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Easy to implement and/or without significant influence

Influence the game dynamic and/or significant rule change

To be tested

Denmark

Additional Victory points


Esbjerg (Hex 0905) = 10 VP
Kolding (0705), Horsens (0754), Vejle (0803) & Odense (0906) are each 3 PV worth (total: 12)

War status of Denmark (Warsaw Pact’s choice):


1) roll 1D6: 1-3 neutral, 4-6 in war.
or
2) Denmark neutral only in Turn 1.

Great-Britain & defence of the North Sea


At each Recovery Step of NATO from Turn 1 to 7 included, NATO has to place one (1) fixed-wing aircraft in each of
these hexes: 0710, 0509 & 0413.

Units placed can only be British, Danish, German or American.

Each time NATO can’t place on one of these hexes (hex occupied by Warsaw Pact, airfield destroyed…), the Warsaw
Pact gains 5 VP per hex. These VP are not added to the Victory Point Track and has to be spent immediately for
rebuilding (20.0 Rebuilding units with Victory Points).

Netherlands & Dutch forces

Supersedes 13.0 from RTW


The Netherlands are at war. Ignore the withdraw and reinf. rules 13.0.
For every Dutch air unit or land unit eliminated: WP gains +5 VP.
If a nuclear detonation occurred, Dutch land units stay or move at maximum 5 hexes of their border (example: in
Oldenburg). Dutch air units are not restricted.

Theater of operations
All air units (Fixed-wing or helicopters) of NATO and WP have to consider the RTW & RTS maps as 2 separate areas.
You cannot attack, support or fly from the RTW to the RTS map and vice versa.

Exception:
1) Any air unit that started in a reserve box can be placed next turn on the other map.
2) Any air unit located in South Bavaria (only for NATO) & in Czechoslovakia (only for WP) can be involved on
both maps
(South Bavaria is considered as the German part of the RTS map)
Air defence systems “Soviet long-range, high-altitude SAM systems”

Any NATO air unit flying, striking or involved in a combat in any hex behind the iron curtain roll a D10 after its
completed action: on a 5 or more, the unit is shutdown.

Countermeasure:
Any NATO fixed-wing unit with an Air superiority of +2 or +3 can immediately reroll the die.

Sea Transport
Moving from 1006 (Funen Island) to 1057 (Zealand) & vice versa costs all MP.

Moving from Germany (1111) to 1110 (Denmark) & vice versa costs all MP.

NATO and WP can cross the sea but only if both hexes (start + arrival) are under friendly control. The crossing unit
has to begin its movement on one of these hexes.

Corvettes of the Polish Navy: applies only to NATO land units crossing the sea. Roll for each unit.

Turn 1 & 2 No danger


T 3, 4 & 5 Roll 1D6: on a “1”, unit lose 1 step.
T 6 & more “1” & “2”, unit lose 1 step.

Red Dawn

Every Airborne drop in the first round for the Warsaw Pact receives a bonus of +4.

Chemical Weapon

Minus D10 VP & no influence of the nuclear threshold


Maximum 1 use on the RTW map & 1 on the RTS map per Turn

Munitions factories

Additional rule to 17.0

If a munitions factory hex has ever been captured by any WP land unit (except a leader) or been destroyed by a
Warsaw Pact air unit, a penalty is not imposed immediately but at the beginning of 10) Recovery Step of NATO

Example: In Turn 2, Soviet Migs destroy the Neuburg depot (“A” in hex 1144). In the same turn but at step 10) of
NATO, the western armies have to eliminate one Helicopter unit.

If NATO cannot take the losses (because all units of this type are destroyed, etc), the WP gains Victory Points to
rebuild land unit (using rule 20.0 “Rebuilding units with Victory Points” & see the bounty below). These VP are not
added to the Victory Point Track, meaning they have to be use immediately before 10) a. of NATO. If not used, they
are lost.

Award for NATO Land units: 15 VP for each step.


Award for NATO Air units (Fixed wing or helicopters): 20 VP for each unit.
Nuclear launches and political will

NATO can’t nuke until the Warsaw Pact has…


…nuked
or
…reached with any land unit any hex at the Dutch border.
or
…crossed the Rhine anywhere
or (only with Red Tide South)
…reached the hexes 2309/10/11/12/13 or 2314 (“Gardone”, “Brescia” or “Parma”).

