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MechWar 5

Modern Mechanized Combat in the Middle East


SUEZ / GOLAN
V1.0

NOTE: This MechWar 5 set of rules is a MechWar 2 variant that adapts the rules from SPI’s
October War -- subsequently having evolved into MechWar ’78.1 The MechWar ’78 rules were used
as the basis for this variant. These rules are designed to allow players to play a simpler MechWar 2
game utilizing whatever additional advanced MechWar 2 rules they wish to incorporate from SPI’s
original MechWar 2 game.
This MechWar 5 variant attempts to provide a simpler, more playable game while still allowing certain
MechWar 2 advanced features to be represented for effect, but at a more reasonable resolution. The rules
have been adapted to allow the play of scenarios from Avalon Hill’s The Arab Israeli Wars and the scenarios
from MechWar 2 Suez to Golan.
1
The MechWar ’78 rules are based on a suggested retrofit posted by Ian Raine in the ConsimWorld forums, as well as
player discussions. The original rules formatting were provided by Jamie Shanks. Also, Fred Schwarz’s notes were
helpful in the development. Rules sourced or developed from October War are in blue text. Untested rules are in orange
text.
1.0 INTRODUCTION 8.4 Effect of Movement on Soft Target 16.0 MINES
2.0 GENERAL COURSE OF PLAY Defense 16.1 Mine Attacks
3.0 GAME EQUIPMENT 8.5 Stacking 16.2 Mineplows
3.1 The Game Map 9.0 TRANSPORTING 17.0 HELICOPTERS
3.2 The Playing Pieces 9.1 Procedures and Restrictions 17.1 Movement
3.3 Game Charts and Tables 9.2 Infantry on Tanks 17.2 Combat
3.4 Definition of Terms 9.3 Status of Units Engaging in Mounting 17.3 Flak Units and Anti-Helicopter Fire
3.5 Game Equipment Inventory or Dismounting 18.0 SMOKE
4.0 SEQUENCE OF PLAY 9.4 Combat While Mounted 18.1 Line of Sight Effects
4.1 Sequence Outline 9.5 Specific Unit Capabilities 18.2 Persistence of Smoke
4.2 Determining the “First” Player 9.6 Transport Vehicles 19.0 OTHER OPTIONAL /
5.0 SPOTTING 10.0 TERRAIN EXPERIMENTAL RULES
5.1 Blocking Hexsides and Hexes 10.1 Effect on Movement 19.1 Command
5.2 Observation Range 10.2 Covering Terrain 19.2 Counterbattery Measures
5.3 Effect of Units in Spotting 10.3 Slopes and Crest Hexsides 19.3 Short Halt Fire
5.4 Spotting for Indirect Fire 10.4 Elevation 19.4 FASCAM Rounds
6.0 COMBAT 10.5 Hull Down (Defilade) 19.5 Wrecks
6.1 Restrictions on Fire Combat 11.0 IMPROVED POSITIONS 19.6 Special Units
6.2 Effect on Other Units (ENTRENCHMENTS) [19.61] Engineers
6.3 Multiple Fire Attacks 11.1 Who Can Use Improved Positions [19.612] Bridges
6.4 Direct Fire 11.2 Benefits of Improved Positions [19.613] Bridge Demolition
6.5 Opportunity Fire 11.3 Deployment of Improved Positions [19.614] Ferries
6.6 Terrain Effects on Combat 12.0 OVERRUNS [19.615] Abatis
6.7 Partial Strength Units vs. Soft 12.1 Effect of Terrain on Overruns [19.616] Blocks
Targets 12.2 Effect of Prior Fire on Overrun [19.66] Motorcycles
6.8 Special Weapons Classes 12.3 Effect of Opportunity Fire on 19.7 Night
6.88 Ammunition Depletion Overrun 19.8 Morale
6.9 Additional Combat Actions 12.4 Effects of Panic 19.9 Electronic Warfare
6.10 R Class Fire vs. Armored Vehicles 13.0 PANIC (Troop Quality) 19.10 Chemical Warfare
7.0 INDIRECT FIRE 13.1 Panic Move/Fire 19.11 Tactical Nuclear Warfare
7.1 Availabilities and Capabilities 14.0 OFF-BOARD ARTILLERY
20.0 HOW TO SET·UP AND
7.2 Types of H Fire 14.1 Use of Off-Board Artillery
PLAY THE GAME
7.3 H Fire Against Hard and Protected 14.2 Off-Board Artillery Restrictions
20.1 Scenarios
Targets 14.3 U.S. Off-Board Artillery
20.2 Setting Up
7.4 Duration of Suppression 15.0 CLOSE AIR SUPPORT
20.3 Available Forces
7.5 Effects of Suppression on Hard and 15.1 Close Air Support Scatter
20.4 Deployment
Protected Targets 15.2 Application of Close Air Support
20.5 Victory Conditions
7.6 Effects of H Fire on Soft Targets 15.3 Advanced (MechWar 2) Close Air
20.6 Reinforcements
7.7 Close Air Support (CAS) Support
21.0 SCENARIOS—NATO
7.8 Counter Battery Fire 15.4 Bombing Strike
and Warsaw Pact
8.0 MOVEMENT 15.5 Strafing Strike
22.0 SCENARIOS—Red
8.1 Roads and Trails 15.6 Air-Surface-Missiles (ASMS)
Star/White Star
(Column Formation) 15.7 Aircraft Target Acquision
8.16 Infantry Double Time 15.8 Air Defense Systems H Fire Procedures
8.2 Restrictions on Movement Infantry vs Hard Targets
8.3 Zones of Control
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[1.0] INTRODUCTION necessary to play the AIW scenarios. Also MechWar 2 Warning: There are
included are units necessary to play the some table related data in the
MechWar 4 is SPI’s tactical MechWar 2 Red Star/White Star MechWar 2 rules that only appear in
simulation of “modern” ground Suez To Golan scenarios. Many pieces, the rules themselves rather than in a
combat (from the October War of are informational counters and the rest are separate chart. For those MechWar 2
1973 to possible future encounters). organizational counters representing sections converted to these variant
vehicle and infantry platoons, air units, rules, the relevant numbers have been
These Suez/Golan rules are designed
headquarters, and other units. extracted and placed in MechWar 4
to be used to play Avalon Hill’s The
tables.
Arab Israeli Wars (AIW) with [3.21] Sample Units
MechWar 4 rules while still allowing For MechWar 2 scenarios, players
the play of scenarios from SPI’s may need the original MechWar 2
MechWar 2 Red Star/White Star rules for the setups and references to
Suez To Golan. certain advanced and optional rules.
Each hex represents 200 meters from [3.4] DEFINITION OF TERMS
side to side. Each Game Turn
represents one to six minutes of Movement is a basic game activity
elapsed time. involving the physical displacement of a
unit hex by hex across the mapboard.
[2.0] GENERAL COURSE OF Combat is a basic game process whereby
PLAY one or more units pin, disrupt or destroy
This simulation is a two-Player game. units belonging to the Opposing Player.
It is played in a series of turns called Weapons Class: The units portrayed in
Game Turns. During a Game Turn, Note: Units designated in the rules as this game are small, platoon-sized
both Players' playing pieces (called one-step units are eliminated with a loss organizations with 20 to 50 men and 3 to
units) move and engage in combat in of one step, though their firepower still 10 vehicles. Each is organized around a
an attempt to achieve certain particular main weapon system unique to
uses the Full Strength CRT values unless
objectives. This activity takes place its type of unit. Thus a mortar unit
otherwise indicated.
according to a Sequence of Play. The depends for its combat effectiveness on
game is played in Scenarios. Each the high explosive shells lobbed by its
[3.22] Summary of Unit Types (UFT
Scenario lists the opposing forces and mortars and any small arms carried by its
Charts)
conditions under which they engage. men have no significant impact on its
Each Player attempts to win· the Also, see [19.6], Special Units. performance. Each unit then is classified
Scenario according to the Victory according to the characteristics of its
[3.23] Dice
Conditions set out for him in each predominant weapons system.
Scenario. Most charts use a 1d6 die. Other
charts, such as the Panic Table use a R Class: Units organized around rifle and
[3.0] GAME EQUIPMENT 1d10 die. Players should check each machine gun fire: typically an infantry
chart to see which set of dice are used. platoon.
[3.1] THE GAME MAP
If for any reason players need to A Class: Typical MMG class weapons
The game consists of several consult any original MechWar 2 found in October War APC units.
geomorphic desert maps, which can be tables, they generally use 2d6 dice,
assembled in various combinations to though not always. M Class: Units whose guns fire a mix of
allow play of The Arab-Israeli War armor piercing and high explosive shell
scenarios. A few additional maps have [3.3] GAME CHARTS AND TABLES and are effective against both armored and
been included to approximately The game makes use of various charts unarmored targets; typically a tank or
represent setups for the scenarios in and tables as a part of its play system assault gun platoon.
SPI’s MechWar 2 Red Star / White and also to organize data into an easily H Class: Units whose main weapons fire
Star, Suez To Golan. A hexagonal retrievable form. The use of these high explosive shell; typically on-map
grid is superimposed on the map to graphic aids is explained in the field gun or mortar units. This also
regulate movement, position and appropriate rules sections. Players includes Off-Board Artillery (14.0) and
firing range of the units. The hexes are should examine the charts and tables Close Air Support (15.0). In specific
numbered for identification. as they appear or are referred to in the cases, infantry units may make an H
rules. Please note the separate chart Class attack against vehicles by virtue of
[3.2] THE PLAYING PIECES sheets. inherent AT weaponry such as LAWs,
The pieces are revised MechWar 4 units RPGs or recoilless rifles (see 6.45).
that include all the equivalent units
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G Class: Units which depend for their around a numerical Defense Strength of 5 [4.0] SEQUENCE OF PLAY
defensive fire power on Anti-tank guided or more. Protected target type units
missiles. are indicated with orange box defense GENERAL RULE:
factors or parentheses around their Each game or Scenario is composed of
R* Class/Mx-n: Flak or Anti-aircraft
numerical Defense Strength, or with a Game Turns during which both Players
units, which are effective against ground
numerical Defense Strength of 4 or units move and engage in combat
targets as well as helicopters (see [17.31]).
less, and include weakly armored according to a rigid Sequence of Play.
Note: MechWar 4 anti-aircraft units are
AFVs (see revised CRTs), APCs, [4.1] SEQUENCE OUTLINE
indicated as such by their missile system
Armored Cars and IFV vehicles, and
notation at the bottom of the counter. A/B. DIRECT FIRE / MOVEMENT
mortar, AAA and missile carriers
Dual-Class: Units which have not only based on APCs and IFVs. Soft target PHASE:
a complement of conventional type units have no brackets around their  Randomly determine the first Player
weapons, but G Class weapons as well. numerical Defense Strength or have green for this Phase (1) (See 4.2)
They have two counters each; see 6.87. defense factor boxes. Note that jeeps
carrying ATGMs or RR antitank guns are  First Player—One or more eligible
AA Class: Air Defense Systems used to units* may be activated to conduct
Soft targets.
attack Close Air Support aircraft [15.8]. either a Direct Fire attack on any one
Attack Strength is a numerical rating of enemy unit or move.
Target Type (Armor Class): Just as a
the firepower that a unit possesses. It is
unit is classified according to its o Place FIRE markers on firing
expressed in Attack Strength Points. The
weapons, so is it classified according to units if unit fired (see NOTE
ability of a unit to attack depends on both
the vulnerability of its elements to below)
its Attack Strength and its Weapons
fire, i.e., what kind of target does it Enemy units with no
Class. o
present? Units are defined as either MOVE/FIRE markers may
Soft (unarmored - Green), Protected Defense Strength is a numerical rating of immediately use Overwatch
(lightly armored - Orange) or Hard the ability of a unit to preserve itself when Fire to attack friendly units
(armored - Black) targets. (Protected attacked. It is expressed in Defensive that fire. Place FIRE
generally corresponds to MW2 Strength Points. markers on firing units.
Light (L) and Protected (P) while
Range is the maximum range or distance o Place a MOVE marker on the
Hard corresponds the Hard (H)
which a unit may fire at a target. It is moving unit if unit moved (see
Armor Class. The MW2 Profile
expressed in hexagons and is measured by NOTE below)
factor is generally only used in
counting the shortest path in hexagons
Defilade situations using MW2 o Enemy units with no
from the Firing unit (exclusive) to the
rules.) Soft targets rely for their MOVE/FIRE markers may
Target hex (inclusive).
protection on their ability to conceal use Opportunity Fire to
themselves from fire and, for some, an Panic Level (a MW78 term) affects the attack the moving unit at
ability to disperse their fighting elements. ability of units to move or fire in response any point during its move.
As an individual, the infantryman is an to enemy actions. For the MechWar 2 Second Player places FIRE
extremely vulnerable soft target, but the scenarios, Panic Level corresponds to the markers on firing units.
infantry platoon, while still a soft target, Troop Quality as specified in the  Second Player—Repeat the process
has a relatively high Defensive Strength, MechWar 2 scenario Available Forces performed by the first player.
because it can take a lot of individual chart, e.g. Seasoned troops are Panic
casualties before it ceases to be effective. Level 0, First Line troops are Panic Level  Players continue to alternate fire
Protected targets depend also on their 10%, etc.. (See Panic, Section 13.0.) or movement until both Players
have fired or moved all their units or
ability to conceal themselves behind
(The “Panic” term is retained in these have passed. A player may pass and
various terrain (they are usually low hull
rules though the actual functioning of still get an alternating turn, but if the
silhouettes) and their light armor when
this mechanism still corresponds to MW2 other player passes, the Phase is
being engaged from a distance by small over.
Troop Quality.)
arms and high trajectory shells. Hard
targets rely for their protection on armor. NOTE: A unit may either Fire once or
[3.5] GAME EQUIPMENT Move once in a single Game Turn (EXC:
A tank, of course, is the archetypical hard
INVENTORY Split Fire, Overrun). (Players may rotate
target and a tank platoon is virtually
invulnerable, except against weapons  These MechWar 5 rules units that have either moved or fired.)
specifically designed to defeat armor.  The Arab-Israeli War II counters * If using the simplified company
Helicopters are a special target type, and or equivalent status sheets formation doctrine -- e.g. up to three
special procedures are used when  MechWar 2 Unit Status Sheets units within three hexes of other units in
attacking them. (optional) the group -- all three units can be
 AIW II game maps activated during a player’s activation to
Hard target type units are identified by
 One sheet of charts either move or fire. Stacked units may
black box defense factors or brackets
 Dice (2x1d6, 1d10) move together, but still fire sequentially.
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Individual units in a formation can still unit. The combined units’ strength There are certain advantages in being the
be interrupted by either Opportunity Fire cannot be greater than a full strength unit. first Player to move or fire. In order to
or Overwatch Fire from enemy units. Only platoons of the same company may grant each Player a chance to be first, the
Enemy Overwatch fire occurs in the Regroup (see MechWar 2 Unit Fire and Movement Phases of every
friendly unit’s activation, effectively a Designations, Exclusive Rules, pg. 32). Game Turn require that a first Player be
free action as part of the friendly unit’s determined by random means for each of
NOTE: If using MechWar 2 counters,
activation. The enemy unit will be these two Phases. Each player rolls 1D6,
the Unit Designations are on the
marked as Fired, though the enemy and then adds 1/10th of the percentage
counters. If using MechWar 4 counters,
player will still get its activation Panic level (i.e., 1-5, and could be 0) to
other methods of identification are
normally. the roll, and the lower adjusted roll wins.
required. The Vassal module allows
On a tied roll the side with lower panic
If not using a formation doctrine, only a units to be marked with Unit
level wins.
single unit is activated in a player’s Designations.
Fire/Move phase.
SIMPLIFIED MECHWAR 4 [5.0] SPOTTING
Note: Any reference to either the Move FORMATION RULES: For unmarked [OBSERVATION]
Phase or the Direct Fire Phase refers to MechWar 4 units, a simplified formation
the combined A/B Direct Fire/Movement doctrine allows three units of the same GENERAL RULE:
Phase. type that are within three hexes of each Spotting refers to the ability of one unit to
other (two intervening hexes for NATO see another unit. Whether or not a given
(1) The First Player indicated in a
and Israeli units or one intervening hex unit spots another unit depends on
scenario automatically becomes the First
for Soviet and Arab units – i.e. doctrine whether or not the Line of Sight between
Player in the first phase of the first Game
range) can be designated as a single the two units is blocked (obstructed), the
Turn.
company. This grouping can be used for type and location of unit being observed,
C. PANIC AND SUPPRESSION both activations and Regrouping. If and its movement/firing status. The Line
REMOVAL PHASE: desired, players may use an Hq marker of Sight is determined by drawing an
on a single unit to group component imaginary straight line between the center
 Both Players remove all Suppression
company units within range into a single of the sighting unit s hex and the center of
Markers that have been placed on
company. Note that the Vassal module the sighted unit s hex. The terms Line of
units as a result of fire. optionally allows formation information Sight (LOS) and Line of Fire are
 Players then attempt to remove all to be included with each counter. synonymous. When a unit has a clear Line
Panic Markers incurred during the of Sight to a potential target unit within
If using units marked with their
current Game Turn or during a Observation Range (see Observation
formation designations – such as in the
previous Game Turn (see Panic, Range Table), it can Spot the target unit
Vassal module – any higher level
Section 13.0).
attached units may move or fire if within
(Leave Moved/Fired markers on until their own doctrine range.
the end of the Indirect Fire Phase The effect of breaking formation is that
because fire units that have moved may
the company Panic Level is increased by
not fire.)
one, which can be restored once the units
restore formation doctrine. If units are and thus use the Line of Sight as a Line
 If units have not moved or fired, they
