You are on page 1of 27

Rapid Fire!

Able Archer 83-84

A Cold War rules adaptation for use with Rapid Fire!


A coalition of work by Piers Brand, John Dowman, Paul Hummerston, Tim King, Andy Rix, and Rob Rowell

Edited by Tim King


2019 Edition
"Wars are not won by the most competent army - they are won by the least incompetent army."

-Lieutenant Colonel Shilko, Red Army by Ralph Peters


Able Archer
Cold War 83-84 rules adaptations for use with Rapid Fire!
Introduction: Changes to the Rules:
These rules are intended for use with the Rapid Fire! Fast Play The biggest change to the Rapid Fire! rule set are the changes
World War Two Wargame Rules written by Colin Rumford and made to tank and anti-tank firing. Due to the vast differences
Richard Marsh which can be purchased at their website weapon capabilities, the standard D6 roll has been changed to a
www.rapid-fire.uk.com. This document provides new rules, D10. This allows for greater weapon variation. In addition, the
basic unit stats and TO&E for use during a fictional war gun values reflect not just penetration values, but rate of fire
between NATO and the WARSAW pact in the European theatre and target acquisition time.
during the early 1980s.
Second is the additional of anti-tank guided weapons like the
The Cold War lasted 44 years and saw great changes in TOW and Sagger missiles which have some additional rules like
technology and tactics which could not be fully covered in this the need to remain stationary and penetration modifiers at
supplement. Instead I decided to focus on the years of 1983 to long range.
1984 when tensions were at their highest, specifically during
the ‘Able Archer’ exercise when WARSAW pact forces went on The third big change is how air support works which is listed in
high alert believing a NATO strike was eminent. This was the the Aircraft Sequence of Action.
time of Regan, Thatcher and Andropov sabre rattling, the
Next you will find additional rules for special artillery
deployment of Pershing II cruise missiles and massive military
munitions, counterbattery fire, new tactics like turret down and
exercises like Lion Heart, Reforger and West-81.
the most recent addition of electronic warfare, direction range
The creation of this rules adaptation began back in 2010 finding and ground surveillance radar.
during the Guild Wargamers ‘Red Tide’ big game held near
And Finally, I have added some generic Cold War scenarios, a
Dublin, Ireland. Since then they have undergone play testing,
full descriptive scenario from Kenneth Mackseys book ‘First
alteration and scrutiny by numerous individuals in Europe, the
Clash’ and two quick reference sheets that incorporate the rule
UK and Canada.
changes.
Several vehicle stats have been included for IFVs like the
Warrior, Bradley and BMD-2 to expand your games into the A word about TO&Es:
mid-80s, but beyond that time new technologies like thermal
imaging, explosive reactive armour, precision guided munitions, Rapid Fires uses a 1:15 for men and 1:5 for guns and AFVs.
depleted uranium munitions and stealth technology gave This ratio is modified a bit when it applies to APCs and IFVs to
massive advantages to whatever army possessed them. 1:10 and I have also found that Infantry weapons like shoulder
launched SAMs and RPGs work better at a 1:10 ratio. Basically
These rules also work perfectly well for the Arab Israeli wars of a battalion is represented by a platoon of figures/vehicles.
1973 and the Invasion of Lebanon in 1982.
The TO&E for NATO Mechanized battlegroups presented here
are very simplified and generic. The truth is that NATO had a
wide variety of regiments from Light, Airborne, Motorized,
Marine, to Mountain which are just too extensive to list here.

Also, anti-aircraft, artillery and close air support was often


shared between NATO members serving under in the same
Corps.

For more Cold War Rapid Fire TO&Es visit:


http://coldwargamer.blogspot.co.uk/p/wargames-units.html

Pictures of models in this free supplement are from my


personal collection and are mostly Elhiem 20mm, Britannia,
S&S resins and a variety of 1/72 scale plastic kits.

Enjoy,

Tim King
33 NATO divisions from West Germany, the USA, Great Britain,
Denmark, Holland, Belgium, France and Canada faced off against 55
Warsaw Pact divisions from the USSR, East Germany, Poland and
Czechoslovakia spanning a distance of 1,400 km from the Baltic Sea
to Austria.
Able Archer Rules Adaptations:
1) OBSERVATION -Jamming is treated in a similar manner to Reserve Fire,
in that it occurs during the opponent’s turn.
Search lights: give normal visibility ranges but are
automatically spotted by others - A player can nominate an opponent’s target (once per
jammer per turn) and attempt to jam their
Illumination Shells: fire as per artillery and illuminate all
units in 12” radius communications. This is done by an ‘opposed’ die roll.
-Both Players Roll A D6.
Infra-red sight/light: grants normal visibility but users
are spotted by other IR users and II users - If the opponents roll is equal to or greater than the
opponent’s roll, then the communications succeeds.
Image Intensifiers: give normal visibility
- If the player with the jammer rolls higher than the
Thermal Imaging: gives normal visibility and +1 to
opponent, then depending on the target, one of the
Observations chance test rolls, cannot see through White
Phosphorus smoke, but can see through smoke from following will occur:
generators
1) The request for air support does not get through.
DIRECTION FINDING The play may try again next turn.
2) A nominated enemy infantry or armour battalion
A single Electronic Warfare (EW) vehicle on table may shoot, but may not voluntarily move.
represents part of a Division’s direction finding base-line 3) A nominated rocket / artillery / mortar unit
(it normally takes 3 stations to triangulate the location of (including battalion mortars) cannot fire unless it is
an enemy transmitter). An example would be the British part of a pre-planned barrage.
M101 Vampire. 4) A nominated anti-aircraft artillery or missile with a
targeting radar must subtract 2 from their ‘to hit’ roll
-During the Observation Phase the player may nominate
to reflect having to conduct a visual engagement.
one enemy target (e.g. Battalion HQ, Artillery gun line, air
defence radar) and roll a D10 to attempt to locate it.
GROUND SURVEILLANCE RADAR
-Add +2 to the locating roll if the player is targeting an
- Ground Surveillance Radar (GSR) is an aid to
enemy jammer.
Observation.
-A result of 9 allows the player to call in IDF onto the
target during the firing phase using any allotted DSF - While active, all friendly units on the table ignore night-
artillery at Regiment / Brigade level. time observation effects.
-A result of 10 allows the player to call in IDF onto the - Treat troops in open as if they had fired
target during the firing phase using any allotted GSF - When spotting troops in cover or buildings add +1 to
artillery or Multiple Rocket Launchers at Division the dice roll (i.e. 4,5,6 to spot in soft cover; 5,6 to spot in
level. hard cover)
-Can be targeted with a Direction Finder or a Jammer.