If any of these situations occurs, NATO can nuke any hex in Poland, Czechoslovakia or Hungary.

Stacking limit

Supersedes 5.1. & 5.2.


- Three (3) full-strength land units (of any type (brigade, division…) and maximum 1 unit can have a support shift in
the same stack.

- If a degraded unit is in the stack, stacking limit is 4 (but maximum 3 full-strength and still maximum 1 unit with
support shift).

- In Cities:
4 full-strength and maximum 1 unit with support shift…
or
… 5 units if including a degraded one, but still maximum 1 with support shift.

The Raid marker “Polish Navy threat”

Warsaw Pact Player receive 1 Raid marker on round 1 & another in round 5. The marker can be placed at the
beginning of a Soviet Movement phase on a coastal hex in Western Germany or Zealand, but not in the city of
Copenhague. Hexes 1009 and 0809 are the limit.

A Polish avant-garde lands there & occupies the hex. All air units incl. helicopters of NATO are automatically
destroyed. NATO ground units automatically retreat by 1 hex, without combat.

The Raid marker is a new supply entrance road. Once placed, it can’t be moved or removed.

In every Warsaw Pact Turn, maximum one (1) Reinforcement (Polish or Soviet nationality only) can land on the
marker at no cost and then move and attack normally.

NATO can eliminate the marker per Airstrike or by occupying the hex:

◊ Attack per Airstrike: use the table of Munition site, except “Destroyed” is replaced by “Flipped”. If an
airstrike is successful, the marker is flipped.
Once flipped, no reinforcement can arrive on the next soviet turn (only effective 1 turn) through the Raid
marker. Reinforcement can later arrive normally.
If the marker is flipped a second time, it is destroyed and removed.

◊ If a NATO ground unit occupies the hex during any phase, the marker is immediately removed & one NATO
unit in the conquered hex loses 1 Step (Warsaw Pact choice).
Once flipped, the marker can’t be flipped back.
Warsaw Pact Defections

Additional rules to 10.4 Column Shifts h)


If a least one Soviet land unit is involved in an attack or defence with non-Soviet WP land units, ignore the column
shift for defections. The Soviet unit has to take the first step loss.

The command difficulties shift (g) in attack still exists.

Logistic concentration (or “Lenin is watching you”)

The WP side receives 3 Logistic concentration markers (hereafter “LC”). They can be placed anywhere but only in a
hex with a WP unit. LC can only stay on the RTW map and are never allowed to be within 10 hexes of another LC
marker.

It is considered as a land unit 0-2-5 for stacking.

All WP attack within 3 hexes of the marker receive a +2 die roll modifier.
All NATO attack within 3 hexes of the marker receive a -2 die roll modifier.

Example: East Germany attacks Hamburg, 3 hexes from a LC marker. A die roll of 3 will get a bonus of +2. The D10
will now be a 5.

NATO counter-attack in the Fulda Gap. There is a LC marker near the attacked Soviet stack. NATO roll a 10 with 2D6.
Because the combat hex is in the area of the LC marker, NATO dice roll will be subtracted by 2. Accordingly, it will be
an “8”.

NATO can eliminate the marker per Airstrike or by occupying the hex:

◊ Attack per Airstrike: see the table below

If an airstrike is successful, the marker is flipped. A flipped marker is still providing the effects mentioned above.

◊ If a NATO ground unit occupies the hex during any phase, the marker is immediately removed & one NATO
unit in the conquered hex loses 1 Step (Warsaw Pact choice).

Once flipped, the marker can’t be flipped back.


If the marker is flipped a second time, it is destroyed and removed.
LC markers cannot attack or advance after combat but can participate to defence. The marker cannot be killed in
ground combat, meaning the LC marker never takes casualties with a combat result of FC, EE, DW, DD, DR or DS.

The marker can retreat after combat only if another WP unit retreat in the same hex. If the LC Marker ended a battle
alone & has to retreat, he has to stay in the hex. An Advance after combat of NATO eliminate the LC Marker (see
above).

AIR STRIKE ON LC (2D6)


2 Hit (no effect)
3-7 Miss (SAM hit)
8-11 Hit (SAM hit)
12 Hit (no effect)

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