of Fire.
may reduce their Fatigue Level by out of formation due to unit loss, the
one. company has one game turn to return to PROCEDURE:
their formation doctrine before incurring
D. INDIRECT FIRE PHASE: Smoke any penalty. JUDGING THE LINE OF SIGHT
Markers that impacted during the previous Lay a straight edge from the center of the
Game Turn are removed. Players conduct F. END OF GAME TURN: At the sighting (firing) hex to the center of the
Indirect Fire (Section [7.0]). Unlike conclusion of the Indirect Fire Phase, the target hex. The line so described is the
Direct Fire and Movement, Players do Game Turn is completed. Note the Line of Sight (Line of Fire). If the LOS
not alternate Indirect Fire attacks. passage of the Game Turn on the Game passes through a blocking hex or hexside
Turn Record Track and begin a new which is not common to either the Firing
If using markers to indicate units that Game Turn. unit's hex or the Target hex, then the LOS
have moved or fired, these markers can is blocked. Otherwise it is unblocked.
be removed, or counters rotated, NOTE: A unit may move or fire in a
whichever is applicable. Remember single Game Turn, but it may not do both CASES:
that on-board indirect fire units that (EXCEPTIONS: see Overrun, Section
[5.1] BLOCKING HEXSIDES
have moved may not fire. [12.0]; Mounted Combat, [9.4]; optional
AND HEXES
Pull Back rule, [6.92]; and the
E. REGROUPING: At the conclusion of experimental Short Halt rule for vehicles
the Indirect Fire Phase, any partial with effective gun stabilization, [19.3]). [5.11] Hexes: Any hexside which is
strength units that are not marked with covered in whole or in part by blocking
either a FIRE or MOVE marker and have terrain is considered a blocking hexside.
begun the game turn stacked in the same [4.2] DETERMINING THE “FIRST” Any hex which is wholly or partially
hex may combine into a full strength PLAYER
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filled by blocking terrain is a blocking spotting unit, the LOS is blocked. [5.25] CAMOUFLAGE: In some
hex. scenarios, units may begin the game in
In the top example, the higher red unit’s
camouflage. Whenever a unit would
Any light woods, heavy woods, smoke, LOS to the green unit follows a continuous
normally be observed, a die roll is
or town hex is blocking terrain and downward sloping series of hexes and thus
made on the Camouflage Observation
causes a blind hex directly behind the constitutes an unblocked LOS. In the
Chart. If the number is less than or
feature. However, elevation differences lower example, the LOS crosses hexes of
equal to the value indicated for a unit
can cause the blocking hex to higher terrain and thus the LOS is blocked.
in the appropriate terrain, then the unit
completely block LOS. [5.2] OBSERVATION RANGE is not observed. The unit remains
If the spotting unit is at the same height unobserved for the remainder of the
All units are initially deployed face-
as the blocking terrain, the feature phase. No more die rolls need be
down and considered hidden (i.e.,
completely blocks LOS. If the spotting made. If a camouflaged unit moves,
unobserved) so that only the owning
is at a higher level than the blocking fires or becomes involved in a close
Player knows what they are. They are
terrain, then generally a blind hex is assault, it is no longer camouflaged
turned face-up only when observed by
created directly behind the object. and cannot again become
enemy units.
camouflaged.
However, if the blocking object is
[5.21] If a face-down unit fires at an
greater than half the distance from the [5.3] EFFECT OF UNITS IN
Enemy unit from any range, it is
higher object and lower object, then the SPOTTING
automatically observed and is turned
LOS is totally blocked. Playing pieces never obstruct the Line
face-up. If a face-down vehicle moves
through or into the LOS of an Enemy of Sight. A unit may see through any
unit at any range, it is automatically number of intervening units (both
observed and turned face-up. If a face- Friendly and Enemy) to some distant
down unit neither fires nor moves, it target hex, and a unit may fire through
remains face-down and unobserved both Friendly and Enemy units to
until an Enemy unit is within some distant target hex without
Observation Range (see Observation affecting the units fired through.
Table).
[5.4] SPOTTING FOR INDIRECT
[5.22] Once observed (face-up), a unit
FIRE
In the example, the town creates a blind remains observed for the length of
time that it remains in an Enemy unit’s Any Friendly unit, except trucks and
hex directly behind the town from the
LOS, regardless of the distance their passengers, may spot a target hex
red unit at a higher terrain. Since the
between the observing unit and the for another Friendly unit which is
blocking town hex is four hexes from
target unit and the effects of terrain on capable of Indirect Fire. Unless
the higher unit, it is more than half the Observation Range. If an observed assisted by a spotting unit, no unit may
distance to the green unit, six hexes unit can move out of the LOS of all fire Indirect Fire (except when
away and thus completely blocks LOS Enemy units, it may be turned face- specifically allowed by the Scenario
for any unit behind the blocking town down (unobserved) until such time as Instructions). (Units may request
hex. it is again observed by an Enemy unit. indirect fire from Off-Board artillery
on any hex on the map that is within
Hexsides: Heavy hex side symbols [5.23] For purposes of determining
range of the firing unit. Off-map
represent dunes (yellow bars) and crests Observation Range, whenever a
artillery has unlimited range in the
(dark brown bars). Units directly Friendly unit moves through two or
map unless restricted by scenario.)
behind these hexsides can see and be more different types of terrain that is
seen by an LOS that crosses these within the LOS of an Enemy unit --
including the hexes in which the unit
[6.0] COMBAT
hexsides. Units in these situations are
assumed to be able to be in Hull Down begins and ends its movement -- COMMENTARY:
situations (see [6.6]). Hull Down determine the Enemy unit’s ability to
observe that unit based on the terrain A Player uses his units to fire at
applies even if the units are adjacent.
type passed through that best affords a (attack) Enemy targets. A Player may
ELEVATION chance for observation. The Observation attack during the combined Direct Fire
Range for various situations is shown on Phase/Movement Phase, or he may
Units at a higher level are presumed to attack. If firing at a moving enemy
be able to see across continued the Day Clear Weather Observation
Range Table. unit, the attack is called Opportunity
downward sloped hexes. If any hexes Fire; otherwise they are identical in
along the LOS to units at equal or [5.24] Note that a Friendly unit execution. Certain units may fire
lower terrain are higher than the attempting to move out of an Enemy during the Indirect Fire Phase (see
LOS is still subject to Opportunity [7.0]).
Fire from observing units in each hex
en route. There are three Combat Results
Tables. The Anti-Personnel Combat
Results Table is used by all units when
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firing at Soft Targets. The other table is Range should be calculated before the and cross-indexed his modified attack
the “Anti-Armor” Combat Results Player announces his attack, because once strength with the appropriate attack
Table used by all units when firing at the attack is announced, the unit must fire, superiority column. A result is achieved
Hard or Protected Targets. The Range even if its fire will be ineffective.) which is immediately applied to the
Attenuation Table reduces the combat target unit (e.g., D1 meaning 1/3 of the
Step 2: Once the target unit is determined
value based on increasing range. unit is destroyed; D2 meaning 2/3 of the
to be within range, the attacking Player
unit is destroyed). Sometimes a
Every combat unit has a maximum range determines the type of target he is
parenthesized number results which
printed on it. This is the greatest number attacking: Hard (units with bracketed
requires another die roll on the part of
of hexes it can fire at a target. All other Defensive Strength), Protected (units with
the defender (see Combat Results
things being equal, the ability of an parenthesized Defensive Strength), or Soft
Table). Also if the attacking unit is a G
individual unit to use its firepower varies (units with no brackets or parentheses
class, it may deplete its ammunition (see
with the range it fires over. The Attack around Defensive Strength).
6.84).
Strengths of the various units were
Step 3: The attacking Player modifies his
calculated on the basis of the units CASES:
attack strength for range attenuation by
engaging targets at an average of 400 to
consulting the Range Attenuation Table: [6.1] RESTRICTIONS ON FIRE
600 meters (2 to 3 hexes in game terms).
COMBAT
This effect is called Range Attenuation a) Determine the target type (i.e., Hard
and is numerically summarized on the Target, Protected Target, or Soft [6.11] A “Panicked” unit may not fire.
Range Attenuation Table. H Class units Target) and locate the appropriate
are insensitive to Range Attenuation, [6.12] A unit may suffer a Combat Result
section of the table.
which is reflected in the H Class Combat which prohibits it from firing or which
b) Determine the Weapon Class of the reduces its effectiveness (see the
Procedures.
firing unit and find the appropriate explanation of Combat Results).
GENERAL RULE: column within the section of the table as
[6.13] A unit may not fire more than once
determined in Step 1.
In order to fire at an Enemy target, a unit during the Direct Fire/Movement
must be able to observe the target and c) Determine the range (in hexes) from Phase. Note that when a Player attacks,
must be within firing range. In the Direct the firing unit to the target unit. he may fire with more than one
Fire Phase, a Player may attack any attacking unit (see COMBAT,
d) Cross index the range with the
Enemy unit. During the Movement Phase, PROCEDURE). When he announces an
Weapon Class column and read the
a Player may attack only the unit that the attack, a Player identifies which units are
modification indicated on the table.
Enemy Player is moving at that moment. firing. He may not add to this list after
When an attack is executed, the result is Follow this procedure for each of the units he has stated it, nor may he fire at the
determined by the Fire Routine which that are firing at the same target unit. If same target in a later attack during the
considers the characteristics of the firing several units are involved the Player may same Phase.
unit, the panic status of the firing unit, the wish to write down the modified strength
[6.14] Once a Player states an attack,
characteristics of the target unit, the of his firing units as he calculates them
he must execute that attack. He is
range, and the effects of the firing unit. via the table.
responsible for calculating the chance
PROCEDURE: The target unit subtracts its defense of success before he states his
strength from the modified attack strength intentions. If he states an attack which
To make an attack, a Player identifies
which yields the attack superiority is subsequently found ineffectual
which of his units are firing and which
number. (most commonly because he fired on a
Enemy unit is the target. (NOTE: One
target out of range), the attack is still
attack may be made with several units The attacking Player then selects the
considered to have been executed. In
firing at the same target.) Each individual appropriate Combat Results Table for the
effect, the firing units have wasted
unit that is attempting to fire consults the defending unit:
their fire
Panic Table (see sheet). A 1d10 is rolled,
 For Hard/Protected targets
and if the outcome of the roll falls within [6.2] EFFECT OF OTHER UNITS
determine the state of the firing unit
the limits of the numbers specified, the
(i.e., Ful1 Strength, D-l Strength, Units never block the Line of Sight. A
unit panics and may not fire or move.
or D-2 Strength) and use the Anti- Player may fire through Friendly and
Place a Panic Marker on that unit to
Armor Table that corresponds to this Enemy units. Whenever a target unit is
indicate this condition. If the unit does not
state. stacked with other units in a hex and it
panic, it proceeds to the fire routine.
receives a combat result, the other units in
 For Soft targets, determine the
FIRE ROUTINE: the hex are unaffected. Personnel being
potential modifier based on the state
transported by a vehicle are a special case
Step 1: The attacking Player determines of the firing unit (-1 for a D1 firer, -2
(see Section 9.0).
the range in hexes between the firing unit for a D2 firer) and use the Anti-
and the target unit. When counting hexes Personnel Table. [6.3] MULTIPLE FIRE ATTACKS
to determine range, count the target unit’s
Step 4: The attacking player now rolls When a Player declares several units to
hex but not the firing unit’s hex. If the
1d6, modifying the result for any terrain fire at the same target, they are
computed range exceeds the range of the
defense bonuses or firer strength status, considered to all be firing simultaneously.
firing unit, the unit may not fire. (NOTE:
Page 8
He resolves each unit’s fire separately in [6.45] Infantry units may attack Tiran/TI-67 and T-62) only receive a -1 to
any order he wishes. He must, however, vehicles at a range of 0 or 1 hex with a the die roll. Hull Down does not apply to
resolve each fire. Direct Fire H Class attack. This attack indirect fire or Overrun attacks.
uses a base strength of 6H, reduced for Opportunity Fire does not trigger Hull
[6.31] If a Player assigns several units to
range attenuation by -3 at 1 hex range, Down from attacking units performing
fire on a single target unit and the target is
plus any damage and/or Suppression Overrun.
eliminated before all the units have had a
status of the firing unit. The attack takes
chance to fire, the remaining units are If the firing unit is on a higher terrain than
place on the D2 table, the target cannot
considered to have fired for that Game- the target, e.g. a brown slope hex, then the
button up, and rules for direct fire H Class
Tum. defender does not get the benefit of Hull
attacks apply (7.32). Terrain is ignored.
Down.
[6.32] A multiple-fire attack is considered
Example: the H Class strength of a rifle
a single attack for purposes of the [6.7] PARTIAL STRENGTH UNITS vs.
platoon at D1 and S1 attacking at a range
Sequence of Play. If a Player states that SOFT TARGETS
of 1 hex would be -1: base of 6H, -3 for 1-
three of his units are making one attack,
hex range, -1 for D1 status of on-map unit Full Strength units do not modify the die
the fire of each Friendly unit involved in
using an H Class attack (7.16) and -3 for roll when firing at Soft Targets. Dl
that attack is resolved before the Enemy
S1 status (7.6). strength units subtract one from the die
Player may do anything, e.g. Overwatch
roll when firing at Soft targets. D2
Fire. Note: This has a chance of Disruption at
strength units subtract two from the die
close range (0-1 hexes).
[6.4] DIRECT FIRE roll when firing at Soft targets.
[6.5] OPPORTUNITY FIRE
[6.41] Direct Fire occurs during the [6.8] SPECIAL WEAPONS
Direct Fire Phase and is executed against [6.51] Opportunity Fire occurs during the CLASSES
any enemy units the Player can observe. Movement Phase and is executed only
In order to execute a Direct Fire attack against enemy units that are moving and [6.81] An H Class unit, in addition to
against an Enemy unit, the attacking unit can be observed. (See also Overwatch conducting Direct Fire [6.43], may
must be able to spot the unit with a clear Fire, 6.9.) conduct Indirect Fire (7.0) as either a
Line of Sight, according to the rules of Tight Pattern or a Loose Pattern attack.
[6.52] A Player must pause each time his The difference is that a Tight Pattern
Spotting (see [5.0]).
unit moves into a hex to allow the Enemy attack affects defenders in the impact hex
[6.42] Any unit with an Attack Strength Player an opportunity to fire at the moving only. A Loose Pattern attack affects
may use Direct Fire, except “Panicked” unit. This pause permits the Enemy Player defenders in the impact hex and the
units. to calculate ranges, etc. before he
surrounding six adjacent hexes (Impact
announces the attack. Only the unit
[6.43] On-map H Class units may use Zone). All H Class Fire must be
actually being moved may be fired at. The
Direct Fire, i.e. the target is spotted by designated as either Tight (T) or Loose
attack is resolved exactly as detailed in
the firing unit; if such a unit Direct (L) Pattern as part of the Fire Plot. In the
Section 6.0. The fire is resolved in the hex
Fires, resolve the attack on the D2 absence of such a designation, the fire is
that the moving unit has entered.
CRT. It is treated as Tight Pattern, affects considered to be Tight Pattern.
all units in the target hex, and the Range [6.53] Fire against a moving enemy
Attenuation Table is not used. The vehicle unit incurs a -1 modifier on the [6.82] H Class Fire affects all units
target Defense Strength is not deducted CRT. located in the impact hexes (Zone). Thus
from the Attack Strength, but the printed an H Class unit attack may affect more
[6.54] If a moving unit survives
Attack Strength may be reduced by than one unit per Game· Turn though it
Opportunity Fire, it may continue moving.
damage (see 7.16). may fire at only one impact hex per Turn.
However, it may be fired at again when it
When there are multiple units in the
On-map artillery units have minimum and enters a new hex, although the Enemy
Impact Zone (hex) simply attack each
maximum ranges. If H class units do not Player would have to use a different unit,
one separately as though it were the only
have a minimum range on their counter, since no unit may fire more than once per
unit present. The Attack Strength of an H
they are assumed to have a minimum range Game Turn (Exception: see Overruns,
Class unit is not divided between
of “2”. 12.0).
multiple defenders. It attacks each one
[6.44] All tanks and assault guns/tank [6.6] TERRAIN EFFECTS with its full strength (subject to the
destroyers are also considered to be armed ONCOMBAT Resolution procedure).
with coaxial/bow and/or pintle-mounted