ELECTRONIC WARFARE - JAMMING


A single EW vehicle on table represents part of the
Division’s jamming capability. Jammers need to be close
to the front line for best effect, and there may be
multiple jammers spread across the front line with
directional antennas to increase their effectiveness. An
example would be the American M1051.

(Soviet SNAR-10 Ground Surveillance Radar)


2) TANK & GUIDED MISSILE FIRING
DAMAGE ROLLS:
Roll 1D10 and Consult the chart below to find the score -Class 1 guns and ATGMs:
or more required to achieve an effective hit. 1 = light damage
2-4 = heavy damage
Gun class A B C D E F
/Armour 5-6 = destroyed
1 5 4 3 2 1 1
2 6 5 4 3 2 1 -All Other Guns: roll 1D6
3 7 6 5 4 3 1 1-2 = light damage
4 8 7 6 5 4 2 3-4 = heavy damage
5 9 8 7 6 5 3 5-6 = destroyed
6 - - 8 7 6 4
7 - - - - 6 4 Composite (Chobham/Spaced/Composite armour):
-1 DRM on the damage roll when hit by ATGMs and HE.
Note: A D10 roll of 10 is ALWAYS an effective hit and a 1
is ALWAYS a miss regardless of the modified result.
RPG/Dragon/Carl G: Gun Class 3, range 9”, 3 shots
TO HIT DRM'S: LAW: Gun Class 4, range 6”, 1 shot
HMGs: Gun Class 7
-1 if target is in cover or hull down Automatic Grenade Launchers: Same as Autocannon
-1 for moving target
-1 for moving firer if gun is not stabilized or LAW
-1 if firing ATGM (must be stationary to fire, but can 3) HE & ARTILLERY
move half max move distance in Final move phase)
-1 if long range (expect MBTs with Laser Range Finders Indirect HE Fire
and ATGMs) -Can be requested by any Battalion CO, FOO or AOP.
+1 if short range -Only 1 Battery (3 guns max) can be directed by each
+1 if firing at targets rear observer.
+1 if Elite -A Radio Exchange Vehicle increases this to 3 Batteries.
-1 if Poor (conscripts)
Counter Battery Fire
HELICOPTER TO HIT DRM'S: -Roll 1 x D6 per gun allocated to Counter Battery Fire,
needing a 6 to hit an enemy Arty unit.
-Helicopters flying at Very Low altitude -1DRM to be hit
-If Counter Battery Radar in action then, 4+ is required.
-Helicopters firing from cover -1DRM to hit
-Targeting AOP helicopter -1DRM to be hit Turret Down
-Tanks and Recee can adopt turret down, giving them full
RANGE MODIFIERS: cover while allowing observation in the field of view.
-Class 1 guns and all ATGMs have max range of
36” to 60", and do not suffer long range -1 DRM. Multiple Rocket Launchers
st
-1 Gen. ATGM’s (AT-1 to 3) minimum range = 12” -MRLs like the BM-21 use the MRL rules and inflict HE 15
nd
-2 Gen ATGM’s *(Milan, TOW) minimum range = 6” pts on Table 5.

Towed Howitzers
-Towed Howitzers have a crew of 4 and inflict HE 12pts
Table 4.
AFV Movement Armor Gun Notes:
Challenger 1 M A (c) 1, 12 pts table 4 D, II, S, VMG
Chieftain Mk 9 M B 1, 12 pts table 4 D, II, S, VMG
Centurion Mk 5 - 10 M C 2, 12 pts table 4 D, II, S, VMG
FV432 M E D, VMG
Scorpion F E 5, 10 pts table 4 D, II, VMG
Scimitar F E 6 A/C D, II, VMG
Striker F E 1h ATGW VMG
Abbot SPA M E 4, HE 14 pts table 5 VMG
Rapier M E Rapier SAM
Ferret W E D, VMG
Leopard 2A1 F A (c) 1, 12 pts table 4 D, TI, S, VMG
Leopard 1A3-4 F C 2, 12 pts table 4 D, II, S, VMG
M48A2 M D 3, 12 pts table 4 D, II, VMG
JgPz Kanone F E 4, 10 pts table 4 D, II, VMG
Jaguar F E 1h ATGW D, II, VMG
Marder A1 IFV F E 6 A/C, *1h ATGW D, II, VMG
Luchs W (a) E 6 A/C D, IR, VMG
Gepard F E 6 Multiple A/C D, II
Wiesel F E 6 A/C or TOW D, II, VMG
Tpz 1 Fuchs W (a) E Various D, II, VMG
M1 [M1A1] F A (c) 2 [1] , 12 pts table 4 D, TI, S, G, VMG
M60A1/A3 M C 2, 12 pts table 4 D, TI, S, VMG
M551 Sheridan F (a) E HE, 1h ATGW, 12 pts table 4 D, II, VMG
M2 Bradley IFV (1984) F (a) E 6 A/C, *1h ATGW D, TI, S, VMG
M113 M (a) E HMG
M114 Lynx F(a) E HMG D, VMG
M901 / M150 M (a) E 1h ATGW D, TI, (M150 open top)
M109A1 SPA / GCT M E 4, HE 15 pts table 5 VMG
M163 Vulcan M (a) E 6 Multiple A/C II
AMX-30B M D 3, 12 pts table 4 D, II, S, VMG
AML-60 W E 4, 10 pts table 4 D, VMG
YP-408 W E HMG D, VMG
YPR-765 (25) / AMX-10P M (a) E 6 A/C D, VMG
VAB W (a) E D, VMG
T-80 F B (c) 2, *3h ATGW, 12pts table 4 D, IR, S, VMG
T-72A F B 2, 12pts table 4 D, IR, S, VMG
T-64B F B 2, *3h ATGW, 12pts table 4 D, IR, S, VMG
T-62 M C 3, 12pts table 4 G, IR, S, VMG
T-55/54 M C 3, 12pts table 4 G, IR, VMG
PT-76 M (a) E 4h, 10pts table 4 VMG
BMP-1 IFV F (a) E 4h, *3h ATGW, 10pts table 4 IR. VMG
BMP-2 IFV F (a) E 6 A/C, *2h ATGW II, VMG
BTR-152/60/70/OT-64 W (a) E HMG IR, VMG
BRDM-2/OT-65 W (a) E HMG IR, VMG
BRDM-1/2 AT W (a) E 2h ATGW IR
BMD-1 IFV F (a) E 4h, *3h ATGW, 10pts table 4 IR, VMG
ZSU-23-4 / ZSU-57 M (a) E 6 Multiple A/C IR
SA-8 or SA-9 W (a) E SA-8/9 SAM
MTLB/BTR-50/OT-62 M (a) E Various VMG
2S1 Gvozdika M E 4 / HE 14 pts table 5 VMG
2S3 Akatsiya M E 4 / HE 15 pts table 5 VMG

