Copyright 2009 Richard J. Vohlers

WARSAW PACT NUCLEAR WEAPONS (OPTIONAL)


BOMBS Delivery: Air

100 KT; Strength = 15 Column to use vs. units: O Column to use vs. others: J NGP BAOR Fifth Corps Hof Gap Donau Front 10 KT; Strength = 7 Column to use vs. units: J Column to use vs. others: F NGP BAOR Fifth Corps Hof Gap Donau Front MISSILES Delivery: Range:

50 KT; Strength =6 Column to use vs. units: I Column to use vs. others: F NGP BAOR Fifth Corps Hof Gap Donau Front CANNON

Delivery: Range:

Any divisional arty except RAG/DAG Normal

8 KT; Strength = 12 Column to use vs. units: O Column to use vs. others: I NGP BAOR Fifth Corps Hof Gap Donau Front

Non-divisional artillery units 70

100 KT; Strength = 15 Column to use vs. units: O Column to use vs. others: J NGP BAOR Fifth Corps Hof Gap Donau Front 50 KT; Strength = 12 Column to use vs. units: O Column to use vs. others: I NGP BAOR Fifth Corps Hof Gap Donau Front 10 KT; Strength = 7 Column to use vs. units: J Column to use vs. others: F NGP BAOR Fifth Corps Hof Gap Donau Front Delivery: Range: DAG units 7

NON-SOVIET WARSAW PACT RELIABILITY TABLE (OPTIONAL) Current FP Level Die Roll Needed to Attack 0 1-5 1 1-4 2 1-3 3 1-2 4 1 5 Not allowed

20 KT; Strength = 11; Range = 7 Column to use vs. units: N Column to use vs. others: H NGP BAOR Fifth Corps Hof Gap Donau Front
8 Copyright 2009 Richard J. Vohlers

EW POINTS, AIR POINTS, AND OPS EXPENDED TRACK

9 Copyright 2009 Richard J. Vohlers

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