When a target unit lies in a town or woods [6.83] Naturally, a Loose Pattern attack
MMG. These units (along with all APCs,
hex or is behind covering terrain, it represents a less dense bombardment of a
including halftracks) can make a 2R3
receives a defense bonus in the form of a given area than a Tight Pattern attack.
(strength/type/range) attack on soft
die modification (see Terrain Effects For this reason, the procedures for
targets instead of an M class attack.
Chart; Covering Terrain, 10.2). resolving a Loose Pattern attack differ
US and USSR tanks have an AAA HMG from a Tight Pattern; see 7.21.
HULL DOWN shielding: Hull Down units
mounted atop the roof which can only be
that are attacked through dune or crest [6.84] Each G Class unit is assigned an
fired if the tank is not suppressed
hexsides receive a -2 to the die roll. ammunition depletion rating, which is
(buttoned up); this would be a 3R5 attack.
Russian tanks (T34/85, T-10, T-55, printed on its counter face. Whenever a G
Page 9
Class unit fires, the Owning Player will an ammunition depletion number, either on hex B. Another T62 unit in hex C
roll one die immediately after the the unit’s data sheet or on the MW4 could then Overwatch fire at hex B
resolution of the attack. If the die roll is counter. Units are assumed to initially immediately. If not conducted
equal to or less than the printed have an Ammunition Level of 3. immediately, Overwatch fire could not be
ammunition depletion rating for the firing Ammunition Levels of 1 and 2 indicate directed against the above hex for the rest
unit, the unit is considered to have reduced amounts. (Specific ammunition of that Movement Phase.
expended all of its missiles and is levels may be assigned by scenario.)
[6.911] In order for a unit to be eligible to
considered, henceforth, to have a zero G Whenever a unit fires, the Owning
fire Overwatch Fire it must fulfill the
Class Attack Strength. If a unit does not Player will roll one die immediately
following conditions: it may not have
have a dual-Class identity (e.g., US M150 after the resolution of the attack. If the
moved that Game Turn nor may it have
units) it is then removed from the map. G die roll is equal to or less than the
fired in that Game Turn.
Class units that panic in the act of firing printed ammunition depletion rating for
do not check ammunition depletion. the firing unit, the unit’s ammunition [6.912] A unit may only conduct
level is reduced by 1. (Players may Overwatch Fire once per Game Turn.
[6.85] A G Class unit may only fire at
roll two dice for combat with the first
vehicles, both Hard and Protected [6.913] A unit conducting
(colored) die being the ammo
target types. Soft Targets being overwatch fire may immediately be
depletion number.) Any other result
transported are equally affected by the itself attacked by enemy overwatch
and the Ammunition Level is not
fire of a G Class unit. fire. This sequence may alternate back and
effected. While positive, the
Ammunition Level has no effect on forth one unit at a time for each player until
[6.86] The following G Class units have a
combat. When the Ammunition Level all overwatch fires have been exeuted, i.e. a
minimum range of two hexes (i.e., they
reaches 0, the unit is out of ammunition firefight.
may not fire at adjacent targets): Soviet
BRDM; British Swgf; West German for that weapon system and may not [6.913] AMBUSH
Cobra. fire. (But see [6.44]).
[6.9131] Before the start of the game,
[6.87] Each Dual-Class unit has two Units with an attack superiority number of companies may secretly designate a single
counters: One represents its G Class +4 or greater on the Full Strength CRT or hex within their LOS as an ambush hex.
Strength, the other its conventional R- or +7 or greater on the D1 CRT add +1 to (These units must be given a special
M Class Strength. All Dual-Class units their ammunition depletion number. Ambush Command.) Any enemy unit
(American infantry and Soviet BMPs) entering the ambush hex or adjacent hexes
(This represents the fact that more effective
are portrayed on the map with their G may be fired upon using Overwatch Fire
gun systems need less ammo due to the
Class counter. Whenever a Dual-Class from the designated units. However, all
ability to defeat armor with fewer shots.)
unit loses its G Class capability on units that designate the same ambush hex
account of ammunition depletion after a G Weapon systems without ammo may fire before any enemy Overwatch fire
Class Attack (see 6.84), the G Class depletion numbers do not suffer can interrupt the ambushing units.
counter is permanently removed from play ammunition depletion. (But see below.)
[6.9132] If at the end of the combined
and replaced with its conventional
Note: For AIW scenarios, many Fire/Move phase, no units of the company
counterpart.
combat units do not have ammo become spotted, they may continue their
[6.88] A dual-Class unit may fire with its depletion numbers. Israeli armor units Ambush status. (If the units ambushed a
conventional Strength even though it is are assumed to have an ammo depletion hex, it’s assumed the target would have
portrayed on the map with its G Class number of “2”. Arab armor units are been eliminated, otherwise the target
counter. It is neither necessary nor assumed to have an ammo depletion would be able to spot the ambushing units.)
desirable that a switch be made between number of “3”. Once the Ambush status is lost by a
the G Class counter and the conventional company, no further ambushes may be
counter for the unit to fire its conventional [6.9] ADDITIONAL COMBAT declared. Units may cancel their ambush
Weapons Class. ACTIONS status at any time, but then may no longer
The following rules are from the October resume an ambush status.
AIW scenarios will list anti-tank
missiles (G-type units) as separate units War errata are implemented here.
[6.92] PULL BACK
to be assigned to carrier units. These are [6.91] OVERWATCH FIRE
ATG units in Mech War 4 and can be COMMENTARY:
assigned the same way. When out of GENERAL RULE: Vehicles in a hull down position behind
ammo, the units are removed from the The use of Overwatch fire allows a player certain types of covering terrain will
board. Note that for original MechWar to fire one of his units during his own usually pull back behind the covering
2/4 scenarios, ATG units are the same Fire/Movement Phase at an enemy unit terrain after firing to avoid return fire.
as their base carrier units and when out which has just fired at a moving or
of ammo, the counter is flipped to its GENERAL RULE:
firing unit using Opportunity Fire. The
basic carrier counter. Overwatch fire must be executed Any unit (including helicopters, 17.0) that
OPTIONAL immediately. fires while in defilade (in a hilltop hex or
AMMUNITION DEPLETION: behind a slope, crest or railroad
Example: A T62 platoon moves into hex embankment; see 10.2) may, after firing
MW2: Most direct fire units are assigned A and receives fire from an M60 unit in and potentially receiving return or
Page 10
Overwatch fire, revert at the end of that depicted on the map, to fire at the Enemy 25 lbr, 105mm, 122mm - 6H
phase to a hidden (unobserved/inverted) targets located on the map. In addition, 130mm, 152mm - 7H
state if no enemy units are within normal players may have on-map H Class combat 155mm, 180mm,
Observation Range (see 5.2). units assigned as organic support which 203mm mortar, 240mm - 8H
function similar to Off-Board Artillery
Example: further to the situation described Note that on-map H-class units will have
except that they move on the map and are
in 6.91, if no Soviet units were within one their own H factor on their counters
therefore susceptible to enemy fire.
hex of the firing M60 unit behind the
CASES:
slope hexside in 3804 after it potentially PROCEDURE:
received Overwatch fire, the M60 unit [7.1] AVAILABILITY AND
MechWar 4 artillery is available in terms
could, at the end of the phase, resume an CAPABILITIES
of concentrations of H attack strength
unobserved/inverted state and would not
points per turn. MechWar 2 scenarios [7.11] Rather than having to plot artillery
be eligible as a target during the next
will generally list each side’s available fire, MechWar 4 uses the “October War
Direct Fire phase unless it fired again.
artillery in the Artillery Special Alternate Artillery Rules Variant” by
[6.93] SPLIT FIRE Information sections of the MechWar 2 Robert Cairo. (See separate charts.)
scenario descriptions. The following
All vehicular platoons consist of multiple MechWar 5 PROCEDURE:
MechWar 2 artillery assignments
vehicles of the respective type shown on
generally correspond to the MechWar 4 In the Indirect Fire Phase, instead of
the counter. Given the breakdown of a
“H” concentrations: plotting artillery fire, each player will
platoon into abstracted D1/D2
components, a full strength platoon could Light howitzer (6H) roll to see if there is a successful "Fire
fire as a Full strength platoon, one D1 and Medium howitzer (7H) for Effect" for each artillery
one D2, or three D2s. In essence, each Heavy howitzer (8H) concentration allotted them in the
individual platoon element is seeking its scenario. If the artillery concentration
Each Scenario's Order of Battle states achieves an FFE, then roll to check for
own target. Panic in this circumstance is
that a Player has, for example, 3 scatter.
evaluated for each individual fire, except
batteries of 105mm Light Howitzers. For
if one element in a platoon panics, they all Optional: Off-Board artillery should
MechWar 4, this would translate to 3
panic. incur a one turn delay before rolling
concentrations of 6 H points each
for effect. (Recommended)
[6.10] R CLASS FIRE VS ARMORED
VEHICLES [7.12] Once an impact hex has been
designated, continuous fire into the
R Class units may fire at Hard and
same impact hex has a beneficial
Protected Target types to a maximum
scatter modifier. If the impact hex is
range of 3 hexes using suppressive fire.
changed or not fired on, the indirect fire
To perform this type of combat you take
procedure must be repeated.
the attack strength of the firing unit and
subtract the defense strength of the target [7.13] A unit firing Indirect Fire may
yielding an attack superiority number. The fire at one and only one target hex and
attacking player then resolves the attack abbreviated to read: OFBDA 3(6H). only one concentration may be fired at a
on the Anti-Personnel combat results, single hex. Hexes which overlap due to
modifying the die roll for terrain and -1 per For those artillery concentrations listed as scatter are only affected by the highest
attacker disruption level. “sections,” use the same “H” value but the concentration, i.e. not additive.
artillery cannot be used as a Loose Pattern
If any result other than no effect is ([7.2]). Artillery concentrations listed as A player may request fire on any hex on
achieved, the defending Hard Target type “batteries” (more typical) may employ a the map within range of the firing unit.
is placed in an S1 state. nominal tight triangle shaped 3-hex pattern Off-map artillery generally has
with two hexes placed away from the unlimited range on the maps, but certain
Note: This has a chance of suppression at
direction of fire. All three hexes can be at scenarios may limit the range of off-
up to three hexes.
full strength. A battery using a loose board artillery. The range of on-bard
[7.0] INDIRECT FIRE pattern is treated as described in [7.2]. artillery is shown on the counters or the
Concentrations listed as “battalion” may unit’s status sheet.
employ loose patterns as defined in [7.2], Certain units have minimum ranges,
but all 6 hexes can be at full strength. below which fire cannot be targeted. (If
For scenarios that list specific artillery not on the counter, a minimum range of
caliber, the following mapping can be used 2 is assumed.)
GENERAL RULE: to obtain the equivalent MechWar 4 The scatter table provides different
In most scenarios, both Players are given strength: modifiers depending on whether the
an Off-Board Artillery capability (14.0), target hex is spotted, i.e. within LOS of
which simulates the availability of a friendly unit. Artillery units
artillery, rocket, or mortar batteries themselves may observe for their own
located elsewhere than in the area fire.
Page 11
Note: Unless otherwise specified, Russian tanks that are subject to Indirect in Tight pattern rolls a 5; the unit is only
artillery in AIW scenarios requires Fire. Only one unit is allowed per marker, S1. If the roll had been a 4 or less,
at least one friendly combat unit to though up to three markers may exist in a the unit would have been S2. Also, use
have LOS to the target hex, i.e. be hex. A wreck placement from a unit in one the H concentration results on the “H
spotted. of these improved positions eliminates the Indirect” line of the D2 CRT.
improved position.
[7.14] If indirect fire is to be directed [7.4] DURATION OF SUPPRESSION
at the same target hex on the next turn, [7.19] ENVIRONMENTAL
Suppression of any level is
the Indirect fire impacts on and attacks EFFECTS (Optional):
automatically removed during the
any units which are present in the impact
An artillery die roll result of “1” on a next Panic and Suppression Removal
zone in the next Indirect Fire Phase at
town hex will produce a MechWar 2 Phase.
which point, scatter may change. The
Town Devastation in that hex. A
impact hex(es) remain on the map until [7.5] EFFECTS OF SUPPRESSION
result of “1” in a woods hex will
the next Indirect Fire Phase. This is ON HARD AND PROTECTED
produce an Abatis. A Devastation
not true for rocket artillery. TARGETS
hex results in an additional -1 from
[7.15] If an on-map H Class unit panics in the die roll for infantry units. It has [7.51] Suppression affects a Hard Target
a turn when it is plotted to fire, the fire is no effect on vehicle units. by reducing its Attack Strength by 2
cancelled for that turn. In addition, if the points for each suppression. Example: A
[7.2] TYPES OF H FIRE
on-map H Class unit is subjected to Direct unit with an Attack Strength of 15
or Opportunity fire in a turn when it is H fire comes in three varieties: Tight which is double suppressed has an attack
plotted to fire, the fire mission is pattern, Loose pattern, and smoke. strength (while in this state) of 11.
cancelled whether the unit takes losses Suppressed Hard and Protected targets may
or not. The firing unit must have an [7.21] Tight pattern H fire affects only the
not spot for Indirect Fire. Suppressed Hard
Overwatch command to fire (if impact hex. Loose pattern H fire affects
and Protected targets may not mount or
using the Command rules). each hex with one-half of the original H
dismount infantry.
concentration (round fractions up). All
[7.16] If an on-map H Class unit takes Missile/Rocket fire uses Loose pattern. [7.52] The effects of suppression on
losses, lower the H concentration 1 H Protected Targets are identical to its
factor for each loss to a minimum of 1, [7.22] Smoke must be fired in a Tight
effects on Hard Targets except for the
i.e., if a 4H mortar section takes one pattern and therefore affects only the
following units: Soviet LRRPs are open-
loss, it would thereafter fire a 3H impact hex. Place an inverted or smoke
topped and thus cannot be buttoned up.
concentration. If the attack is on a soft marker on that hex (see Smoke, 18.0).
These units automatically accept fire on
target, then the damage states cause a [7.3] H FIRE AGAINST HARD AND the D2 CRT and all passengers are
negative DRM instead, e.g. D1 = -1 PROTECTED TARGETS affected as is their carrying unit. The
DRM, etc. effect of suppression on M113s, BMPs,
Hard targets (units with a bracketed [ ]
BDRMs and BTR-60s is a reduction of 3
[7.17] Indirect Fire is always subject to Combat Strength) and Protected targets attack strength points for each suppression
the probability of Scatter. The October (units with a parenthesized ( ) Combat
state. All Protected targets button up to
War Artillery Variant table lists the die Strength) have the option to receive H fire protect their passengers just like Hard
rolls necessary for Scatter. If the result either buttoned or unbuttoned.
targets.
is less than or equal to the listed value,
the actual impact hex will be different [7.31] To button up, a Hard or Protected [7.52] Suppressed hard / protected targets
than the intended target hex for any unit voluntarily assumes a state of may not fire their external weapons
Indirect Fire. Roll a die for each H Suppression 1 (S1) immediately prior systems, e.g. roof mounted AA HMGs.
concentration that is Indirect Firing. If the to the resolution of the attack. For
Indirect Fire scatters; roll the die again resolution, apply the results of using [7.6] EFFECTS OF H FIRE AND
and consult the Scatter Diagram. The the H concentration on the “H SUPPRESSION ON SOFT TARGETS
Indirect Fire from that unit impacts one Indirect” line of the D2 CRT. The S1
Soft Targets that are not in APCs
hex away from the target hex in the applies equally to any infantry mounted
(protected vehicle) are affected by H fire
indicated direction. on the unit.
in Tight or Loose pattern identically. The
[7.18] Units receiving Indirect Fire [7.32] To receive H fire unbuttoned, a Indirect fire attack is conducted on the
receive a terrain benefit if they are in Hard or Protected target (together with Artillery line of the Anti-personnel
woods or town hexes; the benefit is a its mounted infantry) is liable to CRT using the H fire concentration as
-2 from the die roll. Suppression 2 (S2) only if the H fire is in the Attack Superiority column. (See
a Tight pattern. To resolve the Anti-Personnel CRT for explanation of
Improved Positions: Special improved Suppression on an unbuttoned target, results.)
positions for tanks may be specified by roll the die; if the number rolled is equal
scenario (implacements). These may not The effect of suppression on Soft Targets
to or lower than the H concentration of
be constructed but only exist via initial is a reduction of 3 Attack Strength
the attacking unit(s), the target is
placement. They are indicated by Hull points for each suppression state, and
double suppressed (S2). Otherwise, it
Down markers and provide a -2 to the the unit may not move until the
is Suppressed (S1). Example: a Hard
CRT die roll for all tanks, including suppression is removed. Soft targets
target un-buttoned on a 4H concentration