(a) – Amphibious G – Smoke Generators II – Image Intensifier TI – Thermal Imaging


(c) – Chobham armor/Composite/ERA h – HEAT IR – Infra Red VMG – Vehicle Machinegun
D – Smoke Dischargers HE – High Explosive Value S – Stabilized Gun * One Shot
4) AIR TO AIR COMBAT
AIRCRAFT SEQUENCE OF ACTION:
Allocate air superiority at the start of the game, either by
die roll or scenario set up. (No Air to Air Combat Rolls)
1. Air assets arrive on table and move in
To enter/remain on table when opposition has air movement phase, and test to spot.
superiority, roll 1 D6 per asset, 1,2 enter/remain on
table, 3,4 driven off, 5,6 shot down. 2. Air assets can move to within 6” of
intended target (unless firing ATGM, when
 If driven off can attempt return next move. firer just needs to be inside max range.)
 If remains on table can fire in own move, and
engaged by flak in reserve fire/opposing players 3. Air assets are then engaged by reserve flak
turn as normal. fire.
 Air assets remain on table up to 3 turns.
maximum, except for AOPs which are unlimited. 4. Air assets shot down or driven off are
removed. If driven off still counts as one
5) AIR TO GROUND move on table. AOP driven off may not
observe/request air assets that turn.
Either arrives on intended move and attacks target
selected before game, or requested by on table Battalion 5. Air assets not shot down or driven off then
CO or equivalent AOP. carry out attack.
 Aircraft arrive the move after requested. 6. Air assets then remain in position after
 Observation – Helicopters spot ground targets attack to receive fire in enemy’s turn.
as per Recee. Other Aircraft as Normal.
 Helicopters can Move up to 24” and still fire
 Stationary helicopters can use reserve fire

Aircraft Stats:
Aircraft name Attack altitude Weapons Special rules Movement
Multi A/C, 5+ save vs all hits
A10 Warthog Low Low or Medium - Any
Bombs x 2, Maverick x 2 Multi A/C uses (D)
Bombs x 2, A/C,
Harrier Low 5+ save vs missile hits Low or Medium - Any
rocket pod x 2
5+ save vs missile, Low – Any
AH-1 Cobra Low/Very Low A/C, rocket pod x 2, TOW x 2
-1 DRM vs gun hits Very Low – 60”
Lynx AH-1 / 5+ save vs missile, Low – Any
Low/Very Low TOW (HOTT) x 2
BO 105 -1 DRM vs gun hits Very Low – 60”
A/C, Bombs x 2,
Misc. Fixed Wing Low 5+ save vs missile hits Low or Medium - Any
rocket pod x2
A/C, Kerry x 2,
SU 25 Frogfoot Low 5+ save vs missile hits Low or Medium - Any
rocket pod x 2
6+ save vs missile Low - Any
Mil 24 Hind Low/Very Low A/C, rocket pod x 4, AT-5 x 2
-1 DRM vs gun hits Very Low – 48”
A/C, Kerry x 2, Bombs x2
Misc. Fixed Wing Low 6+ save vs missile hits Low or Medium - Any
or rocket pod x 2
Takes 1 move to Low – Any
Transport Helo Low/Very Low Mi-17 rocket pod x 4
embark/disembark Very Low – 48”
GROUND ATTACK: D6 SCORE REQUIRED TO HIT:
Armour Class of target – D6 score required for hit
Weapon
A B C D E F
A/Cannon x 1D6 - 6 5 4 3 3
Multi A/C x 2D6 - 6 5 4 3 2
Bombs 6 6 5 5 4 3
Kerry/Maverick* 5 4 3 3 3 2
Rocket pod – 2D6 - 6 5 4 3 2
TOW/AT-5/HOT/SS-11 5 4 3 2 2 2
* May be directed by laser designator, +1 to hit. It cannot take any other action during that turn.

D6 SCORE REQUIRED TO DAMAGE:


WEAPON DAMAGE RESULT
LIGHT HEAVY DESTROYED
ALL vs Armoured targets D6 roll
1 2,3 4,5,6
WEAPON HE EFFECT/EFFECT ON INFANTRY FIRE TABLE
A/C (multi barrel AC rolls twice) 8 points Table 4
Bombs 12 points Table 5
Kerry/Maverick 15 points Table 5
Rocket pod (roll twice) 10 points Table 4

6) GROUND TO AIR COMBAT

OBSERVATION & SPOTTING


Air assets (with the exception of helicopters) are observed automatically by any Anti-aircraft weapon system.

ANTI-AIRCRAFT FIRE: D10 SCORE REQUIRED TO HIT:


Weapon Target altitude Range Driven off Shot down
Low/
AA HMG/Autocannon 30” 8 9,0
Very Low
Low/
Multiple Autocannon 30” 5,6,7 8,9,0
Very Low
Low/
Shoulder Launch SAM 36” 7,8 9,0
Very Low
Roland/Sidewinder/Rapier/
Low/Medium Any 5,6,7 8,9,0
SA-6/8/9 equiv.

Special Artillery Munitions:


Chemical Rounds: Deploys a 4” round hazard zone. Any units in the hazard zone suffer -1 DRM to attack rolls, -1 to Moral
rolls and half movement.
RAAM (Remote Anti-Armor Munition): Deploys a 4”x4” ‘Marked’ minefield (NATO only).
ICM (Improved Conventional Munition): +1 DRM against AFVs (NATO only).
Napalm: +1DRM against infantry

*Special Artillery Munitions should be restricted to one round of each per gun.
NATO Mechanized Battle Groups:
An armoured battlegroup can be made by replacing a
mechanized company with a tank squadron and placing a Tank
in the BHQ

Belgian Mechanized Infantry Battle Group:


