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CentralFrontUpdateKit_1

CentralFrontUpdateKit_1

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Published by Jonathan Weygandt
S&T Central Wargame updates.
S&T Central Wargame updates.

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Published by: Jonathan Weygandt on May 13, 2013
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11/16/2013

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Central Front Series Update Kit
© Dick VohlersVersion 1.0, December 2009SPI launched the Central Front Series with the publication of Fifth Corps and Hof Gap in 1980. In 1981 they revisedthe system for BAOR and then published two articles in Moves magazine to conform the first two games to the newrevisions. Several years after TSR acquired the rights to the SPI line they published North German Plain and DonauFront. While the maps to the two TSR games could be mated with the SPI games, the rules and the counters to thetwo latter games were quite a bit different from those found in the SPI games.Given this fractured nature of the system, it’s been almost impossible to play all five games together for one massivecampaign game as originally intended by SPI. This kit is a modest attempt to redress that situation. It is based on theSecond Edition rules as they appeared in BAOR and provides updated counters for all the games as well as somenew markers, a series “cheat sheet,” and revised and updated tables.A. Here’s 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, NorthGerman 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 likethem.)- Rules:- The Central Front Standard Rules (2
nd
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 inS&T 131.- For reinforcements in the two TSR games, a unit enters with a number of Operation Pointsavailable equal to twice the number of Movement Points listed for it, up to a maximum of 12 OPs(for helicopters, primarily).B. Here’s what included in this kit:- A “cheat sheet” for the 2
nd
edition, with the rules in summary format. In this sheet, anything in italics is a referenceto a bold procedure heading elsewhere on the sheet. Note that this sheet does not include the optional rules fromMoves 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 aremarkers for this (see below) it’s 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 partisanactivity. But the Warsaw Pact player should be able to destroy a bridge only if the bridge is within a certaindistance of a Warsaw Pact unit or by spending an air point.- I personally don’t like the all-or-nothing nature of the Air Superiority rules. So a house rule included isthat 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 Pactnationalities.)
 
- 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 (atleast if I’m 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 hexagonso that I could easily find them again. In addition, because both black and white fonts appear on the unitsany 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 bothsides; Stored equipment markers for converting airmobile units; Bridge Blown and bridge DemolitionFailed markers; and Air Interdiction markers for both sides. Place the Air Interdiction markers on top of anFP 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 ratingsunder (outside of) the color of the units. However, the Excel version of the counters doesn't do this. For thatreason 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 DonauFront. Besides having been based on a different system, those two games appeared about a decade after the originalgames, and appear to reflect organizational and location changes made in those 10 years. While convertingnationalities 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. Itherefore made my best guess as to how to “retrofit” the counters from the TSR games to match those from the SPIgames, 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 thatthe whole OOB and unit organizations could use a complete overhaul now that The Wall has been down for twentyyears 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 haveonly included the division once, leaving its placement up to the players.- The Soviet 8 Guard Tank Division appeared in BAOR as a 2
nd
line division and in Donau Front as a 1
st
 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. Ihave therefore upgraded the 3G and 10G divisions to 2
nd
line formations to conform to the earlier gamesand 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 SPIgames.- I added some army assets to both sides in NGP and DF based on the SPI games. For instance, engineersare necessary and critical in the game. Also, the Soviets in the three SPI games had an independent artillerydivision 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 theSPI games.- Some individual British battalions in NGP seem to be in BAOR with other divisions. In this case, I leftthe 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 couldn’t 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 atdvohlers@mindspring.com. Please note that Decision Games owns the copyright to all the games in the series.
 
1Copyright
2009 Richard J. Vohlers
C
ENTRAL
F
RONT
2
ND
 
E
DITION
C
HEAT
S
HEET
 
Unified Campaign Game only; no optional rulesABBREVIATIONS
FP = Friction Point; WP = Warsaw PactOP = Operations Point; OPA = Operations Point AllowanceZOC unit = A unit that exerts a ZOCMTA = Major Training AreaHouse = House rule
CONCEPTS
Die: All rolls are 1d6OP Allowance: 12 for all unitsFriction Points: Flip unit for 1
st
FP used, then increment w/markers Note: When using this sheet, track FP levels by unit; this is anoptional rule and does not use the FP Average TableMax FP Levels: All Regiments, all arty, & all copters: 5All Battalions: 4 All companies: 3Current FP Level: Number on FP marker + 1 if unit on FP sideZOCs: Extend into all 6 adjacent hexes except into city hexes None: Arty, copters, & engineersA stack = all units that start & activate together in a phaseStacking limits: WP: 3 units/hex, of which only 1 can be a regt NATO: 2 units of same nationality/hexSoft: If unit has § symbol, it’s a Soft unit
SETUP
See 31.1 & 31.2 for unit setupsRoll 1d6; result = number of turns that WP has auto air superiorityPlace marker on GT Track as a reminder WP: Select whether to drop Soviet airborne divisions off mapIf select 76G, then can’t use it & NATO gets no BelgiansIf select 103, then can’t 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 TablePlace all units of formation except mech inf units w/2 of Hof 1238Place 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 unitsBAOR: British units east of Weser, 4
th
Armoured; BelgiansOther: 2
nd 
& 11
th
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, r 
emove FPs from all units
 If not GT1, a player rolls 1d6 & checks Airpower Table to determine if there’s Fog &, if WP doesn’t have auto air superiority, who has itZero out all Air Points & add new points depending on air superiorityIf 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 levelMay place up to a max of 4 levels/hex; use FP markersw/appropriate side's marker on topCan’t place on an enemy unit but may place on a friendly unitWP: If GT1, may
 perform airstrikes
 WP PLAYER PHASEPlayer may pass, but then cannot activate any units this phaseMay activate units in later phases if did not pass on 1
st
phaseIf 1
st
or 2
nd 
phase of turn (only), zero out remaining EW Points thenreceive new EW Points as per EW Point TableCheck effects of FPsAny unit activated must be on FP side except in 1
st
phase of turnMay not activate any unit who’s current FP level = its max levelAt any time during the phase, player may
attempt to blow a bridge
 Activate each unit or stack individually, spending OPs up to OPAFollow general rules & restrictions for all activationsSpend OPs for terrain and combat as per OP Cost ChartIf a unit is on its FP side, +1 to all hexes, combats, & actionsExcept: Pay only +.5 if moving across autobahn hexsideMust finish w/one unit or stack before starting the next NATO: If GT1, may not activate any paralyzed unitIf 1
st
phase of turn, before any activations may
Stage Reinforce-ments
for all arriving units not conducting Airborne OpsMay do the following w/an eligible unit or stack when activated:If 1
st
phase of turn, at the start of all activations may
conduct  Airborne Ops
for any available airborne unitsAt the start of the unit’s activation:- If an arty unit, may
conduct counterbattery fire
with it- May
conduct a multi-hex combat 
with itAt any time during the unit’s 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 unit’s activation,
add an FP to any unit 
that spent OPsin addition to any FPs gained for other actions in activationexcept as noted for Airmobile & Airborne OpsAt end of phase, check Stacking; owner eliminates overstacked unitsAt end of Phase, remove all Suppressed markers NATO PLAYER PHASESame as WP Player’s with roles reversed Repeat WP Player Phase followed by NATO Player Phase until allunits at max FP levels or both players pass consecutivelyEND OF TURN PHASERemove all Interdiction markersRemove all Demo Failed markersBoth players may repair any destroyed bridges in hexsides bordering ahex containing a friendly engineer on its non-FP sideIf it’s the last turn, determine victory per 31.9 else start a new turn

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