incurring a Suppression result may
Page 12
immediately remove the Suppression at Counterbattery in hopes that some during that Movement Phase. The
the cost of one Disruption Level. Counter-Counterbattery Enemy unit will opposing Player may continue to move his
Suppressed soft targets may not spot for reveal itself. All of this indirect Fire. own units until he, too, passes or has
Indirect Fire. Suppression states in Counterbattery, Counter-Counterbattery. moved all his units.
excess of S2 are only possible against etc. takes place in the Game Turn in
PROCEDURE: The first Player
Soft Target types. which it is triggered.
announces that he will move a particular
[7.7] CLOSE AIR SUPPORT [CAS] [7.86] If an Indirect Firing unit draws unit. He consults the Panic Table, cross-
Counterbattery Fire, other units in its references the current strength of the unit
Close Air Support is in all ways identical
immediate vicinity may be affected, with the movement column, and rolls
to Indirect Fire except that it is always
depending on the type of Counterbattery a1d10. If the number rolled is one of those
Tight pattern, may never drop smoke, and
pattern fired, and the extent and direction specified on the Panic Table, the unit
has to be plotted only one turn in
which the Counterbattery Fire scatters. panics. Full strength units do not check
advance. See Rule 15.0. Armored vehicles
The effect of Counterbattery Fire is no for panic. If the unit is eligible to move
may not button up when being attacked
different from that of Indirect Fire. normally, the Player moves the unit
by Close Air Support; they are attacked
from hex to hex up to the limits of its
on the +8 column of the D2 CRT. The [7.87] Once a unit has been Spotted (see
Movement Allowance. Basically, a unit
only terrain benefits a target unit receives 7.81) by Counterbattery it remains
expends one movement point for each hex
when being attacked by CAS are identical Spotted for all following Game Turns
it enters. Some hexes and hexsides cost
with 7.18. (and can be fired on by normal Indirect more than one Movement Point for a unit
Fire) so long as it remains in the same hex to move through or across them (see
[7.8] COUNTERBATTERY FIRE
it was spotted in. This is true even if it Terrain Effects Chart).
[7.81] A Player may assign any or all of was not immediately fired on by
his artillery and mortar units (only) to a Counterbattery. [8.1] ROADS AND TRAILS
Counterbattery task (CB). If and when an (COLUMN FORMATION)
[7.88] ALTERNATE PROCEDURE:
Enemy artillery or mortar unit (only)
Every Game Turn a unit fires from the When a vehicle moves so that its path
executes Indirect Fire the die is rolled. If it
same hex the chance of it revealing itself coincides with the path of a road or trail in
is a one then the Enemy unit is Spotted
goes up by one-sixth (e.g., the second column formation, it pays only the cost
and the Friendly Player may automatically
time a unit fires from a given position, a for moving along the road or trail,
fire at this unit with one or more of the
die roll of one or two Spots it). This is a ignoring any other terrain. It costs a
Counterbattery units within range. The
very realistic optional rule, but it does vehicle in column 1 movement point
Counterbattery Fire is, in effect,
involve considerable record-keeping. to move through a hexside containing a
triggered; otherwise the Firing unit
road. It costs a vehicle in column 2
remains concealed and there is no
Counterbattery Fire.
[8.0] MOVEMENT movement points to move through a trail
hexside regardless of other terrain in the
GENERAL RULE: hex. Personnel units (unmounted) may
[7.82] Counterbattery Fire is, by
definition, a variant of Opportunity Fire During the Combined Direct move 1 hex regardless of the presence of
and it is executed just as though it were Fire/Movement Phase, the Players roads, trails, or terrain in any Movement
Indirect Fire. alternate moving their units one by one, Phase.
[7.83] Counterbattery Fire is executed in by stack, or by formation if using the [8.11] Vehicular units enter column
the same Game Turn that it is triggered. Formation rules. A Player may move any formation by remaining stationary in
unit which has not fired during the their movement Phase. They may leave
[7.84] Several Enemy units may be current Game Turn and which is not column at the beginning of their movement
triggering Counterbattery Fire on the same suffering a combat result which for no cost, i.e. a free action. Units leaving
turn from several Friendly units. The prohibits it from moving (see Combat column may move or fire, but may not
Friendly Player can allocate his Results Explanation; Panic: Section Opportunity or Overwatch fire. Units
Counterbattery Fire among the several 13.0). Within these restrictions, a Player leaving column are subject to opportunity
targets as he sees fit, so long as no unit may move one, some, none, or all his fire before the units leave column. Infantry
attacks more than once per turn and all units. A unit or stack moves hex by hex. may enter column at no cost and leave
attacks are executed as separate events. If The distance a unit or stack may travel in column like vehicle units.
Player is executing Counterbattery fire a Movement Phase is dependent on the
on more than one Enemy unit in a turn, he lowest Movement Allowance of the [8.12] Column formation has no effect
must allocate all of his fires before stack or unit and the cost of the terrain on stacking limits.
executing any given Counterbattery. it crosses and enters. Whenever a unit
[8.13] Units in column may not enter
enters a hex, it may be liable to fire from
[7.85] By its nature, the act of defilade.
Enemy units using Opportunity Fire.
Counterbattery can reveal the Counter-
Once a Player passes (i.e., declines to [8.14] Units in column are treated as 1-
battery unit to the Enemy’s
move another of his units of that step units and fire on the D2 CRT.
Counterbattery units, who proceed to
formation) that Player Passes to the other They suffer a +2 modifier on the CRT
execute Counter-Counterbattery, so to
player. If the other player passes, and the when fired upon.
speak. A Player may deliberately withhold
now Phasing player declines to move any
a given unit from executing [8.15] Units automatically leave
more units, he may move no more units
Page 13
column when attacked in close assault, once he has passed in that Movement stacked in the same hex.
though this is not done until the unit Phase.
[8.52] Stacking has no effect on a unit's
leaves the hex or the assault ends.
[8.24] A unit may not expend more ability to attack. Units in the same stack
[8.16] INFANTRY DOUBLE TIME movement points than its total Movement may fire at different targets, the same
AND FATIGUE Allowance. target, or no target.
Infantry units may double their [8.25] Friendly units may never enter a [8.53] Stacking has no effect on a unit s
movement allowance at the cost of hex containing an Enemy unit (exception: vulnerability to Enemy fire. Enemy units
fatigue. They may continue to double Overrun, 12.0), nor may they enter a hex may fire at a single unit in a stack and
their movement at the cost of or cross a hexside which is impassable ignore any other units in the stack
increasing their fatigue. Initially, they (see Terrain Effects Chart). (Exception: see Case 7.0).
may triple their movement through
[8.26] Friendly units may freely enter and [8.54] Units stacked together are each
charge at increased fatigue penalty.
pass through hexes containing other vulnerable, in turn, to any Indirect
[8.161] Units initially doubling their Friendly units so long as they do not Fire which impacts on the hex they
movement are marked as Fatigue terminate their Movement in violation of occupy.
Level 1. They may not charge. the Stacking limits (see 8.5). Friendly
Otherwise, they are treated normally. units may enter hexes containing enemy [9.0] TRANSPORTING
units by conducting an Overrun (12.0).
[8.162] Units at Fatigue Level 1 may GENERAL RULE:
double their movement, but are marked [8.27] Units may never exit from the map,
unless the Scenario Instructions so Transport is a specialized form of
as Fatigue Level 2. Fatigue Level 2
indicate. Units which do exit from the movement which allows a vehicle unit to
units may not move or expend
map may never return to play. carry one or more personnel units. It is the
movement points for any purpose.
only time that a Player is allowed to move
Otherwise, they are treated as normal
[8.3] ZONES OF CONTROL more than one unit at a time. Transport
infantry.
requires two separate operations:
There are no Zones of Control in this
[8.163] Units with no Fatigue Level Mounting and Dismounting. Mounting
game.
may triple their movement via charge. represents a personnel unit, such as an
Units that charge are marked with a [8.4] EFFECT OF MOVEMENT ON Infantry Platoon, boarding a vehicle, such
Fatigue Level 3 marker. Fatigue Level SOFT TARGET DEFENSE as an APC. Dismounting represents a
3 units may not move or expend personnel unit's disembarkation from a
When a Soft Target moves, it is a body of
movement points. vehicle. While aboard a vehicle, the
men walking or running upright. As such,
personnel unit is called a mounted unit.
[8.164] Units may rest and reduce their it is much more exposed than a similar
Fatigue by one Level by spending one body of men hugging the ground in place, CASES:
Movement Phase without expending taking advantage of every fold in the
any movement points or firing, -- earth, trees, boulders, etc. Therefore, [9.1] PROCEDURES AND
unless they are Overrun. They may when a Soft Target receives Opportunity RESTRICTIONS
rest in APCs as long as the infantry or Overwatch fire while moving, it loses [9.11] To mount, a Player places a vehicle
expends no movement points. all benefits from Terrain. unit on top of a personnel unit. To
[8.165] The effects of Fatigue and [8.5] STACKING dismount, he places the vehicle beneath
resting occur at the end of the units’ the personnel unit. While transporting, the
A Player may place up to three Friendly Player moves the vehicle unit with its
movement.
units in the same hex. This is called passengers beneath as one unit.
[8.17] RIVER CROSSING stacking. He simply places one unit on top
of the other. There is no movement cost to [9.12] To mount or dismount a personnel
The Mech War 2 River Crossing rules unit(s) must be in the same hex at the
stack units or unstack them except when
([24.0]) can be used for river crossings instant of mounting as the vehicle.
such action represents mounting or
in Mech War 2 scenarios. Mounting costs the 3 movement points;
dismounting (see 9.0). Stacking
limitations apply only at the end of the dismounting costs 2 movement points.
[8.2] RESTRICTIONS ON
Movement Phase. During the Movement These movement points are expended by
MOVEMENT
Phase, a Player may have any number of the vehicle. Mounting cost for the
[8.21] A Player may move his units in any units in the same hex, as long as he meets infantry is 1 movement point to mount or
order he desires, but once he has moved a the limit by the completion of the dismount. The vehicle may move in the
unit he may not move it again in that Movement Phase. same turn in which a unit mounts or
Game Turn. dismounts, as long as the vehicle does not
[8.51] When transporting a personnel exceed its Movement Allowance.
[8.22] A Player may not move a unit (non-vehicle) unit(s) a vehicle is placed
which has fired during the current Game on top of the passenger unit(s) (see 9.0). [9.13] When a transporting vehicle is hit
Turn, nor may he move a unit which has For purposes of the stacking limit, a by fire and takes losses (a 1 or 2 result),
suffered a Combat Result that prohibits it vehicle with passengers is treated as one the passenger units take the same result.
from moving. unit. Thus, a Player may have up to three Thus, if a passenger unit dismounts from a
vehicle units, each with passenger, vehicle that has taken a 2 result, the
[8.23] A Player may not move any units
Page 14
infantry also has a 2 result assessed Movement Phase and then receive fire Strength is unaffected. Whether the APC
against it. during the Indirect Fire Phase, they would is moving or not they are considered
be mounted for the Indirect Fire Phase. dismounted targets (soft) in the turn in
[9.14] An infantry unit cannot mount a
which they fire only.
vehicle unit that has taken more damage [9.4] COMBAT WHILE MOUNTED
than the mounting unit. [9.6] TRANSPORT VEHICLES
[9.41] Personnel (infantry platoons) may
[9.15] An infantry unit or anti-tank gun fire while mounted in APCs. The normal Only truck, UH units (17.0) and APC
stacked in an Improved Position cannot range and effectiveness of mounted units may be used to transport non-vehicle
mount. The unit would have to move infantry fire is reduced. (NOTE: Due to units (EXC: see 9.2). APCs are M113,
out of the Improved Position and mount the sequence of play, some units are fired F432, Marder, BMP, and BTR60 units.
in the following Game Turn. on before they have an opportunity to fire.
The defensive strength of a mounted [10.0] TERRAIN
[9.2] INFANTRY ON TANKS
infantry unit is dependent on whether it
fires or not. When the current defending GENERAL RULE:
[9.21] Infantry may ride on tanks, but if
the tank is fired on, then the infantry Player is asked whether or not a particular The terrain features printed on the map
receive fire as Soft Targets. Whatever mounted unit will fire in that Direct Fire represent towns, roads and bridges,
combat roll is made is also applied on Phase, his answer is binding, i.e., if he natural obstacles like rivers and streams,
the Anti-Personnel CRT using the same says that that unit will not fire, it cannot and wooded areas, and the very contour of
differential as was achieved on the CRT then fire.) the ground itself. All of this terrain affects
against the tanks (or nearest column). the ability of a unit to move and fight to
[9.5] SPECIFIC UNIT CAPABILITIES
Infantry are limited to riding on medium some degree. The exact effect of a given
or heavy tanks and assault guns not on [9.51] One infantry unit may fire while terrain feature on Movement and Combat
light tanks or armored cars, or any mounted on a BMP or Marder IFV. Its is summarized on the Terrain Effects
vehicle with explosive reactive armor maximum range is 1 hex. Execution of Chart.
(ERA although none appear in the this mounted fire does not preclude the
games as published). Infantry cannot fire BMP/Marder itself from firing normally. Additionally, Terrain affects the ability of
while mounted when riding on a tank. However, the BMP/Marder may not move one unit to see another unit, which is
if the infantry unit has executed mounted treated in section 5.0 (Spotting).
NOTE: infantry riding on a tank will be
fire during that Game Turn. The infantry [10.1] EFFECT ON MOVEMENT
affected by R Class fire. Apply the die roll
unit is considered to be inside the
achieved against the tank on the Anti- [10.11] When a unit moves from hex to
BMP/Marder when executing mounted
Personnel Table to find the result, but to hex, it expends Movement Points from its
fire.
not use the differential column; calculate Movement Allowance based on the
the differential in the usual way for an R [9.52] One infantry unit may fire from a Terrain costs of each hexside it crosses
Class attack on a Soft Target. BTR-60 with unaffected range and attack and each hex that it enters. These Terrain
strength. This mounted fire does not costs are summarized on the Terrain
[9.3] STATUS OF UNITS ENGAGING
preclude the BTR-60 from firing Effects Chart (10.4). These costs are
IN MOUNTING OR DISMOUNTING
normally. However, the BTR-60 may not cumulative and no unit may enter a hex if
[9.31] Units which in a given Game Turn move if the infantry has executed it lacks the Movement Points to pay both
are about to engage in mounting or mounted fire during that Game Turn. the cost of crossing the entry hexside and
dismounting, or which have just engaged Infantry mounted on a BTR-60 fires from the hex itself.
in mounting or dismounting, are hatches and is therefore considered
considered to be moving for purposes of dismounted for defense considerations in [10.12] Most of the hexes and hexsides on
combat resolution. the turn in which they fire only. the map are Clear Terrain, i.e., devoid of
any terrain symbols, and cost one
[9.32] When a truck or APC unit is moved [9.53] One infantry platoon may fire while Movement Point to enter (two Points for
into or out of an adjacent hex, in the act of mounted on an M113 or FV432 (and all trucks). A Clear Terrain hexside has no
mounting or dismounting, it can trigger halftrack APCs) with its range and attack effect on Movement since its crossing cost
Opportunity Fire. If any combat effects strength unaffected. This does not prevent is zero. Hexsides which are covered by
are assessed on the unit, it is placed in the the APC from also firing while the woods, hilltop or town symbols have no
initial hex, and the mounting or infantry execute mounted fire. additional effect on Movement since the
dismounting operation does not take [9.54] Infantry conduct fire standing up Movement cost has been built into the
place. (halftracks) or from hatches woods or hilltop hex itself. The only
(M113/FV432); thus for defensive hexsides which affect Movement are
[9.33] Whether or not a unit is mounted or
considerations the infantry are considered stream, river, crest and slope hexsides.
dismounted simply depends on whether or
not the truck or APC unit is on top of the dismounted in the turn in which they fire [10.13] For Movement purposes all units
non-vehicle unit. Thus, if you have two only. are divided into three classes: trucks, other
unmounted units, truck and infantry, and [9.55] In addition infantry may fire before vehicles (including APCs) and
they are fired on during the Direct Fire the APC has moved. If they fire prior to footmobile units (those with a
Phase which is prior to the Movement the APC moving, their Attack Strength is Movement Allowance of one), with
Phase, they would be unmounted; then, halved. If the APC is stationary the Attack terrain affecting the Movement of each
assuming they mount during the class separately, according to the Terrain
Page 15
Effects Chart. from whichever terrain feature has a a. Moraine hex sides block LOS/LOF
greater effect on Combat. even between units that are adjacent.
[10.14] Roads and Towns provide a