BHQ:
 AMX-13 or M75 APC
 CO + RO (2 figs)
 60mm Mortar (2 figs)
 MMG (2 figs)
2-3 Mechanized Infantry Companies:
 AMX-13, M113 or M75 APC
 8 Figs with RL-83 MAW and LMG
Canadian Mechanized Battle Group:
Support Company:
 2 x Jagdpanzer Kanone 90mm BHQ:
 Or M75 with 2 x Milan ATGW (2 figs)  M577
 Unimog with towed 4.2” Mortar (3 figs)  CO+ RO (2 figs)
 Unimog with towed M163 Vulcan (3 figs)  Blowpipe Team (2 figs)
Recee Troop: 3-4 Mechanized Infantry Companies:
 Scimitar or Scorpion
 M113
Tank Squadrons each with:  8 Figs with Carl Gustav and LAW
 3 x Leopard 1, M41 or M47
Support Company:
2 Artillery Batteries:
 M125 with 81mm Mortar (3 figs)
 2 x M108 or M109
 3 x M150 with TOW (3 figs ea)
 Spartan Recee APC with Forward Observer
 Lynx with 2 Figs and Carl Gustav
British Mechanized Infantry Battle Group:  M113 with 60mm Mortar (2 figs) and MMG (2 figs)

Tank Squadron:
BHQ:
 FV432  4 x Leopard 1A3
 CO + RO (2 figs) 2 Artillery Batteries:
 50mm Mortar (2 figs)
 2 x M109
 Blowpipe (2 figs)
 MMG (2 figs)  M113 with Forward Observer

2-3 Mechanized Infantry Companies:


 FV432
 8 Figs with Carl Gustav and LMG
Support Company:
 FV432 with 2 x Milan Teams (2 figs ea)
 FV432 with 81mm Mortar (3 figs)
 Scimitar
* Can be replaced with 2 x Striker ATGW
Tank Squadrons each with:
 3 x Chieftain/Challenger 1
Recee Troop:
 Scimitar and Scorpion
2 Artillery Batteries:
 2 x Abbot or M109
 FV432 with Forward Observer
Danish Mechanized Battle Group:
BHQ:
 M113
 CO + RO (2 figs), RedeyeTeam (2 figs)
 MMG (2 figs)

2 Mechanized Infantry Companies:


 M113
 8 Figs with Carl Gustav

1 Motorized Infantry Company:


 2 Landrovers
 8 Figs with Carl Gustav

Support Company:
 Unimog with 120mm Mortar (4 figs) French Mechanized Battle Group:
 M125 with 81mm Mortar (3 figs)
BHQ:
 2 x M150 with TOW (3 figs)
 AMX-10P
 Landrover Recee with 2 figs and Carl Gustav  CO + RO (2 figs)
 MMG (2 figs)
Tank Squadron:
 3 x Leopard 1A3 or Centurion 5/2 2 Mechanized Infantry Companies:
 AMX-10P
2 Artillery Batteries:
 8 Figs with Carl Gustav and LAW
 2 x M109
 M113 with Forward Observer 2 Armoured Companies:
 3 x AMX-30Bs
Dutch Mechanized Battle Group
Support Company:
 AMX-10P with 2 x Milan Teams (2 figs ea)
BHQ:
 AMX-10P with 120mm Mortar
 YPR765 PRI 25 or YP-408
 CO + RO (2 figs) Recee Platoon
 Dragon MAW (2 figs)  AML-60
 MMG (2 figs)
2 Artillery Batteries:
3 Mechanized Infantry Companies:  2 x GCT 155mm SP
 YPR765 PRI 25 or YP-408  AMX-10P with Forward Observer
 8 Figures with Carl Gustav

Support Company:
 YPR-MT with Towed 120mm Mortar (4 figs)
 2 x YPR765 TOW or YP-408 TOW

Tank Company:
 3 x Centurion 5/2, Leopard 1 (or Leo 2 1985+)

Air Defense Platoon:


 1 x Gepard

Recee Platoon:
 YPR765 PRI 25 or YP-408 GSR

2 Artillery Batteries:
 2 x M109
 Landrover with Forward Observer
West German Mechanized Infantry Battle Group: US Armored Cavalry Squadron:

BHQ: BHQ:
 Marder 1 or M577  M113
 CO + RO,  CO+ RO (2 figs)
 PzF 44 (2 fig)  Stinger team (2 figs)
 Stinger (2 figs)  MMG (2 figs)
2-3 Mechanized Infantry Companies: 1-2 Armored Cavalry Troop
 Marder 1 or M113  M113 ACAV (M3 Bradley 1984)
 8 Figs with Pzf 44 and LMG
 8 Figs with Dragon and LAW
Support Company:
 2 x M113 with 2 x Milan Teams (2 figs ea) 1-2 Armored Cavalry Tank Troop:
 M106 with 120mm Mortar (3 figs)  2 x M60A3 or M1 (105mm)

Tank Squadrons each with: Support Troop:


 3 x Leopard 2A1, Leopard 1A3, Leopard 1,  M106 with 120mm Mortar (3 figs)
or M48A2G2 (Territorial)
Reconnaissance Platoon:
Air Defense Platoon
 1 x M113 ACAV / M3 Bradley (1984)
 1 x Gepard
Recee Platoon Artillery Battery:
 1 x Luchs  2 x M109
 M981 FIST-V Forward Observer
2 Artillery Batteries:
 2 x M109
 M113 with Forward Observer

US Mechanized Battle Group (H-Series):

BHQ:
 M577
 CO+ RO (2 figs)
 Stinger team (2 figs)
 MMG (2 figs)
 M113 / M2 Bradley (1984)

3 Mechanized Infantry Companies (J-Series less 1 Company):


 M113 (M2 Bradley 1984)
 8 Figs with Dragon and LAW
NATO Divisional/Corps Assets:
Support Company: NATO battle groups could call on a multitude of assets from
 M106 with 120mm Mortar (3 figs) various sources, both National and allied. Below are some
 2x M901 with TOW examples.

Tank Squadron: Heavy Artillery Battery


 3 x M60A1/A3 or M1 (105mm)  2 x M110 203mm Howitzers
Attack Helicopter Flight
Reconnaissance Platoon:
 1 x AH-1 Lynx or Cobra or PAH-1
 M113 ACAV / M3 Bradley (1984)
Recon Helicopter Flight
Artillery Battery:  1 x Gazelle or Kiowa with FO
 2 x M109
Anti-Aircraft Battery
 M981 FIST-V Forward Observer  2 x Rapier/Gepard/Vulcan/Chaparral/Hawk
Transport Helicopter Flight
 2 x CH-47 Chinooks or 4 x UH-1s
NATO Airborne Battle Groups:
Reconnaissance Platoon:
 4 Figs with Pzf 44
US Air Assault Battle Group:
Pioneer Platoon:
BHQ:  4 figs with PzF44
 M151 Jeep
Transport:
 CO+ RO (2 figs)
 2 x CH-47
 M151 Jeep
 Stinger team (2 figs)  3 x UH-1D
 MMG (2 figs)
*KraKa is a soft skin transport
3 Airborne Infantry Companies:
 8 Figs with Dragon, LAW and LMG
British Airborne Battle Group:
Support Company:
 M151 Jeep with 81mm Mortar (3 figs) BHQ:
 2x M151 Jeeps with TOW  Landrover
o CO + RO (2 figs)
Reconnaissance Platoon:  50mm Mortar (2 figs)
 M151 Jeep (4 figs)  Blowpipe (2 figs)

