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(VG)Flashpoint: Golan charts

(VG)Flashpoint: Golan charts

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Published by Mina Aoi
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Published by: Mina Aoi on Mar 10, 2012
Copyright:Attribution Non-commercial

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08/24/2013

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Headquarters Capabilities Chart
   A   i  r   S  u  p  e  r   i  o  r   i   t  y   T  r  a  c   k
Israel 3Israel 2Israel 1Neutral Arab 1 Arab 2 Arab 3
+2+1+1+2000000
Troop QualityNation:HQ/Training LevelIn Command(Radius) Air Defense ArtilleryHQ Detection(Radius)Battle Recovery Aerial ResupplyTank TransportersTransport HelicoptersHQ CapabilityReplacement PointsSpecialMunitionsmax:increment:SRBM Strike /Cruise Missile Jamming Jammed
 Air DefenseModifier Air Strike Availability
IsraelUSASyria
   N  o  c  o  s   t
Israel/NATO Arab/WPIsrael/NATO Arab/WPCounter-battery
USSRWPNATO
/ / // / // / // / // / // / /
Detection (Radius)
Iraq/ Jordan
30hexes15hexes5hexes3hexes7hexes7hexes15hexes
2 2 0 30.250 02 1 0 20.500 1 1 0.5 210.50 1 1 0.5 1.510.50.25 0.5 0.5 1 1.51.510.5 0.5 0.5 1 11.510.5 0.5 0.5 2 20.5 0.52
NDBCNDBCNDBCNDBCNDBCNDBC
HQ Capability Points ATBM
13
Turn
245678910
   A   i  r   S   t  r   i   k  e  s
 
ClearDesertRoughSalt MarshHillTelMountainImpassableTownStream Wadi AT DitchEscp.Mt. HexsideHillHexsideCityMinorRiverBlockBlockBlockBlockBlock(
8
)Block(
6
)BlockBlockBlock(
4
)thru(
4
)Block
12342-------- --+2+1+2+1+1+3+4+2PPP40.51121.521.52124311* Strategic travel0.25 (0.2*)1 (0.5*)
ZOCSupplyInCommandDetection4, 5
Terrain Effects Chart
May not enter EZOC.
DetectionBlocking:Exceptions:
Mountain Hexside
 A unit that occupies a Hill or Tel hex has a detection range of 4 hexes.Note: Tels are not blocking terrain.
ImpassableMountainHill / EscarpmentClear / Hill Hexside
 A unit that occupies an Impassable hex has a detection range of 8 hexes. This range can be tracedthrough any Hill, Hill Hexside, Mountain, Mountain Ridge or Escarpement. A unit that occupies an Mountain hex has a detection range of 8 hexes. This range can betraced through any Hill, Hill Hexside or Escarpement. A unit that occupies the upper side of an Escarpment has a detection range of 6 hexes so long as the range is traced across the Escarpment's lower side.
Enemy UnitBreakthrou(5 hexes)BlockBlockBlockBlockEnemy ZOCBlock
NegateEZOC
Leg extend ZOC into Hill and Hillhexsides. Mech. and Mot. dothrough roads.ZOC extend across the downhill sideof Escarpments.Can be traced when a road crosses.Detected in any hexes when usingRoad or highway rate. Jamming, Herlicopter Transport, HQDetection can through any kind ofterrain or E-ZOC. (7.3)A unit that moving into a City hexfrom an adjcent hex of the same Citycan neve be detected. (11.1)The presence of a friendly unitnegates the effect of the enemy ZOC.1.2.3.4.5.6.7.
1Block1Block2336BlockBlockBlockthruthruthruthruthruthruthruthru37Block3
Must be in Command. Must begin and endits entire move on a highway. May notenter EZOC. May not switch to the othermovment mode.
Highway:Road:
--
 
Flat(Clear) WoodsBroken(Rough)Rough(Hill/Tel)Marsh(Hill/Tel)own(Town)City(City)River(River) AccessHexsideEnemy UnitBreakthrou(5 hexes)BlockBlock(1)BlockBlockBlock
Mech/Motalong roadsMech/Motalong roads
1.The presence of a friendly unit may negate the effect of the enemy ZOC.2.Jamming, Herlicopter Transport, HQ Detection can through any kind ofterrain or E-ZOC. (7.3)3. Detected when using Road or highway rate.4. A unit that moving into a City hex from an adjcent hex of the same Citycan neve be detected. (11.1)5. Mech and Mot do not extend their ZOC into Hill or across hill hexsides,except along roads.
Block
1+11 (through)22 3
NATO WP
1 2
NATO WP
+3 +2
NATO WP
+4 +3
NATO WP
2325443230.511 1.5
NATO WP
0.5 1
NATO WP
11.511.52.5211.51.521.5232.50121.5
Block+
0
----(4)Enemy ZOCBlock
NegateEZOC
* Strategictravel0.25 (0.2*)Must be in Command.Must begin and end itsentire move on a highway.May not enter EZOC.May not switch to the othermovment mode.1 (0.5*)
3ZOCSupplyInCommandDetection2ZOCSupplyInCommandDetection25
Terrain Effects Chart Road and Autobahn
May not enter EZOC.

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