unique exception to rule 10.11. When a Example: a (Soft Target) unit is in a b. Moraine hex sides do not block
unit moves in a path which coincides with woods hex and is fired on through a LOS/LOF if either the attacker or the
the path of a road (or from town hex to common crest hexside by an M Class unit. target is on a slope hex.
town hex) we assume that the unit is The defending unit would benefit from
4. Fortification counters and improved
benefitting from the road. Thus, when a either the crest hexside or the presence of
position counters on east bank hexes have
unit enters a hex by traversing a hexside the woods. However, if it were fired on by
special effects on the moraine hexsides in
which is crossed by a road, the unit an H Class unit, it would benefit from the
their hex.
expends only the Terrain cost for crossing woods hex since the crest hexside doesn't
a road hexside (0.5 Movement Point), help against H Fire. a. ALL units on a fortification counter
ignoring any other terrain on the hexside in an east bank hex trace LOS/LOF as
[10.3] SLOPES AND CREST
being crossed or in the hex being entered. if the moraine hex sides in that hex
HEXSIDES
were sand dune hex sides instead.
[10.2] COVERING TERRAIN
[10.31] If the line of fire against a Thus, LOS/ LOF may be traced across
[10.21] Terrain that affects Combat by friendly unit goes through an adjacent the moraine hex sides that are part of
reducing the Combat Results die roll slope hex, going from a higher terrain that hex—but only to and from the
number by the amount shown on the to the defending unit’s lower terrain, units in that hex. The moraines remain
Terrain Effects Chart is covering terrain. the defending unit will not get a impassable and the fortification has its
defensive advantage. Infantry units normal effects on combat.
In general, woods or towns provide a -2
also get a defensive advantage in this
DRM. Being in a hilltop hex or behind a b. All non-infantry-class units on an
case.
slope, crest, or railroad embankment is improved position in an East Bank hex
treated as being in defilade and provides a [10.32] Protected vehicles and infantry trace LOS/ LOF as if the moraine hex
-2 DRM (EXC: when fired on from a receive a -2 terrain modifier for fire sides in that hex were sand dune hex
higher elevation, 10.45). Vehicles in through a defending slope hex. sides. Thus, LOS/LOF may be traced
defilade are considered to be in a hull Russian tanks only receive a -1 across the moraine hex sides that are
down position and may potentially use the defensive advantage. part of that hex but only to and from
Pull Back rule (6.92). the non-infantry-class units in that hex.
[10.33] For Indirect Fire, there is no
The moraines remain impassable and
[10.22] Terrain has no effect on H defensive advantage by being behind
the improved position has its normal
Class/Tight pattern Fire against Hard a slope hex.
effects on combat.
Targets. Crest hexsides never affect any
[10.36] SUEZ CANAL TERRAIN
type of H Class fire. 5. An improved position counter on a
1. No combat unit can enter an empty WEST Bank hex transforms that hex into
[10.23] Some Terrain features have no
Suez Canal hex. a slope hex/or purposes of tracing
effect on Combat. Those which do are
LOS/LOF. Units in the hex can sight and
divided into affecting hexes (woods, town, 2. A trench counter is the only neutral be sighted across all moraine and sand
hilltop) and affecting hexsides (slope and counter that can be placed in an empty dune hex sides.
crest hexsides). Suez Canal hex.
a. All moraine hex sides remain
Affecting hexes benefit defending units [10.361] CANAL HEX SIDES impassable.
because the terrain in them gives a solid
increase in protection or shelter to the 1. The hex sides that run along both sides b. Only two infantry-class and one
defending unit. Affecting hexsides, on the of the Suez. Canal hexes are "moraine hex non-infantry-class units may occupy
other hand, provide a partial defilade to sides." These hex sides are identified by an improved position on the west
defending units. Thus, we can say that dark brown color bars (these are the only bank. Wrecks do not count against this
affecting hexes provide a constant benefit dark brown bars on board -A"). limit.
to units defending in them, regardless of a. Every hex side that lies between a Suez c. The improved position has its
the direction of incoming fire, while Canal hex and a non- Suez-Canal hex is a normal effects on combat.
affecting hexsides are directional and moraine hex side. No other hex side is a
provide benefits only if the incoming fire moraine hex side. [10.362] TRENCHES
intersects them.
b. The entire hex side is considered to be a Passageways are cut through the moraines
[10.24] Crest hexsides benefit a defending moraine hex side even if the color bar to allow access to the water's edge of the
unit which is on either side of the does not extend to the ends of the hex side canal. These passageways or "cuts" are
hexside; slope hexsides are uni- made by bulldozing (Israeli practice) or
directional and only benefit a unit which 2. No unit may move across a moraine pumping streams of water (Egyptian
is on the slope-splashed hex (see 10.3). hexside. practice) through the moraines. In practice
3. LOS/LOF cannot be traced through a these cuts are made in pairs across the
[10.25] Terrain benefits are not
moraine hex side if both the attacking unit canal from each other, allowing access to
cumulative. If a defending unit is in a hex
(or spotting unit) and target unit are at the canal from both sides.
in which it could benefit from two or
more terrain features, it simply benefits ground level. 1. A trench counter in a Suez Canal
Page 16
hex indicates that at that point "cuts" railway embankments block LOS and not significant.
have been made in the moraine on should be considered level 1
[10.53] Units in defilade do not
both sides of the canal. obstructions. A sighting unit at level 2
receive defilade benefits from attacks
should ignore slopes, crests and railway
a. In that hex, the two moraine hex by air units.
embankments in judging LOS (although
sides that are directly opposite each
they still affect Observation Range). [10.54] Russian tanks (T34/85, T-10,
other are transformed into sand dune
T-55, Tiran/TI-67 and T-62) only
hexes for all purposes in the game. The [10.42] Add 20 meters to the height of
receive a -1 to the die roll.
two opposite hex sides are where the Town and Woods hexes for the purpose of
"cuts" are located; in that hex they are determining Blocking Height but not [10.55] Note: The original inherent
the two moraine hexsides that are Sighting Position. ability to enter defilade was primarily
parallel to the Suez Canal printed on based on European terrain. For
Example: A unit in town hex is at level
the board. Middle East AIW scenarios, dune
0; however, if an LOS is calculated
hexsides indicate potential defilade
b. Note that movement is possible through that hex, the hex is considered to
hexes. More rugged terrain offers
across the transformed moraine be at level 1.
more opportunities for defilade. Thus,
hexside.
[10.43] In any given sighting situation, the ability to self-position into defilade
2. A trench counter in a Suez Canal hex one unit will be at either a greater height is generally only allowed by specific
allows a bridge counter to be placed in or at the same height as the other. Any scenario description, as local terrain
that hex. No other unit may be placed in a terrain between the two units that is higher was widely variable.
Suez hex containing only a trench. than the terrain occupied by both units
automatically blocks the LOS. [10.6] TERRAIN EFFECTS CHART
3. Trench counters are placed during
[10.44] When terrain between two units is (See separate sheet.)
initial placement, as directed by the
Situation being played. If the Situation higher than the lower unit, but the same
indicates that the trenches are to be placed height or lower than the higher unit, that [11.0] IMPROVED POSITIONS
on the Suez Canal, then the trench terrain blocks the LOS only if it is closer [ENTRENCHMENTS]
counters must be placed on Suez Canal (in hexes) to the lower unit than to the
hexes; if the Situation does not indicate higher unit. GENERAL RULE:
that the trenches belong on the Suez If in the initial deployment, a player is
[10.45] When a unit fires at a target in
Canal, then the trenches cannot be placed told to place his personnel units in
defilade from a higher elevation than the
on any Suez Canal hex. improved position, all personnel units are
target unit, the covering terrain is ignored.
a. Only one trench can be placed in a said to be in Improved Positions. Such
hex. [10.5] HULL DOWN (DEFILADE) units benefit from the improved position
so long as they remain in that hex. If a
b. Trench counters must be placed GENERAL RULE: unit moves from its initial deployment hex
during initial placement. They may it is no longer in improved position and
In addition to the natural terrain features
never be placed during play. may no longer assume that state. Players
that offer defilade protection, units can
c. Once placed, trench counters may position themselves into defilade positions must keep track of which personnel units
not be moved nor removed. in any terrain by simply paying the terrain have moved (i.e., left their improved
cost to enter defilade. Defilade entered in positions).
[10.4] ELEVATION this manner is indicated by placing a CASES:
In establishing LOS, Players should defilade marker placed toward a specific
determine the height of the sighting unit, hexside. The defilade benefit is only [11.1] WHO CAN USE IMPROVED
the height of the target unit, and whether gained by fire through the defilade POSITIONS
or not the height of the terrain between the marker’s facing hexside and the two Only dismounted personnel and guns may
two units is sufficient to block the LOS. adjacent hexsides. benefit from improved positions. The
To establish this, imagine a line between presence of vehicles has no effect on
[10.51] Each unit must independently
the center of the attacking unit s hex and Improved Positions, nor do vehicles
enter defilade and each unit must be
the center of the target unit s hex. If this benefit from Improved Positions.
marked individually, even in the same
line passes through a hex containing
hex. Vehicle units may always enter [11.2] BENEFITS OF IMPROVED
terrain that would block the LOS, then the
defilade by spending their entire POSITIONS
unit does not see the target and the Player
Movement Phase in hex, even if they
may not use that unit to fire at that A unit in an Improved Position that
would normally not have enough
particular target. NOTE: Usually it is neither moves nor fires may be observed
movement points to do so. Units may
obvious to the eye when the LOS is only by an adjacent Enemy unit. If fired
not enter defilade in enemy occupied
blocked. Sometimes, however, it may be upon during the Direct Fire Phase, a unit
hexes.
necessary to lay a straight edge directly on in an Improved Position benefits as
the map to determine exactly what hexes [10.52] Infantry units in defilade though it were in defilade (see 10.21). If
the LOS passes through. receive defilade benefits in all the unit is already in defilade, it gains no
directions. Thus the direction of the further defense benefits from the
[10.41] Note that slopes, crests and
defilade marker on an infantry unit is Improved Position. If fired on during the
Page 17
Indirect Fire Phase, a unit in an Improved level of 10% (+1 DRM) are engaged in the hex at no additional movement cost,
Position is treated as a Hard Target Type an Overrun firefight with a Syrian unit or (2) leave his unit in the hex. If the
(and can button up per 7.3). with a panic level of 30% (+3 DRM). attacker chooses to leave his unit in the
The Israelis roll a 4, the Syrians roll a 2. hex, (3) the defender may choose to
[11.3] DEPLOYMENT OF
After the DRMs the adjusted rolls are withdraw. (4) If the defender chooses to
IMPROVED POSITIONS
both 5. Israelis have lower panic level, remain in the hex, another Overrun
Improved Positions may be deployed only so they fire first. Firefight must take place immediately,
at the start of a Scenario as per the repeating the same procedure.
Once an Overrun situation is established by
scenario instructions. They may not be
a unit or stack, other units declared to be in If the units being Overrun choose to
constructed during play. Note that there is
the overrun (e.g. multiple units -- see [6.3]) withdraw, they may withdraw into any
a difference between personnel initially
may immediately attempt to move into the legal terrain hex not occupied by enemy
placed in improved positions, which are
overrun hex. The stacking limit for each units and not in violation of friendly
removed once the units leave the improved
side is observed during the Overrun. If stacking limits. If no such hex exists, they
position, and improved positions
attacking units are eliminated, additional may not withdraw. Panicked units may
designated by scenario that remain in the
units declared in the overrun may enter the not withdraw. Overrun units withdrawing
hex.
hex on the next round. The side winning undergo one withdrawal fire from the
[12.0] OVERRUNS the first round is carried forward into Overruning units without being able to
subsequent rounds. It is possible that due return fire. If the Overruning units have
GENERAL RULE: to stacking, not all declared overrunning sufficient movement left they may
During the Movement Phase, a Player units will get to participate. Overrunning continue Overrun into an adjacent hex.
may move Friendly units into a hex units in different company formations
Inevitably, the Overrun hex will be
containing Enemy units at no receive a -1 modifier to the Panic-Move
vacated by the departure of the
additional movement cost. When he does chart. Units moving into an overrun hex
Overrunning units, by the elimination of
so, all other non-overrun action is may be fired upon by
the Overruning units, by the withdrawal
suspended and an Overrun Firefight is Overwatch/Opportunity fire by other
of the Overrun units, or the destruction of
conducted according to the Overrun eligible enemy units but not those in the
the Overrun units. Any time assaulting
Procedure. overrun hex itself since the defenders get
units receive a Panic result, they are
their own single approach fire.
PROCEDURE: removed to their initial adjacent hex.
Overwatch/Opportunity fire cannot be
To Overrun, a Player moves his units into made against the hexes adjacent to the A unit eligible to move in the current
a hex containing an Enemy unit or overrun hex. Before overrun combat, each Game Turn that is attacked in Overrun,
units. The overrunning units may have unit in the overrun hex may get an and survives, may still move, unless it has
begun their movement in the same or Opportunity fire at an overrunning unit at withdrawn.
different hexes. The assaulting units one hex range if allowed, e.g. non-
Panicked, non-fired, etc. Also, notice [12.1] EFFECT OF TERRAIN ON
perform the normal Panic-Move OVERRUNS
checks at the beginning of its reduced attack strengths for suppressed
movement, but there is no units. Note that defending units only get In an Overrun Firefight, terrain is
determination of Panic-Fire during one Opportunity Fire as their normal action completely ignored. (Exception: A unit in
Overrun. for the turn. The subsequent close assault an Improved Position still benefits as
rounds are separate. Attacking units though it were in defilade and infantry in
Each unit being overrun gets one suffering a Suppression or Panic are woods/town hexes benefit from the -2
Opportunity approach fire, if eligible, at returned to their adjacent hex. Defending DRM; otherwise, the prior positions of the
any one of the assaulting units before units that are Panicked during Opportunity engaged units, the presence of woods,
beginning the assault sequence. fire retain their Panicked status during the towns, smoke, movement, etc., are
The range for the assault sequence is 0 ensuring assault. ignored).
hexes. The Players roll a die for Fire Note: Players may place their assaulting [12.2] EFFECT OF PRIOR FIRE ON
Initiative. Each player rolls 1D6, and stacks adjacent to the defenders, but a OVERRUNS
then adds 1/10th of the percentage Panic single stack must begin the assault. If
level (i.e., 1-5, and could be 0) to the stacking limits in the defending hex allow, An Overrun is a special event. The units
roll, and the lower adjusted roll wins. additional adjacent units may participate in engaged in an Overrun situation are not
On a tied roll the side with lower panic additional rounds. However, at any point, affected by whether or not they have fired
level wins. Otherwise, roll again. Fire is there may never be more than three previously during the Game Turn. A unit
then alternated until all units in the assaulting units participating in an assault could conceivably fire during the Direct
Overrun hex have fired once. Alternating round. If the defenders are eliminated, Fire Phase or Movement Phase and still
fire is by individual unit, not by formation. assaulting units that could not participate defend with fire during an Overrun.
Note that tanks may choose to fire their remain in their adjacent hexes. 12.3] EFFECTS OF OPPORTUNITY
MMG’s instead of an M class attack (see FIRE ON OVERRUN
[6.44]). Infantry against armor may use If an Overrunning unit and at least one
[6.45] or [6.10]. Enemy unit survive the fight, the A unit must be moving to conduct an
Overrunning Player may either (1) Overrun. It may therefore trigger
Example: Israeli units with a panic retreat his Overrunning unit back out of Opportunity Fire on itself from Enemy
Page 18
units. Such Opportunity Fire is resolved PROCEDURE: [13.13] Panic is determined for each
before implementing the Overrun individual unit separately each time it
Each Player is given a Panic Level in each
procedure. attempts to move or fire (Exception: see
Scenario corresponding to Troop
Overrun, 12.0).
[12.4] EFFECTS OF PANIC Quality in the MW2 Available Forces
Chart. The following Panic Levels are
There is no Panic Fire during an Overrun.
assigned to each MW2 Troop Quality
[14.0] OFF-BOARD
A unit that Panic-Moves may not ARTILLERY
designation.
Overrun. Panicked units that are Overrun
may fire. Troop Quality Panic Level GENERAL RULE:

[12.5] At the end of a Game Turn, no Seasoned 0% In most Scenarios, both Players are given
units from opposing sides should be in the First Line 10% an Off-Board Artillery capability, which
same hex. Second Line 20% simulates the availability of artillery or
Reserve 30% rocket or mortar batteries located
[13.0] PANIC Green 40% someplace other than the map, to fire at
the Enemy targets located on the map.
(Troop Quality) The following Panic Levels are
assigned to each AIW Morale Level. PROCEDURE:
The MechWar ’78 Panic mechanism serves
as the MechWar 2 Troop Quality concept. Morale Level Panic Level Off-Board Artillery is available in terms
(This concept has been retained for now in of batteries of light, medium, or heavy
order to not have to re-write a good portion A 20% howitzers. These correspond to
of these rules and associated tables.) B 30% MechWar 4 concentrations of H Attack
MechWar2 applies fire modifiers based on C 50% Strength Points. [abbreviated to read:
troop quality, but this is reflected in a unit’s D 70% OFBDA 3(7H))] (See [7.0] INDIRECT
Panic-related fire performance by a unit Immediately before firing or moving FIRE for the correspondence of
sometimes being unable to fire while units any unit, the Player must check for MechWar 2 artillery designations with
with better Panic Levels will be able to panic for that unit by rolling 1d10 and MechWar 4 concentrations.)
perform reliability. Also, the Panic Level is cross-indexing the current strength of CASES:
able to be combined with the MechWar 2 the unit on the appropriate column of
Morale concept ([18.0] in the Morale the Panic Table. If the number rolled is [14.1] USE OF OFF-BOARD
section [19.7]). not one of those numbers specified, the ARTILLERY
GENERAL RULE: unit may function normally. If the die [14.11] Off-Board Artillery Fire is always
roll is a result that is specified, the unit Indirect Fire. It is H Class Fire, and the
On every Game Turn the units in a panics. Place a Panic Marker on a unit Firing Player should indicate Tight or
Player’s force are exposed to Panic. That when it panics in any Phase. Loose pattern. H class is susceptible, as
is, the Player may lose the ability to
Panic Markers are removed during the such, to Scatter (see 7.17).
control a percentage of his units on every
Game Turn. The effects of Panic are Panic and Suppression Removal Phase of [14.12] Having a concentration of 7H
meant to simulate the real effects on the each Game Turn by rolling 1d10 on the Points is exactly the same as having a unit
battlefield of communications problems, Panic Table for each unit affected and with an Attack Strength of 7H Points,
misunderstood orders, human error and, referring to the appropriate column. HQs - except that the artillery is Off Board
sometimes, just plain physical fear, which TBD Artillery. Each concentration may be used
result in units not doing what the CASES: once each Game Turn.
command (the Player) has ordered.
[13.1] PANIC MOVE/FIRE [14.13] Off-Board Artillery can reach any
Panic is assessed each time a unit
target on the map (unlimited range) unless
attempts to move or fire. A unit that panics while attempting to limited by scenario, but it may not be
IMPLEMENTATION: move or fire may neither move nor fire fired at an Unspotted target hex, unless
in that Game Turn; it is in a state of panic. specifically permitted in the Scenario
If using the Advanced Morale rules
[13.11] A unit that panics while Instructions.
([19.7]), changes in individual
companies’ Panic Levels affect the attempting to move or fire and fails to [14.14] Off-Board Artillery Fire is
higher level headquarters. In this case, remove the panic during the Panic and executed during the final step of the
a marker – or notation on the players’ Suppression Removal Phase of that Indirect Fire Phase of the Game Turn,
unit status sheet – can be used to Game Turn must remain panicked and impacts (after target-hex Scatter)
indicate the company’s current Panic during all succeeding Game Turns until during the Indirect Fire Phase of the
Level. (See [19.1], PROCEDURE.) the Panic Marker is eliminated (see 13.2). Game Turn. The execution of
The implementation of the Morale rules [13.12] A unit that panic-moves while Off-Board Artillery follows the
would require an additional attempting an Overrun may not overrun. PROCEDURE section of:
counter/notation of the change in a Panic is determined for the attacking or [7.1] AVAILABILITY AND CAPABIL-ITIES.
company’s Panic Level. defending units prior to resolving the
Overrun (see 12.4).
Page 19
[14.2] OFF-BOARD ARTILLERY Assume that on Game Turn 2 he decides apportioned against several target hexes.
RESTRICTIONS to attempt a multiple. He rolls the die
[15.23] The weight of each Close Air
with a three resulting. He can now plot
[14.21] The Points in a concentration Support Strike will be given in the Order
(3x3) 9(7H) concentrations for impact in
may not be apportioned against several of Battle. For example, CAS 3(5H)
the Game Turn 3 Indirect Fire phase.
targets, just as the fire of an individual means Close Air Support available is
The die roll is not revealed until the
unit may not be apportioned against three strikes each of 5 H Attack Strength
beginning of the Game Turn 3 Indirect
several targets in a single Game Turn. Points.
Fire phase.
[14.22] Assuming a Player has more than [15.24] Armored vehicles may not button
[14.34] The scenario would normally
one concentration available, he may fire up when being attacked by Close Air
state on how many Game Turns the
several concentrations at the same target Support; they are attacked on the +8
American is allowed to multiply his Off-
hex or different target hexes on the same column of the D2 CRT.
Board Artillery. He rolls the die once
Game Turn, but each concentration is
each turn that he decides to plot a [15.3] ADVANCED (MechWar 2)
treated as a separate attack.
multiple fire. A result of 1 means that CLOSE AIR SUPPORT
[14.23] Off-Board Artillery may not be he has failed to multiply his artillery, but
still counts as the use of one of his [15.31] Rather than treating air support as
used for counterbattery fire. (But see
multiples. indirect fire attacks, the MechWar 4
[19.2].)
advanced rules have support aircraft
[14.24] Off-Board Artillery may not be actually flying across the map similar to
[15.0] CLOSE AIR SUPPORT
fired at. that for Helicopters ([17.0]). Aircraft
GENERAL RULE: movement takes place during the Friendly
[14.3] U.S. OFF-BOARD ARTILLERY
Indirect Fire Phase. Aircraft may appear
Either Player is sometimes given Close
(OPTIONAL) These rules are from on any mapedge, but if appearing at a
Air Support. This is given in terms of
Mech War ’77 and may be used optionally mapedge for which Off-Map enemy air
strikes. Each strike is a certain weight
in MechWar 4. defenses are listed in the scenario, it must
of H attack Strength Points
first be attacked by those defenses.
[14.31] The U.S. Player (in his role as a corresponding to the H factor of the
Aircraft enter the map one unit at a time,
battalion or task force commander) could MechWar 4 aircraft. Each strike is
perform their strikes, and fly off the map.
theoretically look for the support of up to applied just as though it were an Off-
eighteen batteries if his need was great Board Artillery concentration, except for a [15.32] Aircraft must be at either high or
enough and the target was lucrative different Scatter pattern. low altitude, indicated by flipping the
enough. Given an H Attack Strength of 7 aircraft counters to either their high or
PROCEDURE:
to either a 6-gun 155 battery or a 4-gun 8 low side. Altitude affects the offensive
battery, this would give him as many as During the Indirect Fire Phase, the and defensive capabilities as well as the
18(7H) concentrations when necessary. appropriate Player allocates a Close Air types of strike that can be performed.
Support Strike to a target hex. During the
[14.32] Each Scenario will state the [15.33] Aircraft must fly a certain number
Indirect Fire Phase the Close Air Support
minimum number of 7 H Attack Strength of hexes straight forward before turning
Scatter will be implemented, the actual
Point concentrations the American Player one hexside to the right or left. This is
impact hexes of each strike determined,
will have on each Game Turn. It will also the aircraft’s “turn mode” noted on the
and the strike executed just as though it
state the number of turns on which he is front of the aircraft symbol.
were an Indirect Fire Attack.
allowed to apply additional multiples of
this minimum. The exact multiples will be CASES:
determined randomly through use of the
[15.1] CLOSE AIR SUPPORT
die.
SCATTER
[14.33] Before plotting his Indirect Fire
A Close Air Support Strike scatters in the
([7.11]), the American Player may
following fashion: Roll the die. If the roll
attempt to multiply his Off-Board
is a one or two, the strike impacts on the
Artillery support. He informs the Soviet
target hex. If the roll is a three, four, five
Player of this desire and proceeds to
or six, the strike scatters, in which case
roll the die, concealing the result from
the die is rolled once more to determine
the Soviet Player. Whatever number he
the direction of Scatter (see 7.17). The
has rolled represents the multiple of
strike, if it scatters, scatters one hex.
Off-Board Artillery fires he is allowed
to plot for arrival in the next turn’s [15.2] APPLICATION OF CLOSE AIR
Indirect Fire phase. SUPPORT
Example: In a scenario, the American [15.21] A Close Air Support Strike is
Player is given a minimum of 3x7H always a Tight pattern H Attack affecting
concentrations (medium howitzers) per only the hex it impacts on.
turn. He is permitted to apply multiples on
any three Game Turns of his choice. [15.22] Each strike must be used as single
unitary value. A single Strike may not be [15.34] Aircraft must fly a certain number
Page 20
of hexes straight forward before turning to attempt to acquire a target.
one hexside to the right or left. This is
[15.72] After successfully performing an
the aircraft’s “turn mode” noted on the
acquisition maneuver, the player rolls a
front of the aircraft symbol.
1d6, and if the value is greater than the
[15.35] After performing their strikes, positive number of the Loss Modification
aircraft must exit the map. They may exit value of the terrain occupied by the
any mapedge, but may be attacked by off target, the target has been successfully
map air defense systems when doing so. acquired. The terrain Loss Modifications
[15.5] STRAFING STRIKE has separate columns for vehicle and
[15.35] Aircraft may perform multiple
[15.51] A strafing strike is treated as a infantry targets. Aircraft may continually
strikes, but may only fire a single weapon
direct fire using the aircraft’s “M” factor. attempt to acquire a target. Ground units
system at a hex in a single attack. They
Follow the direct fire procedure based on which fire any air defense systems are
must circle around it they wish to attack
whether the target is a hard or soft target. automatically acquired by any aircraft
the hex again. They may continue to
within 15 hexes at high altitude.
attack. They may continue to attack until [15.52] A strafing attack may only be
their ammunition is expended. made at low altitude. The target must be [15.73] Aircraft must always separately
in the aircraft’s forward arc and be acquire their targets even if the targets are
PROCEDURE:
exactly three hexes from the aircraft. in LOS of friendly units. Once acquired,
[15.36] Airstrikes must be plotted three they remain acquired for the remainder of
turns in advance If a bombing strike is to [15.6] AIR-SURFACE-MISSILES the Phase. Inverted units are not flipped
be performed, the target hex must be (ASMS) over, but are revealed as either infantry or
designated. The scenarios will list the vehicles. The inverted acquired targets
[15.61] Aircraft may attack vehicle units
number of available strikes and the types can be marked with a counter or noted
with air-to-surface missiles (ASMs).
of aircraft available. separately as having been acquired.
Infantry may not be targeted with ASMs.
[15.4] BOMBING STRIKE [15.62] ASMs have unlimited range and [15.8] AIR DEFENSE SYSTEMS
[15.41] To perform a bombing strike, the may be fired at enemy vehicles for which [15.81] Air defense systems may fire at
aircraft must fly directly over the target the aircraft has an LOS within enemy aircraft that have been tracked for
hex. Bombing strikes do not scatter. observation range. ASMs attack with a a requisite number of Tracking Hexes for
Flying at either high or low determines 15M attack factor with no range the specific air defense unit as long as the
the effectiveness of the strike. Aircraft attenuation. Aircraft may fire from either aircraft has remained in the air defense
may only perform one bombing strike per high or low altitude as long as the LOS system’s Tracking Range, as indicated on
game turn. While moving to or from the restrictions are observed. the Air Defense Combat Results Table.
target hex, the aircraft may perform [15.63] The aircraft weapons load is Missiles must have been tracking an
strafing attacks. Aircraft use their H either specified in the scenario, or is left aircraft for 15 hexes before it can fire.
factor attack on the hex as an indirect fire up to the player. The aircraft weapons Air defense systems can continue to fire
attack. load can be specified as follows: for every 15 hexes the aircraft is tracked
within its Tracking Range. All gun air
[15.42] Smart Bombs: Aircraft equipped (A) Conventional bombs defense systems can fire for every 5
with Smart Bombs may attack from 10 (B) Smart bombs hexes the aircraft are within Tracking
hexes away from the target hex as long as (C) Conventional air-to-surface missiles * Range. Air defense systems are subject to
the target is within the aircraft’s forward (D) Maverick air-to-surface missiles ammo depletion.
arc. The aircraft must attack from high (NATO Player only) *
altitude using their H factor. [15.82] Vehicles that have continuously
* If conventional ASMs are carried, the tracked aircraft within their 5 hex
[15.43] If attempting to destroy a bridge Player should use the ASM ammo tracking range may fire at enemy aircraft
or ferry, a separate 1d10 die roll is made, depletion number to the left of the slash at low altitude that fly over or adjacent to
and on a result of “1” the bridge or ferry on the aircraft’s data sheet; if carrying the firing unit with an attack strength of
is destroyed. Maverick ASMs, use the ASM ammo 2. This attack strength is used in the
[15.44] Radar Assisted Bombing depletion number to the right of the slash. same manner as the missile attack
Forward Air Control (RABFAC): In strengths.
[15.7] AIRCRAFT TARGET
scenarios with U.S. Marines, a designated ACQUISITON [15.82] Ground units must have a Line of
LVTP7 unit may be designated to direct Sight to the defending unit in order to
an F4 air unit bombing or strafing attack [15.71] To perform strafing or missile
attack. Units in heavy woods hexes may
on a moving vehicle. The Marine LVTP7 attacks on enemy units, the aircraft must
not fire their air defense systems.
must have an unblocked line of sight to first acquire the individual targets. This
the target unit. The LVTP7 must be is accomplished by keeping the target PROCEDURE:
predesignated at the start of the scenario. continuously in its forward arc while the
Once the aircraft has been tracked for the
aircraft moves a minimum of five hexes.
[15.45] The attack may not be made in required time and distance restrictions, it
The acquisition attempt may not be made
blizzard conditions but may be made in may fire on the Air Defense Combat
for targets more than 15 hexes away.
rain, fog, or falling snow. Results Table. Cross index the range of
Aircraft must be at high altitude in order
Page 21
the target aircraft with the attacking Mines have a certain Net Attack column to enter the hex.
missile system to determine the attack Superiority on the Combat Results Table,
[16.19] Units in column may remain in
strength. Roll a 1d6, and modify the according to the type of Minefield.
a breached minefield hex without
result by the aircraft’s defense die roll regardless of the Type of unit in the hex.
being attacked by it and may exit
modifier (the left hand number before the
1. Hasty Mined Hex: Attacks a unit at -2 without additional attacks.
slash). If the number is less than or equal
Net Attack Superiority.
to the attack strength on the Air Defense [16.2] Mineplows
CRT, the aircraft has been hit. Roll a 2. Preventative Mined Hex: Attacks at +1
second time and compare the result with Certain vehicles, as specified by
Net Attack Superiority.
the aircraft’s Loss Modification number scenarios, can breach minefields. The
(the number to the right of the slash). If 3. Defensive Mined Hex: Attacks at +7 vehicle enters the minefield in column
the die roll is less than or equal to the Net Attack Superiority. without undergoing minefield attack.
aircraft’s Loss Modification number, the The vehicle must stop in in the
[16.12] All considerations of Terrain,
aircraft has survived and there is no minefield hex. At the end of the
Defense Strength and Target Type are
further effect. If the aircraft fails the die Phase, the minefield counter is
ignored when executing a Mine Attack. replaced by a breached minefield
roll, the aircraft is eliminated and The Player whose mined hex it is simply
removed from the game. counter.
announces that a unit is attempting to
enter or attempting to leave a mined hex, [16.21] After breaching a minefield, the
[16.0] MINES rolls the die, and reads the result from the breaching player must roll one die and
appropriate column of the Combat Results consult the Mine Plow Damage Table
Table. This means that the strongest and ([19.52]). If the indicated number is
weakest units are equally vulnerable to rolled, the mine plow is destroyed.
mines. Destroyed mineplows may not be used
GENERAL RULE: for the rest of the game. Note: Only
[16.13] Whenever a unit enters a mined Soviet ROD units have more than one
In certain Scenarios, one Player or the
hex, it must immediately cease all further mineplow per platoon.
other is allowed to deploy mines in order
movement in that Game Turn, regardless
to impede the movement of units and to
of whether the Mine Attack successfully [17.0] HELICOPTERS
inflict damage on units. When a Player
affects it. It must cease movement within
has deployed mines in a hex, it is called a
the mined hex. (Exception: see 16.15 for GENERAL RULE:
mined hex. A mined hex is presumed to
treatment of Overruns.)
contain both anti-vehicular mines and Helicopters are exceptional types of
antipersonnel mines. There are three types [16.14] Whenever a Player desires a unit units with unusual rules regarding their
of mined hexes: hasty, preventive, and to leave a mined hex, he announces this Combat and Movement. VH is a
defensive, corresponding to a rising fact and a Mine Attack is executed on the generic term describing any
density of mines within the hex and an unit. No matter what the result of the helicopters. Other than their special
increasing probability of inflicting attack, the unit is permitted to exit the characteristics, they are generally
damage. mined hex. Any Panic or Suppression treated as ground units
Results are assessed in a hex
PROCEDURE: CASES:
adjacent to the mined hex, which the
The Scenario will state which Player has Owning Player moves the unit to. [17.1] MOVEMENT
mines to deploy in terms of a number of
[16.15] Whenever a unit Overruns [17.11] All VH units ignore all Terrain
mined hexes and the type of mined hexes.
through a mined hex, it undergoes a mine costs when moving. A VH unit expends
This Player, while both Players are
attack when it enters the hex and again one Movement Point from its Movement
deploying and setting-up their regular
when it leaves the hex. Allowance for each hex that it enters,
units, shall select which hexes on the map
regardless of the terrain in the hexside
he deems to be mined. He shall secretly [16.16] Mines attack Friend and Foe alike.
crossed or the terrain in the hex entered.
note the numbers of the mined hexes and In his initial deployment, a Player may
type of mined hexes. Thereafter, in the elect to place Friendly units in mined [17.12] A VH unit may freely enter and
course of play, whenever a unit (from hexes. If and when he chooses to move exit a hex containing any other unit(s)
either side) enters or leaves a mined hex, those units out of the mined hexes, they Friendly or Enemy except a hex
an immediate Mine Attack shall be must suffer Mine Attacks. containing another VH unit. They may
executed against that unit, any result stack with ground units at the end of a
[16.17] Breached Minefields
applied immediately, and a Mined Hex Game Turn. By the same token, ground
Marker is placed in that hex. Vehicles equipped with mine plows or units may ignore the presence of
engineer units may create breached helicopters for Movement and Stacking
CASES:
minefields that partially negate the purposes.
[16.1] MINE ATTACKS minefield effects.
[17.13] Helicopter units may be of two
[16.11] A Mine Attack is executed against [16.18] Vehicular units in column pay types: those bearing a transport
any unit, no matter what its Defense an additional four movement points to designation may be used to transport
Strength or Target Type, just as though enter a breached minefield. There is infantry and engineer units. Attack
the unit were fired upon by a weapon. no additional cost for infantry units in units may not transport.
Page 22
[17.14] VH units are presumed always to [17.31] FLAK STRENGTH / RANGE [18.0] SMOKE
be in the air, except a transport helicopter ATTENUATION TABLE
in the act of Mounting or Dismounting. GENERAL RULE:
Range in Hexes
Such a unit is presumed to be on the All H Class units which are capable of
ground: therefore, a transport unit may Unit 0-2 3-5 6-10 11-20 Indirect Fire, and Off-Board Artillery, are
not Mount or Dismount a unit which is capable of firing Smoke instead of
in a forest or city hex. Z23 16 14 12 10
Vulcan 14 11 9 0 explosives. Firing Smoke is handled just
[17.2] COMBAT T55 8 6 0 0 as though the Player was firing HE,
T62 10 8 0 0 except that he adds an S notation to his
[17.21] VH units may attack Enemy units Fire Plot. A unit firing Smoke may
M60 12 9 0 0
using their respective weapons, according perform no other Task that Game Turn.
Inf Co 12 10 0 0
to the normal Combat Rules.
Inf Plt 8 6 0 0 PROCEDURE:
[17.22] For purposes of firing at an Others 8 0 0 0
Enemy unit, a VH unit is considered 1. The Player allocates his Smoke Fire
Simply establish the range between the to a specific target hex. It is treated as
capable of elevating itself (low) to a
firing unit and the target VH unit. Cross Tight pattern Indirect Fire, which means
height which allows it to see over
reference the range with the identity of the it may or may not Scatter to a different
woods hexes, town hexes, and slope and
Firing unit and read the Attack Strength of Impact Hex. The Player places a Smoke
crest hexsides which would normally
the Firing unit. marker on this hex. The marker remains
block Line of Sight/Line of Fire. Thus,
when the Enemy target unit is in clear After establishing the Attack Strength of on the map, marking the Smoke hex
terrain, the VH is exempt from Line the Firing unit, simply subtract the until the beginning of the next Indirect
of Sight restrictions. A target which is Defense Strength of the Target VH to Fire Phase, when it is removed.
located within a town or woods hex such establish the Net Attack Superiority. Roll 2. Certain units are identified as smoke
that the VH unit’s LOS passes through an the die. Do not adjust for terrain. units on the Unit Function Table. Such a
adjacent woods or town hexside cannot unit can place a smoke counter in the
be fired at by a VH unit. Helicopter units can be attacked by all
types of units, except G Class. unit's own hex. This takes the place of an
[17.23] A VH unit can always fire at a action during a friendly fire/movement
unit which it is stacked on top of or [17.32] Effect of Terrain phase—the unit expends its entire
adjacent to. When firing at a unit it is A VH unit never receives a die roll benefit movement allowance without moving or
stacked with, the range is considered to be for terrain. However, a VH unit which is firing, and the smoke counter is
one hex. itself not firing may not be fired at if the immediately placed in the unit's hex.