3** Infantry Companies:


Airborne Tank Squadron:
 8 Figs with Carl Gustav and LMG
 3 x M551 Sheridans
Support Company:
Attack Helicopter Flight
 1 x AH-1 Cobra  2 x Landrover with Milan (2 figs ea)
or 2 x 120mm Wombat RR (2 figs ea)
Artillery Battery:  Landrover with 81mm Mortar (3 figs)
 2 x M102 Howitzers (4/HE 12 pts, Table 4)  Landrover with MMG (3 figs)
 2 x M151 Jeeps
 M151 with FO (2 figs) Recee Platoon:
 Landrover with 4 Figs and Carl Gustav
Transport:
 2 x CH-47 Medium Recee Squadron:
 3 x UH-60  1 x Scimitar
 1 x Scorpion

Attack Helicopter Flight


West German Fallschirmjager Battle Group:
 Gazelle AH Mk1 or Lynx AH-1 (TOW)

BHQ: Artillery Batter:


 2 x KraKa  2 x L118 105mm Howitzers (4/HE 12 pts, Table 4)
o CO + RO,
 2 x Landrovers
o PzF 44 (2 fig)
o Stinger (2 figs)  Landrover with FO (2 figs)

2 Fallschirmjager Companies: Transport:


 8 Figs with Carl Gustav and LMG  3 x CH-47
 KraKa with Milan (2 figs)  3 x Wessex, Lynx, or Puma
2 Anti-Tank Companies:
 2 x Wiesels or KraKa with TOW **Para Battle groups would have 4 Infantry Companies
 2x Wiesels or KraKa with 20mm

Mortar Battery:
 120mm Mortar (4 figs) towed by a KraKa
Tank Squadron:
Berlin Brigade Battlegroups:
 3 x M60A1/A3 or M1A1 (1989+)
British Berlin Brigade Battlegroup Reconnaissance Platoon:
 M151 Mutt (1984) or M998 HMMWV (1985+)
Battalion HQ:
 FV432  4 Figs with LAW
 CO + RO (2 figs)
Artillery Battery:
 50mm Mortar (2 figs)
 2 x M109
 Javelin or Blowpipe (2 figs)
 MMG (2 figs)  M981 FIST-V Forward Observer

3 Mechanized Infantry Companies:


Combat Engineer Platoon:
 FV432 (one company with FV432 (30mm)
 M113
 8 Figs with Carl Gustav and LMG
 4 Figs with LAW
Support Company:
 FV432 with 2 x Milan Teams (2 figs ea) Air Defence Battery
 FV432 with 81mm Mortar (3 figs)  M163 Vulcan
 Ferret
Armoured Squadron:
 3 x Chieftain French Berlin Garrison Battle Group:
Recee Troop:
 Fox A/C BHQ:
 FV432 (30mm)  VAB APC
 CO + RO (2 figs)
Engineer Troop:  MMG (2 figs)
 FV432
 8 Figs with Carl Gustav and LMG 4 Infantry Companies:
 VAB APC
2 Artillery Batteries:
 8 Figs with Carl Gustav and LAW
 2 x Abbot
 FV432 with Forward Observer Armoured Company:
 3 x AMX-30Bs
Option: Field as a light battalion without AFVs, and with 2
Landrovers per company. Support Company:
 VAB APC with 2 x Milan Teams (2 figs ea)
 VAB APC with 120mm Mortar
US 199th Infantry Battle Group:
Reconnaissance Platoon:
BHQ:  M201 Jeep
 CO+ RO (2 figs)  4 Figs with LAW
 Stinger team (2 figs)
2 Artillery Batteries:
 MMG (2 figs)
 2 x M151 Mutt (1984) or M998 HMMWV (1985+)  2 x GCT 155mm SP
 VAB with Forward Observer
3-4 Light Infantry Companies:
 8 Figs with Dragon and LAW
Anti-Aircraft Platoon:
 2 x M151 Mutt (1984) or M998 HMMWV (1985+)
 M201 Jeep
Support Company:  2 Figs with LAD
 M106 with 120mm Mortar (3 figs)
 M125 with 81mm Mortar (3 figs)

Anti-Tank Company
 3 x M901 with TOW
Soviet Battle Group (MRR):
A Motor Rifle Regiment will typically attack across a 3-8 Km
width. The Regiment is broken down into two battle groups,
the Advance Guard and the Main Body. The Advance Guard’s
main objective is to contact the enemy in a meeting
engagement, while the Main Body’s object is to break through
and continue the forward momentum. This contact will last
one hour or more before the main body of the Regiment is
committed to the attack.

Advance Guard (MRR):

BHQ:
1 Company
 BMP/BTR
 CO+6 figs with RPG and LMG
2 Companies Main Body (MRR):
 BMP/BTR
 7 Figs with RPG and LMG Regiment HQ:
 BMP/BTR
Support Company: o CO+RO
 MTLB/GAZ-66 with 120mm mortar (4 figs) o SA/7 (2 fig)
 BMP/BTR
Tank Company: o AGL (3 fig)
 3 x T-55/T-62/T-64/T-72/T-80 o MMG (2 figs)
 BRDM-2
SP Artillery Battery:  Radio Vehicle (Zil-157 or MTLB)
 2S1 GVOZDIKA (D-30 Howitzer in a BTR Regiment)
2 x Motor Rifle Battalion (BTR or BMP):
Recon Platoon:
 BRDM-2 BHQ Company
o BMP/BTR
Anti-Tank Platoon: o CO+6 figs with RPG and LMG
 BRDM-2 AT 2 Companies
o BMP/BTR
Anti-Aircraft Platoon: o 7 Figs with RPG and LMG
 1 x ZSU-23-4
Support Company:
o MTLB/GAZ-66 with 120mm mortar (4 figs)

Tank Battalion (-):


 3 x T-55/T-62/T-64/T-72/T-80
 3 x T-55/T-62/T-64/T-72/T-80

122mm Artillery Regiment (-):


 MTLB or BRDM-2U (Forward Observer)
 2 x 2S1 GVOZDIKA (D-30 Howitzer in a BTR Regiment)

AA Battery:
 BRDM-2/SA-9

Anti-Tank Platoon:
 BRDM-2 AT

Engineer Company
 BTR with 8 figs
 Bridging Unit
Soviet Battle Group (TR): AA Battery (-):
A Tank Regiment will also typically attack across a 3-8 Km
 BRDM-2/SA-9
width. As with the MRR, the Tank Regiment is broken down
into two battle groups, the Advance Guard and the Main Body.
Engineer Company
The Advance Guard’s main objective is to contact the enemy in
 BTR with 8 figs
a meeting engagement, while the Main Body’s objective is to
 Bridging Unit
break through and continue the advance forward. Like the
MRR, this contact will last one hour or more before the main
body of the Regiment is committed to the attack. Independent Tank Battalion:
Motor Rifle Divisions had their own Independent Tank
Battalion that was not attached to a MRR. These battalions
Advance Guard (TR): were tasked with exploiting a break through or supporting the
other regiments.
BHQ:
 Tank with CO BHQ Company:
 BRDM-2U with FO (2 crew)  1 x MBT with CO,
 1 x MBT
3 Companies:
 2 x T-55/T-62/T-64/T-72/T-80 3-4 Companies:
 2 x MBT ea T-55/T-62/T-64/T-72/T-80
Motor Rifle Company
 BMP/BTR
 7 Figs with a RPG and a RPK
Soviet Independent Air Assault Battalion:
Each Soviet Combined Arms Army in forward deployment
SP Artillery Battery:
areas included an Air Assault Battalion.
 1 x 2S1 GVOZDIKA

Recon Platoon: BMD Company:


 1 x BRDM-2  BMD-1
 CO+5 figs with RPG and LMG
Anti-Aircraft Platoon: 2 Parachute Companies
 1 x ZSU-23-4  7 Figs with RPG and LMG

Support Company:
Main Body (TR):  82mm Mortar with 3 figs
 SA-7 with 2 figs
Regiment HQ:  AGL with 3 figs
 Tank with CO
 Radio Vehicle (Zil-157 or MTLB) AT Platoon:
 BRDM-2  AT-4 with 2 figs
 SPG-9 with 3 figs
2 Tank Battalions:
3 Tank Companies Recon Platoon:
o 2 x T-55/T-62/T-64/T-72/T-80  BRDM-2

1 x Motor Rifle Battalion (-) Anti-Aircraft Platoon: (attached from Regiment)


BHQ Company:  1 x BMD or GAZ mounted ZSU-23
o BMP with CO + RO Transport:
o 5 figs with RPG and LMG  3 x Mi-8 Hips
1 Company:
o BMP
o 7 Figs with RPG and LMG
Support Company: Soviet Tank Notes:
o GAZ-66/MTLB with 120mm mortar (4 figs)
 Typically, Soviet tank units in the Northern Group of
122mm Artillery Regiment (-): Forces will be equipped with T-80s, T-64s and T-62s
 MTLB or BRDM-2U (Radio Vehicle)  Soviet Tank units in the Central Group of Forces will be
 2 x 2S1 GVOZDIKA equipped with T-72s, and T-62s.
Warsaw Pact Members:
East German Panzer Regiment:
Warsaw pact forces followed Soviet doctrine in regards to
deployment and force organization. The following units can be Regiment HQ:
substituted into the previous soviet organizations.  Tank with CO
 Radio Vehicle (Zil-157 or BTR-50)
East German Motor Rifle Regiment:
3 Tank Battalions:
Regiment HQ: 3 Tank Companies
 BMP-1/BTR-60 PU/BTR-50 PU o 2 x T-54*/T-55/T-72
o CO+RO
o SA/7 (2 fig) 1 x Motor Rifle Battalion
 BMP-1/BTR-60/BTR-50 BHQ Company:
o AGL (3 fig) o BMP-1 with CO + RO
o AT-3 Sagger (2 figs) (not in BMP battalions) o 5 figs with RPG and LMG
 Radio Vehicle (Zil-157 or BTR-50) 2 Companies:
o BMP-1
3 x Motor Rifle Battalion (BTR or BMP): o 7 Figs with RPG and LMG
Support Company:
BHQ Company o GAZ-66/MTLB with 120mm mortar (4 figs)
o BMP-1/BTR-60/BTR-50
o CO+6 figs with RPG and LMG 122mm Artillery Regiment (-):
2 Companies  BTR-50/60 TACP (Forward Observer)
o BMP-1/BTR-60/BTR-50  2 x 2S1 GVOZDIKA (D-30 Howitzer in a BTR Regiment)
o 7 Figs with RPG and LMG
Reconnaissance Company:
Support Company:  PT-76/BMP-1
o GAZ-66 with 120mm mortar (4 figs)  BRDM-1/2

Panzer Battalion: AA Battery:


 3 x T-54*/T-55/T-72  SA-9
 3 x T-54*/T-55/T-72  ZSU-57/ZSU-23-4
 3 x T-54*/T-55/T-72
Anti-Tank Platoon:
122mm Artillery Regiment (-):  BRDM-1 AT/BRDM-2 AT
 BTR-50/60 TACP (Forward Observer)
 2 x 2S1 GVOZDIKA (D-30 Howitzer in a BTR Regiment) Engineer Company
 BTR-50/BTR-60 with 8 figs
Reconnaissance Company:  Bridging Unit (MTU-54)
 PT-76/BMP-1
 BRDM-1/2

AA Battery:
 SA-9
 ZSU-57/ZSU-23-4

Anti-Tank Platoon:
 BRDM-1 AT/BRDM-2 AT

Engineer Company
 BTR-50/BTR-60 with 8 figs
 Bridging Unit (MTU-54)