[17.24] A unit which is being fired at by a LOS passes through any blocking terrain, CASES:
VH unit (low) loses any benefit for being unless the Firing unit is adjacent to the
VH. Conversely, if a VH unit is firing it is [18.1] LINE OF SIGHT EFFECTS
behind a slope or crest hex side and [18.11] Smoke is treated like a woods hex
retains any benefit for being in a woods or presumed to have elevated itself above
blocking terrain, thus exposing itself in with respect to LOS and combat. Effects
town hex. of Smoke are not cumulative. No unit may
turn to fire. See Pull Back, 6.92.
[17.25] VH units are subject to trace an LOS through a Smoke hex (one
Ammunition Depletion in the same [17.33] Flak Units with a Smoke marker in it). Thus, for
fashion that G Class units are (see 6.84). purposes of executing fire, Smoke blocks
The Soviets have the Z23 flak unit
(Gun-1 Class); in addition to their fire. Helicopters may rise above the
[17.3] FLAK UNITS AND ANTI- Smoke (see 17.22).
HELICOPTER FIRE obvious role in attacking helicopters, they
may be used to attack ground targets. [18.12] If a target unit is in a Smoke hex,
Helicopters are subject to being fired at The U.S. also has a similar Vulcan that was it may be fired at. Subtract 2 from the die
according to the following special rules. more used for ground support than for anti- roll for all R-, G- and M Class attacks.
This is in effect a special combat aircraft defense. Smoke in the target hex does not affect an
relationship, except that the normal H Class attack.
Combat Results Table is used to [17.34] Effect or Combat Results on VH
determine the outcome of anti-helicopter Units [18.2] PERSISTENCE OF SMOKE
fire. In assessing Combat Results of an attack [18.21] Smoke persists for one full Game
on a VH unit, any Panic prime results are Turn. If a Player wishes to maintain a
ignored. A VH unit is only affected by a Smoke screen he must continue to fire
D1, D2 or D3 Result. Smoke. Smoke is always fired and created
in the Indirect Fire Phase of a Game Turn.
This holds even if the firing unit is
capable of firing Direct Fire at the hex.
[18.22] No matter what the size of the
Smoke firing unit, a Smoke Attack creates
only one Smoke hex.
Page 23
[19.0] OTHER OPTIONAL AND of a single unit may not be issued Off-Board Artillery and CAS can be
EXPERIMENTAL RULES a Bounding Overwatch assigned a Counterbattery mission against
command. enemy Off-Board Artillery, as well as
[19.1] COMMAND on-map artillery, effective the following
WC Withdraw: The units must
turn. This requires record keeping as
conform to a Bound command,
NOTE: These rules replicate the to the damage/suppression state of the
except that they may instead
original Mech War 2 Command rules off-board units.
remain in their own hex. If
within the context of these simpler rules.
given a Withdraw command, they CASES:
If there are any conflicts or players wish
must be at Morale Level 0 before
to more strictly follow the Mech War 2 [19.21] All Off-Board Artillery
they can be given any other type of
rules, those may be used instead. If not concentrations are considered Soft
using these rules, any references to command. They may defend if
Targets, with the exceptions of NATO
required commands instead simply follow close assaulted, but then must
M109 (SP 155mm providing 7H
the Sequence of Play [4.0]. revert to a Withdraw command.
concentrations) and BAOR FV433 Abbot
RC Rally: Companies that are units, which are considered Protected
Before each Game Turn both Players
Panicked ([13.0]) may remove Targets. Note that where a US/NATO
simultaneously issue orders to all his
their Panic status through the player has ≤ 3 x 7H OBA fires in a
units on a company by company basis.
Rally command. Units issued the scenario, they are all considered to be
PROCEDURE: Rally command may not expend M109/Abbot batteries. For each that is
any movement points, fire any of available beyond 3 x 7H OBA fires
Each company is issued commands,
their weapons, or change their (including by US fires multiplication), the
either by noting the commands on a
status. Companies given a Rally fourth, eighth, etc., OBA concentration is
player’s unit log sheet or by placing
command may roll on the coming from M107/M110/towed FH-70
inverted command markers under each
Removal column of the Panic systems and is a Soft Target.
company’s designated Hq unit
Table. If the die roll is within the
([4.1], E.). [19.22] A Spotted off-map unit can be
range, their Panic status is
given a move order in the plotting
Every AIW Mech War 4 unit has an removed. A company
phase, so that it can displace and become
attribute that allows a unique Identity headquarters in or adjacent to their un-Spotted instead of firing. It becomes
Number to be placed on it. Every hex hex decreases their die roll by 1. available again after 3 turns.
on the map also has a unique Identity
Number. To log the command, you RGC Regrouping: Units that have [19.23] Where the US player multiplies
simply note the Identity Number of your taken losses may be his fires per 14.33, and some batteries are
unit and the Command describing the recombined into a single unit of hit by Counterbattery fire, then when the
action you intend for this unit. the same type if they begin US player reverts to his usual allocation of
their turn in the same hex. OBA (and before any further
Mounting, Dismounting and Overruns Only units of the same multiplication roll) the worst affected
are specialized forms of Movement and company may regroup. Units of batteries are the ones available going
are considered as Movement. different status may choose either forward.
The Player need not indicate beforehand status for the recombined unit.
which units shall engage in movement for [19.14] INDEPENDENT COMMAND [19.3] SHORT HALT FIRE
the Bounding Overwatch command.
[19.141] Units of Independent Command – Short Halt fire is a type of Opportunity
[19.14] COMMAND SUMMARY as indicated in the Mech War 2 Tables of Fire conducted during the Movement
Organization – do not need to be issued phase by a moving tank with effective gun
Command
commands. They may perform actions stabilisation.
Code Description
independently when they are activated
[19.31] To conduct Short Halt fire, a
BC Bound: When activated, all units
[19.141] Units with Independent moving unit which has not moved more
of the company must move from
Command do not affect the Morale status than half of its movement allowance
their original hex or change
of Battalion Headquarters ([19.82]). Also, can:
their status, e.g. enter column,
units with Independent Command do not
enter defilade. (a) halt and perform a fire action
enter morale states unless affected by
OC Overwatch: All units of the electronic, chemical, or nuclear warfare. (b) wait to perform an opportunity
company must remain fire action
stationary. They may fire [19.2] COUNTERBATTERY In either case, there is a -2 DRM on Short
following the normal rules for MEASURES Halt fire, and the unit should be marked
direct fire.
As an alternative to rules 14.23 and 14.24, as Short Halt.
BOC Bounding Overwatch: One or more Off-Board Artillery and CAS may
units of the company must fulfill conduct Counterbattery fire. [19.4] FASCAM ROUNDS
a Bound command while the
remainder fulfill an Overwatch PROCEDURE: NATO Off-Board Artillery may, in some
command Companies consisting scenarios, be provided with a limited
Page 24
amount of FASCAM (Family of as a Full Strength Attacker. When the wired bridge is automatically
Scatterable Mines) rounds. stacked with an infantry unit, they are removed from the board.
considered part of the infantry unit
CASES: [19.614] FERRIES
and may not be attacked separately.
[19.41] One battery FASCAM fire onto a They may be eliminated only all 1. The Egyptian "GSP" and the Israeli
hex creates a Hasty minefield on the hex. friendly infantry units in the hex have "FERRY" units are special carrier units
been eliminated. Engineers do not that can transport any unit onto or across
[19.42] FASCAM is always Tight pattern, count for stacking purposes. a "cut" Suez Canal hex. Ferry units are
and may scatter.
amphibious units and may enter and
3. One engineer may transported for
[19.43] If more than one FASCAM fire leave Suez Canal hexes accordingly.
free by a friendly APC. However two
impacts the same hex, add +2 to the attack or three squads are considered to be 2. Ferry units have special procedures
differential for each such fire; so if three equivalent to an infantry unit. No for loading and unloading and carrying
FASCAM fires hit a road junction there is more than three engineer squads may passengers.
a minefield which attacks (both sides) at be transported by APC.
+2. a. Any combat unit may be a passenger
4. Engineers may not perform any on a ferry.
[19.5] WRECKS engineering actions while suppressed,
in defilade, or mounted in APCs. b. A ferry can carry a passenger only
[19.51] If a full-strength, non-infantry unit while it is in a Suez Canal hex.
receives a D3 result on the CRT, replace it 5. An engineer stacked with an
infantry in a close assault of a town c. A ferry can carry only one passenger
with a Wreck marker. Optional: For a D1 at a time. Only one passenger unit can
or D2 result, consult the conditional Wreck hex receives a +2 to the attack die roll.
The engineer’s combat factor is added be loaded or unloaded by a ferry in a
Placement Table. Note that the Wreck turn.
Placement line corresponds to the to that of one of the attacking infantry
immediate CRT result, not the accumulated units. Additional engineer units have d. Loading procedure: The ferry unit
number of Disruptions on the target unit. no additional effect. Engineers may starts the turn in the Suez Canal hex,
attack alone, but receive no die roll and the passenger unit must start the
Note: A destroyed armor unit can present a modifications. The +2 die roll turn in one of the two debouchement
wide variety of effects, from a simple, modification also applies to an hexes for that Suez Canal hex. The
single armor penetration to a massive engineer unit defending in a town hex ferry unit expends its whole movement
explosion hurling debris many yards from with another infantry unit. allowance without moving, and the
the vehicle and producing a consuming fire passenger unit is automatically moved
and smoke area of effect for an extended [19.612] BRIDGES
one hex onto the ferry—it is loaded.
period of time. This is the reason for the Bridges take 60 turns to complete,
conditional wreck placement. beyond the time frame of these e. Similarly, when a passenger unit is
scenarios. Scenario descriptions will unloaded the ferry expends its full
[19.52] Wreck markers in a road hex movement allowance and the passenger
negate the road benefit for units moving specify the locations of any in-place
bridges. is placed on either of the debouchement
into or out of that hex. Bridge hexsides are hexes.
unaffected by Wreck markers. [19.613] BRIDGE DEMOLATION
f. A passenger unit must be face up to
[19.53] Wreck markers generate a 1. To remove a bridge counter from load and is inverted when it unloads—
defensive benefit of a – 1 DRM in either a Suez Canal hex or a clear terrain it can neither expend movement points
direct fire combat. Wrecks are hex takes an engineer unit two turns. nor attack the turn it loads or unloads.
treated like woods hexes for LOS
purposes. 2. The first turn the engineer unit must g. Note that a carrier carrying a
start on the bridge and move adjacent to passenger counts as one passenger
[19.54] Wreck markers count as one the bridge. As the engineer unit leaves when aboard a ferry.
vehicle stacking point. Wrecks do the bridge with a wired marker.
not affect infantry stacking. h. A unit on a ferry cannot "bail out"
3. A wired bridge functions like a bridge (rule II.B above).
[19.6] SPECIAL UNITS in all respects.
3. Otherwise, a passenger aboard a ferry
[19.61] ENGINEERS 4. A wired bridge remains wired as long is treated like a normal
as any engineer unit remains adjacent to
1. Engineers are needed to maintain passenger.
it. If all engineer units move away or are
ferry crossings, and are used to
eliminated, the bridge wired marker is [19.615] ABATIS: Engineers in light
construct and destroy bridges,
removed. or heavy woods hexes may construct
construct abatis, breach minefields
and aid in close assaults in town abatis by spending 12 consecutive
5. The engineer unit removes the bridge
hexes. counter by "attacking" it during any fire game turns in a hex with a Bound
phase. The bridge may be attacked any command. If attacked by any form of
2. MechWar 4 engineers are one step direct fire, the entire sequence must be
turn that the bridge is wired and the
infantry units – i.e. a D1 damage will restarted. Vehicles entering an abatis
engineer unit is adjacent and face up;
eliminate the unit. However, they fire hex in light woods must stop in that
once attacked thus by an engineer unit,
Page 25
Movement Phase. Vehicles may not adjacent to the block and move only one may trace can be no longer than 10
enter abatis hexes in heavy woods hex onto the block. That unit then stops hexes in length.
hexes. Engineers may remove an its move.
[19.72] Any sighting ranges on the
abatis by spending one Game Turn in
6. A unit that starts its turn on a blocked Observation Range Table that are listed
the hex with a Bound command. To
hex may leave freely. as greater than 10 hexes are now 10
be successful, they may not be targets
hexes.
for any direct fire during this Phase. 7. Units in the same hex with a block
counter cannot make overrun attacks and [19.73] Indirect fire can only be plotted
[19.616] BLOCKS
they cannot be attacked by overrun fire. for a hex that is 10 hexes or less from a
1. Block counters can be placed during friendly unit that has LOS to that hex.
8. A block counter negates the road in
initial placement or during play.
that hex. [19.74] The maximum range of all
2. Blocks are placed during initial weapons is 5 hexes.
[19.66] MOTORCYCLES
placement as directed for the Situation
[19.75] Subtract 3 from all Arab Panic
being played. Blocks placed during [19.621] Motorcycles move like
die roll results. Example: If a 10 was
initial placement may be placed in any vehicle units, but enter defilade
rolled then the die roll would be a 7.
hex except a Suez Canal hex. without expending movement points.
They are treated as dismounted [19.76] Subtract 1 from all Israeli
3. Each block placed during the play of
infantry when fired upon. Panic die roll results.
the game must be placed by an engineer
Motorcycles can always enter defilade
unit. When placed during play block [19.77] Except for the above cases there
immediately after the first fire on
counters may be placed only in certain are no other effects of Night unless
them has been resolved. Suppressed
hexes. implementing the MechWar 2 Night
motorcycles are considered to be in
rules ([23.0]).
a. During play a block counter may be defilade.
placed in any hex containing at least [19.78] NIGHT OBSERVATION
[19.622] Motorcycles may not enter
one ridge hex side.
heavy woods hexes except on roads or The MechWar 2 Night rules ([23.0])
b. During play a block counter may be trails. can be used for scenarios occurring at
placed in any town or woods hex. night. Vehicle night equipment is
[19.623] Motorcycles are treated as
listed in the MechWar 2 Vehicle Unit
c. During play a block counter may be vehicles for observation purposes.
Data sheets.
placed in any non-Suez-Canal hex that Motorcycles have neither stacking
is adjacent to a town hex or a woods limit nor effect on stacking limits of [19.8] MORALE
hex. other vehicles.
These simplified morale rules
d. During play a block counter may not [19.624] Friendly vehicular units may approximate the intent of the original
be placed on a hex that does not meet move through a hex containing an MechWar 2 Morale rules, though their
one of the above conditions. enemy motorcycle unit without inclusion will add some more
stopping for close assault. If however, complexity to the game. Players are
4. Only one block can be in a hex at a
the friendly vehicle ends the encouraged to first become familiar
time.
Movement Phase in the same hex with with the basic Panic rules ([13.0])
a. A block counter cannot be placed in the enemy motorcycle unit, it must before using these rules.
a hex that contains a fortification or an engage in close assault.
improved position. The original MechWar 2 Morale rules
[19.7] NIGHT were designed for the MechWar 2
b. A block counter can be placed in a combat system. However, the basic
hex with a minefield, trench or bridge. COMMENTARY: structure of the MechWar 5 combat
c. A block counter cannot be placed in system (the CRT) already penalizes
During the 1973 Middle East War
a hex if there is already a block counter performance against units that have
several large scale Night actions
in that hex. If the first block counter is incurred losses, thus making these
occurred. Night combat restricts LOS,
removed during play, however, then morale rules less necessary.
Range, and Command Control.
another block counter may As companies take losses, their initially
subsequently be placed in that hex. GENERAL RULE:
assigned Panic Level may begin to
d. Once placed, a block counter cannot During Scenarios specified as Night increase, decreasing both their
be moved. actions the following restrictions are in reliability and potentially affecting the
effect. Maximum LOS is 10 hexes. entire battalion. If enough losses are
e. A block counter that has been placed Maximum range of all weapons is 5 incurred by the battalion companies,
on the board can be removed during hexes. All Arab units subtract 3 from the losses may cause the battalion to
play by an engineer counter. their Panic die roll results. All Israeli begin to take morale checks which
5. A unit can move only one hex on the units subtract 1 from their Panic die roll would leave the component companies
turn in which it enters a hex containing a results. unable to rally until the battalion is able
block counter. To enter a hex containing to successfully rally itself.
[19.71] The maximum LOS that a unit
a block counter a unit must start its turn
Page 26
[19.81] Company Morale the battalion must check morale. If the detect, then the unit has been located.
battalion fails its morale check, the The owning player of the detected unit
[19.811] Companies are initially
battalion is broken and the battalion’s must immediately announce a hex
assigned a Panic Level (Troop
companies may not attempt to rally. If within one hex of the unit.
Quality, [13.0]) in each scenario. The
this conflicts with existing commands
morale levels of the battalion and [19.93] The radio detection values for
([19.1]), the unit must be given a valid
brigade/regiment headquarters are various units are listed in the Radio
command immediately.
affected by the change in Panic Level Detection Values chart.
of the constituent companies. This [19.823] Independent commands do
[19.94] On-map artillery units that
should be tracked by a notation on the not affect battalion morale.
have fired in their previous Indirect
players’ status sheet or by a counter
[19.824] During the Indirect Fire Phase have their radio detection value
under the company Hq unit. (See
Phase, the broken battalion HQs may increased by 1.
[19.1], PROCEDURE.)
attempt to rally by rolling against its
[19.95] The enemy-designated hex
[19.812] As companies take losses, battalion HQ value. The HQ must
must be used for any artillery targeting.
their initial Panic Level may increase. have an Overwatch or Rally command
Any indirect fire against the hex is
When a company initially loses a unit, if using the Command rules. The
treated as unobserved fire. The
its Panic Level will increase by one. battalion’s companies may not attempt
designated hex cannot be used for any
In addition, a single 1d6 is rolled, and to rally as long as the battalion is
spotting attempts, direct fire, or
if a “1” is rolled, the company’s Panic broken.
observed indirect fire.
Level increases an additional level.
[19.825] If the battalion HQ is
Upon a second loss, the Panic Level [19.96] Friendly RDF may not be used
suppressed, add 2 to the rally die roll.
increases by one. Also, on a die roll on Game Turns when friendly
of 1-4, the Panic Level increases by an [19.826] If brigade/regiment HQs are jamming is in effect. Exception –
additional level. Upon the loss of a present in the scenario, then battalion Enemy jamming and air defense units
third unit, the Panic Level is increased HQs can only rally if they are stacked may be located while friendly jamming
by two if the die roll is 1-5. with or adjacent to their unbroken, is in effect
unsuppressed brigade/regiment
[19.813] As companies are able to [19.97] Enemy jammers must be
headquarters. Otherwise they rally
rally, the Panic Level change counter working and active in order to be
normally as per [19.824].
or notation should be adjusted so that located.
any return to a +3 Panic Level can be [19.83] Brigade Regiment Morale
tracked. [19.98] Artillery units may withhold
[19.831] If a brigade/regiment HQ is fire (radio silence) to avoid detection.
[19.814] If the battalion HQ is eliminated, it is immediately replaced Once having fired, they are subject to
eliminated, it is immediately replaced in the same manner as a battalion HQ. detection.
and placed on any unit of the battalion. However it is considered to be broken
The initial procedure to determine the [19.99] Players may observe radio
and must rally in the same manner as
HQ value should be repeated for the silence to avoid detection of artillery
battalion HQs.
new battalion HQ, but the column used and HQ units. The effect of radio
should be 4 columns to the right. If [19.831] If a brigade/regiment HQ is silence is the same as successful
this shifts off the table, then the HQ is suppressed, add 2 to the rally die roll enemy jamming ([19.916]).
still replaced, but the companies of that when attempting to rally a brigade.
[19.910] RDF-equipped HQ units are
battalion can no longer rally. [19.9] ELECTRONIC one step units. Elimination of the unit
[19.82] Battalion Morale WARFARE eliminates the RDF capability. If
successfully targeted by indirect file in
[19.821] The Available Forces Chart [19.91] Radio Direction Finding: If which the unit survives, another roll is
for each scenario lists the headquarters the scenario list the ability of a player made on the Anti-Personnel CRT.
rating for each of the formations in the to conduct radio direction finding, in Any positive numerical result
scenario. Before the start of the game, the Indirect Fire Phase the player may eliminates the RDF capability.
each Player rolls on the Battalion HQ attempt to locate one on-map enemy
Table ([18.9]) under the rating HQ, jammer, artillery unit, or air [19.911] HQs attempting radio
column given in the scenario to defense system (those using search detection must not perform any other
determine the value of the HQ shown radar only) for each RDF-equipped HQ actions in that game turn, e.g.
on the left hand column corresponding present. movement, fire.
to the row containing the die results. [19.912] JAMMING UNITS
PROCEDURE:
When the HQ checks it morale, if the
value is less than or equal to the [19.92] The player must announce The presence of jamming units is
determined HQ value, the HQ has which enemy unit he is attempting to determined by scenario.
successfully passed its morale check. locate. The player then rolls one die [19.913] Jammers are one-vehicle units
for that unit. If the number rolled is with Independent command, and thus
[19.822] Once two or more companies
equal to or less than the radio detection not subject to Morale. If attempting to
of a battalion have increased their
value of the unit he is attempting to jam, they may not perform any other
Panic Level by three or more levels,
Page 27
action, i.e. move/fire. Jamming units and the number of units per side varies use those units directly on the map or
are attacked like RDF units ([19.910]). with the Scenario. A Scenario is a game in transfer the information on players’ Unit
itself and the term Scenario and game are Status Sheets.
[19.914] To begin jamming they must
used interchangeably. Each Scenario
get the jammer to work in the Direct [20.4] DEPLOYMENT
listing contains a historical note which
Fire/Move Phase. One die is rolled to
relates the Scenario to the actual event A Player's initial forces (those units he
see if the jammer works. (See the
which is being simulated, an Order of begins the first Game Turn with) are
Jammer Table (TBD)). If the jammer
Battle for each Player, and other placed according to the Instructions in the
fails to work, it may not attempt to re-
instructions relating to the length of the Scenario being played. Usually these
commence for two full Game Turns.
Scenario, initial deployment of forces and forces are either placed physically on the
[19.915] While jamming, during the later reinforcements, Victory Conditions map surface itself (Initial Deployment on
Indirect Fire phase, the player rolls on and special rules pertaining to that Map) or are adjacent to the map surface
the Jammer Table (TBD). If the Scenario. for entry onto the map on the first or
jammer is broken, it may not attempt succeeding Game Turns.
Players should be aware that Section
to commence jamming for two full
[108.0] Scenario Design contains [20.41] Initial Deployment on the Map
Game Turns.
extensive information in creating
player-designed scenarios. Once When a Player is instructed to deploy
[19.916] EFFECTS OF JAMMING
players are comfortable with their certain units (collectively described as a
The effects of jamming cover all of chosen set of rules, they may wish to force ) on the map, he is normally told to
the Mech War 2 maps and extend off- explore creating their own scenarios. deploy them within a certain area
map for 100 hexes in all directions. (deployment area) which is bounded by
The effects of jammers, either friendly [20.2] SETTING UP one or more map edges and lines drawn
or enemy do not interfere with each (hypothetically) between hexes on the hex
The Players must first decide between
other. Friendly jamming does not grid or along hex rows. (Note the compass
themselves who is going to play which
affect friendly units. rose on the map. indicating North, East,
side. Then they must decide what
etc.) Thus, if a force is required to deploy
[19.917] Jammed companies may only Scenario to play. Once they have decided
South of the line hex 0119 through hex
perform actions equivalent to either the which Scenario to play, that Scenario
3134, inclusive it means that the Owning
Overwatch or Withdraw command, becomes the game. (Note that Scenarios
Player would deploy the units anywhere
whether or not players are using the do not link together.) Next they must
in the Southwestern corner of the map,
Command rules. Jammed companies spread out the map and seat themselves
including and below (south of) the line of
may not Rally. Jammed companies around the map, and select their respective
hexes 0119, 0219, 0320, 0420, 0521
subtract one on the Morale Panic Level forces from the counter mix according to
2832, 2933, 3033, 3134. Occasionally, a
checks. the Scenario Instructions, deploying these
deployment area will correspond to a
forces on (or about to enter) the map in
[19.918] Jammed indirect fire units complete terrain feature. The Owning
accordance with the Scenario Instructions.
may not perform unobserved indirect Player has freedom to place his units as he
After this, they may begin the first Game
fire. They may perform indirect fire at sees fit, within the deployment area,
Turn.
units within the firing unit’s LOS. subject to the normal Terrain and Stacking
[20.3] AVAILABLE FORCES Restrictions.
[19.918] Units may circumvent the
effects of jamming through field In the Available Forces Chart on page [20.42] Initial Deployment Off the Map
telephone cables, short range radio or 26 of the MechWar 2 rules, each Player
When the Deployment Instructions
messengers. See the Mech War 2 rules is given list of the formations for each
state that a force is to enter the map on
and special scenario rules. side of the scenarios in the game. For
Game Turn One, they mean that the
each of the formations listed, the player
[19.10] CHEMICAL WARFARE force is positioned adjacent to the map
consults the Tables of Organization
so that it might enter the map on the
See Mech War 2 Chemical Warfare starting on page 28 of the MechWar 2
Movement Phase of the first Game
[106.0]. rules to obtain the units available for each
Turn. The Deployment Instructions
of the listed formations in the scenario.
will indicate whether or not the force
[19.11] TACTICAL NUCLEAR Once these units are selected, the players
is to enter the map in a column
WARFARE consult the actual scenario descriptions In
formation (one unit behind the other,
the Scenarios section on page 16 of the
See Mech War 2 Tactical Nuclear each entering Successively into the
rules.
Warfare [107.0]. same hex, see 20.61) or whether the
For each of the units chosen from the force can enter in a free formation
[20.0] HOW TO SET UP AND Tables of Organization, the player can (each unit entering onto one hex of a
consult the Data Sheets starting on page 33 row of hexes or of an entire map edge,
PLAY THE GAME
of the MechWar 2 rules and transfer the see 20.66). In either case, the units
[20.1] SCENARIOS unit data to the players’ Unit Status Sheet composing the entering force must be
to play the game with the original units. prepositioned in the order of
As stated in the Introduction, the game is
For a simpler game, the players can choose formation in which they will enter the
played by Scenarios. Each Scenario is
the equivalent MechWar 4 units and either map.
from six to twenty Game Turns in length
Page 28
[20.43] Secret Deployment [20.6] REINFORCEMENTS column order. Units which are off map
are out of play for all game purposes
When using restricted Player knowledge Scenario Instructions may state that units
except, of course, to be moved along in
and inverted counters (see 11.5), the enter the map in column or in free
sequence in order to eventually reach the
Players always place their units face- formation.
map.
down or under a blank counter. The
[20.61] Entry in column is accomplished
First Player always deploys first (unless [20.65] Once a unit enters the map, it may
as follows: The units are deployed off
stated otherwise) and his Player-Turn is be moved freely with no restrictions as to
map, one behind the other, with the lead
always the first in each GameTurn. formation.
unit poised adjacent to the map entry hex
The First Player is defined in each
listed. If the entry hex is a road hex, a [20.66] When not stated otherwise, units
Scenario.
hypothetical road may be presumed to may be brought on to the map in any
[20.5] VICTORY CONDITIONS stretch off the map, away from the entry formation the Player wishes: in one
hex. Reinforcements do not have to roll column, multiple columns, one unit per
These are used to determine the winner at
for Panic Movement upon initial entry entry hex, or any combination. The Player
the end of the game. They usually state
onto the map. may use as many entry hexes as he
either a geographical objective, or explain
wishes; however, if more than one unit
how to gain Victory Points. When Victory [20.62] As each unit enters the map, it
enters the map through the same hex, then
Points are itemized in the Victory will pay the cost for entering the entry
the units which do so are presumed to
Conditions, the Player with the greater hex plus the additional cost for any
have entered in column and must follow
number of Victory Points at the end of the hypothetical clear terrain hexes that it
the procedure for entry in column, above.
game wins. When the Victory Conditions would have to traverse to reach the entry
refer to combat units they mean any unit hex. If units are entering on a road hex, [20.67] Reinforcements may be brought
with an Attack Strength (not trucks or they are considered to be moving on to the map in Mounted condition, at the
APCs). When the Victory Conditions through hypothetical road hexes until Player’s option, when vehicles are
mention a town, they refer to all of the they reach the map. provided.
town hexes composing the town. When a
Example: The lead unit in the column [20.68] If a unit is assigned entry hex
unit is exited off the map in fulfillment of
would pay 0.5 Movement Point to enter is occupied by an Enemy unit, it must
Victory Conditions, it must pay the
the map; the second would pay 1 enter on the nearest non-Enemy hex.
Movement Point cost for the hypothetical
Movement Point to enter the map, the
hex it is presumed to be entering upon Note: In ambiguous situations wherein
third 1.5 Movement Points, etc.
leaving the map. The terrain in the initial setup units can be set up so as to
hypothetical hex is arbitrarily identical to [20.63] Once the Players have composed block entry hexes, players may want to
that in the exit hex. Victory is evaluated at their columns, they may not alter the declare 3-hex exclusion zones around
the conclusion of the final Game Turn in positions of units in the columns to appropriate entry hexes.
the Scenario. change the order in which units reach the
[20.51] Victory Points for Units
map. Units specified as entering on a [21.0]SCENARIOS—THE
certain game turn must begin their entry on ARAB-ISRAELI WARS
Destroyed
that turn, even though it may take more
When the Victory Conditions state that a than one turn to enter all the units in the (See original The Arab-Israeli Wars
Player receives points for every destroyed columns. rules, THE SITUATIONS)
Enemy unit, the number of points which
[20.64] Given the number of units in
the Players receive is determined is
some Scenarios, often it will not be
determined according to the Victory [22.0] SCENARIOS—SUEZ TO
possible to enter all units onto the map
Point Schedule table. GOLAN
during the first Game Turn that they
Example: If the U.S. Player destroys a are available. Units which cannot enter (See original MechWar 2 Suez to Golan
Soviet T62 Tank Company, he receives 4 on the first Game Turn of availability rules [206.0] SCENARIO FORMAT)
Victory Points. simply enter on the second Game-Tum in
Page 29
H Fire Procedures
(General)
Tight Pattern: Single hex - full strength;
Lose 6 hexes, 1/2 strength for adjacent hexes.