* Use stats for the T-55 when fielding the T-54


Czechoslovakian and Polish Forces: Czechoslovakian/Polish Tank Regiment:
During the course of the Cold War, Poland and Czechoslovakia
participated in joint development programs for both tracked Regiment HQ:
and wheeled APCs. As such they were equipped similarly in  Tank with CO
many respects. The Polish designation for the tracked OT-62  Radio Vehicle (Zil-157 or OT-62)
was the TOPAS and the wheeled OT-64 was known as the SKOT.
3 Tank Battalions:
Czechoslovakian /Polish Motor Rifle Regiment: 3 Tank Companies
o 2 x T-54*/T-55/T-72
Regiment HQ:
1 x Motor Rifle Battalion
 OT-62/OT-64/BMP-1
BHQ Company:
o CO+RO
o OT-62/BMP-1
o SA/7 (2 fig)
 OT-62/OT-64/BMP-1 o with CO + RO
o AGL (3 fig) o 5 figs with RPG and LMG
o AT-3 Sagger (2 figs) 2 Companies:
 Radio Vehicle (Zil-157 or OT-62) o OT-62/BMP-1
o 7 Figs with RPG and LMG
3 x Motor Rifle Battalion (Wheeled or Tracked): Support Company:
o GAZ-66/MTLB with 120mm mortar (4 figs)
BHQ Company
o OT-62/OT-64/BMP-1 122mm Artillery Regiment (-):
 OT-65 DP (Forward Observer)
o CO+6 figs with RPG and LMG
 2 x 2S1 GVOZDIKA (D-30 Howitzer in a BTR Regiment)
2 Companies
o OT-62/OT-64/BMP-1
Reconnaissance Company:
o 7 Figs with RPG and LMG
 PT-76/BMP-1
 BRDM-1/2
Support Company:
o GAZ-66 with 120mm mortar (4 figs)
AA Battery:
 SA-9
Panzer Battalion:
 M53/59 Twin 30mm (use stats for ZSU-57)
 3 x T-54*/T-55/T-72
 3 x T-54*/T-55/T-72
Anti-Tank Platoon:
 3 x T-54*/T-55/T-72
 BRDM-1 AT/BRDM-2 AT
122mm Artillery Regiment (-):
Engineer Company
 OT-65 DP (Forward Observer)
 BTR-50/BTR-60 with 8 figs
 2 x 2S1 GVOZDIKA (D-30 Howitzer in a BTR Regiment)
 Bridging Unit (MTU-54)
Reconnaissance Company:
 OT-65
 PT-76 WARSAW Pact Divisional Assets:
A Soviet division could also call upon various divisional assets
AA Battery: to support an attack. These include:
 SA-9
 M53/59 Twin 30mm (Czech)** Attack Helicopter Flight:
or  1 x Mi-24
 ZSU-23-4 (Polish) Transport Helicopter Flight
 2 x Mi-8/17
Anti-Tank Platoon:
 BRDM-1 AT/BRDM-2 AT 152mm Artillery Battalion:
 3 x SAU-152
Engineer Company
122mm Artillery Battalion:
 OT-62/OT-64
 3 x 2S1 GVOZDIKA
 Bridging Unit (MTU-54)
Multiple Rocket Launcher Battalion:
*The Polish also used the T-54 ** Use Stats for the ZSU-57  3 x BM-21s
Scenarios
The following are four generic scenarios that can involve any Break Through:
nationality of the NATO or WARSAW pact forces. You can piece The Soviet steamroller continues its advance towards the
them together to create a campaign. Rhine. Now a key bridge must be seized and held.

Delaying Action: Forces involved:


NATO forces have been tasked with slowing down the  NATO Battlegroup
WARSAW pact advance by conducting a fighting withdraw. o 2 Air Support Assets
 WARSAW pact Air Assault Battalion
Forces involved:  Tank Regiment Advanced Guard
 NATO Battlegroup o 1 Divisional Asset
 WARSAW pact Motor Rifle Regiment
o 1 Air Support Asset NATO Objective:
o 1 Divisional Asset  Retake and hold the bridge

NATO Objective: WARSAW Objective:


 Inflict 50% casualties on the Soviets while not taking  hold the bridge until at least 1 Company of the Tank
more than 50% to your own. Regiment crosses it

WARSAW Objective: Special Rules:


 Exit at least 50% off the NATO side of the table. Place a river running north to south approximately 2/3rds
across the table from which the WARSAW Tank regiment will
deploy. In the center should be a bridge with a village
Holding Action: immediately east of it.
NATO forces have been tasked with holding the line until NATO forces can deploy one company in the village while the
reserves can ready for a counter attack. The Communists must rest of the Battle group can deploy from the north or south.
punch a hole through the line for the advance to continue.

Forces involved: Counter Attack:


 NATO Battlegroup The Soviet army is at a critical level as NATO air strikes and
o 1 Divisional Asset Special Forces have cut their supply lines and disrupted their
 WARSAW pact Tank or Motor Rifle Regiment command and control. NATO launches a counter attack in an
o 1 Air Support Asset attempt to stabilize the situation. In an attempt to end the war
NATO Objective: and demonstrate their resolve, the Soviets are upping the
 Hold at least 2 out of 3 objectives stakes by launching a nuclear tipped SCUD at western city.
Forces involved:
WARSAW Objective:
 2 NATO Battlegroups
 Capture at least 2 out of 3 objectives
o 1 Air Support Asset, 1 Divisional Asset
 WARSAW pact Motor Rifle Regiment
o 1 Divisional Asset

NATO Objective:
 Destroy at least 50% of the WARSAW pact forces and
prevent the SCUD from launching.

WARSAW Objective:
 Hold and until the SCUD can launch on turn 9.
Special Rules:
On turn 7, a SCUD launcher arrives on the WARSAW pact side
of the table and On Turn 9 launches its nuclear payload. The
Launcher has an armor rating of ‘F’ and moves 12” per turn.
The Battle for Blickheim Ridge
Forward
The following is a Cold War Brigade level scenario based for use with the fan made ‘Able Archer’ adaptation of the Rapid
Fire! Wargame rules by Colin Rumford and Richard Marsh.

You can purchase a copy of Rapid Fire! at www.rapid-fire-uk.com.

Background
This is a fictional battle that is taken from the Canadian army training manual,
published as ``First Clash'' by Kenneth Macksey ISBN 0-85368-736-6

The day after the out-break of war between NATO and the Warsaw Pact on 24th
June 3th Royal Canadian Regiment, part of 4th Canadian Mechanized Brigade
Group, are deployed to the area around Blickheim. Their mission is to set up a
defense over a 6km frontage and deny access to the Buhl plateau, to the west, for
at least 48 hours from 1500 on 25th June. To their north is the 52nd US
Mechanized Brigade, to their south the rest of 4CMB.

At 1515 leading reconnaissance elements of the 1st Guards Tank Division make
contact with the Canadian screening forces.

Game Map

The battle is played out on a 8’ x 6’ map as seen below. Gaps between the red flags indicate the paths through the
minefield.

Victory Conditions
The side with the most victory points wins. The game ends when one side suffers 66% or more casualties.
 Favorite is worth 1 Victory Point
 Blickheim is worth 2 Victory Points
 Iffezheim is worth 3 Victory Points
Fog of War Cards
At the beginning of each turn each side gets to draw a Fog of War card to use in this turn or on a future turn (see last page).

The Wargame
th st
The 290 MRR has been tasked with seizing the ridge line west of Blickheim and opening a gap for the tanks of the 1
Guards Division to exploit the Buhl plateau beyond.