Off-board Artillery:
Sections: Only Tight Pattern;
Batteries: Triangle Pattern - full strength;
Battalion: Loose - full strength all hexes.

Immune from Range Attenuation [6.0], [6.43]


Tight Pattern: All units in target hex at full strength. Roll separately. [6.81], [6.82]
Smoke must be Tight Pattern. [7.22]
Loose Pattern: Includes 6 adjacent hexes at 1/2 H concentration, round up. [6.81], [6.82]

For each H unit loss


Against hard/protected: Subtract 1 from H factor. [7.16] ...to a minimum of 1
Against soft target: damage causes a negative DRM instead (D1 = -1DRM, etc.) [7.16]

-2 to die roll if target in woods or town hex. [7.18]

Indirect
Use October War Artillery Rules Variant [7.11]
Subsequent same hex does not have to be pre-plotted. [7.12]
Subject to scatter. [7.17]
For Arab-Israeli War scenarios, Indirect Fire requires one combat unit as spotter. [7.13]

Direct
During Direct Fire Phase. [6.43]
Fires on D2 CRT. Range Attenuation Table not used. Tight pattern. Only Attack strength used. [6.43]
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(Resolution)
H vs. Soft Targets [7.6]
Use H fire concentration as Attack Superiority on Artillery Line of Anti-Personnel CRT column. [7.6]

H vs. Hard Targets [7.3]


H concentration on "H Indirect" line of D2 CRT, Tight Pattern - all units in target hex. [7.33]
Target Defense Strength not deducted from Attack Strength, which may be reduced by damage [7.16]. [6.43]
Roll separately for each unit in the hex.

Results:
Buttoned Up:
Assumes S1 state.
Resolve as H concentration on H Indirect Line of D2 CRT. [7.31]

Unbuttoned:
If tight pattern, if die <= H concentration, target is S2 state. [7.31]
Otherwise, target is S1.
Use H concentration as attack superiority on "H Indirect" line of D2 CRT. [7.32]
Page 30

Infantry vs. Hard Targets


Short Range Disruption possibility at 0 to 1 hexes [6.45]

6H, Tight Pattern at 0 hexes, 3H at 1 hex on H-Indirect Line of D2 CRT.


Target cannot button-up. Only S1 results.
Double suppression (S2) if die roll less than H concentration.

Minus one Attack Superiority per firer Disruption Level.

Longer Range Suppression at up to 3 hexes [6.10]

Attack Strength minus Defense strength as Attack Superiority on Anti-Personnel CRT


Any result other than no effect results in a suppression (S1).

Minus one to die roll per firer Disruption Level.

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