3 RCR Battlegroup (LCol D. Tinker)

BHQ
 M577
 CO+ RO (2 figs)
 Blowpipe Team (2 figs)
 30 cal MMG (2 figs)

3 Mechanized Infantry Companies


 M113 with HMG
 8 Figs with Carl Gustav and LAW

1 Engineer Company
 M113 with HMG
 8 Figs with Carl Gustav and LAW
 Taurus ARV

Support Company
 M125 with 81mm Mortar (3 figs)
 2 x M150 with TOW (3 figs ea)
 Lynx Recce

B Squadron RCD: (Maj. Linkman)


 4 x Leopard 1A3

Artillery Regiment (-) (Direct Support)


 2 x M109
 Observer team in M113

Special Rules

 All Canadian units should initially not be deployed on table. Use the markers rule 2.13 – 2.19 on pg 34.
 The Canadian battle group may deploy anywhere west of the ridge line, and in the village of Blickheim.
 All of the Canadian units may be entrenched
 TOW launcher may be dismounted from M113s and crewed by 2 figures.
 HMGs from mechanized company M113s may be dismounted, crewed by 3 infantry figures from that company.
 Canadian and American artillery have one found of ICM and RAAM per gun.
290th Soviet Motorized Rifle Regiment Main Body
(Col V. Oblensky)
Regiment HQ
 BMP-1PK
Advanced Guard o CO+RO
o SA/7 (2 fig)
HQ Company o AGL (3 fig)
 BMP-1  BRDM-2
 CO+6 figs with RPG and LMG  Radio Vehicle (Zil-157 or MTLB)

2 BMP Companies 2 x Motor Rifle Battalion


 BMP-1 1 Company
 7 Figs with RPG and LMG o BMP-1
o CO+6 figs with RPG and LMG
Support Company 2 Companies
 MTLB with 120mm mortar (4 figs) o BMP-1
o 7 Figs with RPG and LMG
Tank Company Support Company
 3 x T-72s o MTLB with 120mm mortar (4 figs)

SP Artillery Battery Tank Battalion (-)


 2S1 GVOZDIKA  3 x T-72s
 3 x T-72s
Recon Platoon
 BRDM-2 122mm Artillery Regiment (-)
 BRDM-2U with FO
Anti-Aircraft Platoon  2 x 2S1 GVOZDIKA
 1 x ZSU-23-4
AA Battery
Air Reconnaissance  SA-9
 Mi-1/2 Air Observation with OP
Anti-Tank Company
 2 x BRDM-2 AT

Special Rules


th
The 290 MRR Advance Guard arrives on Turn 1.
 The Advanced Guard can deploy anywhere east
of the minefield

th
The 290 MRR Main Body arrives on Turn 3.
 Soviet forces enter through one of two
pathways cut through the minefield that runs
along the east side of the table.
 The Soviets have one round of pre-arranged GSF
from a Battalion of 3 x 122mm 2S1s and a
battalion of 6 x 152mm 2S3s.
 The Soviets can also call down smoke screens
from the existing DSF and GSF, two rounds per
gun.
Larger Game
If you wish to expand the game, you can include the following units.

3rd Battalion 301st Tank Regiment

BHQ:
 T-72 with CO
 BRDM-2U with FO (2 crew)

3 Companies:
 2 x T-72 each

Special Rules

st
The 301 arrives on the soviet edge of the table
on Turn 6

Royal Canadian Dragoons Combat Team

BHQ:
 Leopard C1 with Plow
 Lynx Recce

C Squadron:
 4 x Leopard C1

Mechanized Infantry Company (22e and 3RCR)


 M113 with HMG
 8 Figs with Carl Gustav and LAW

444 Tactical Air Wing


 CH-136 Kiowa recce with OP team of 2
 AH-1 Cobra

Special Rules
 The RCD combat team arrives on the south western edge of the table on turn 9

Optional Rules

Engineers:
Give each side a company of engineers in an APC, fit one of their tanks with a mine plow and eliminate the gaps in the mine field.

Supply:
Use the supply rules 11.1 and 11.2 in the Rapid Fire Rule book on pg. 70 and give the Soviet side two supply trucks, and the
Canadians one supply truck or APC.

Night Fighting:
Turns one to 4 occur at night. Use the night fighting rules 20.14 on pg. 115 of the Rapid Fire Rule book.
RAPID FIRE! ABLE ARCHER PLAYSHEET
1. MORALE TESTS
INFANTRY UNITS INDEPENDENT AFVs AND IDF AND ATTACKS BY AIRCRAFT
ARMOURED UNITS Test:
TEST: TEST: When fired at by 80mm + IDF / aircraft
When the Company is at half strength When an AFV is heavily damage / destroyed
D6 MODIFIERS:
-1 If unit is poor
D6 MODIFIERS: D6 MODIFIERS: +1 If unit is elite
-1 If Battalion/ Regiment CO is casualty -1 For each heavily damaged / +1 Infantry / gunners in hard cover
-1 If unit is poor destroyed AFV in unit
-1 Unsupported RESULTS:
-1 Within 12” of enemy they can see 4 or more No effect
-1 Under artillery fire in hard cover 3 or less Suppressed
-1 For each consecutive test -1 If unit is poor
+1 If unit is elite -1 If unit is elite
+1 If over 50% of survivors are in hard INFANTRY IN THE OPEN
cover RESULTS: Test:
+2 All survivors are in defenses 3 or more No effect When unsupported within 12” of enemy AFV
2 or 1 No offensive action D6 MODIFIERS:
RESULTS: 0 Retire two moves -1 If unit is poor
4 or more No Effect -1 or less Surrender / rout +1 If unit is elite
3 No offensive action
RESULTS:
2 Pinned down 4 or more No effect
1 or less Surrender / rout 3 or less Suppressed

2. OBSERVATION 3. SMOKE
Chance Test
Target Automatic 5 or 6 needed to hit with smoke round and position marker, else
Soft: 5 or 6 / Hard: 6
scatters 1-6”
Artillery OP

Artillery OP

Fired
Normal
Normal

Recce

Recce

last 4. HEROIC ACTION


Move?
For unsupported AFVs to approach observed infantry, or infantry
to break cover to attack an AFV:
Infantry, support
No 36” 42” 48” Elite unit: 5 or 6 / regular unit 6 / poor unit cannon do this
weapons and AT
guns up to 75mm
in the open Yes 48” 54” 60”
5 AND 9. MOVEMENT
Other targets in CROSS
No 48” 54” 60” CATEGORY ROAD
the open COUNTRY
Infantry 9” 6”
Yes 60” 66” 72”
Manhandled wheeled guns 6” 3”
Infantry, support Cars 30” 9”
weapons and AT No 6” 12” 18” 6-12” 12-18” 18-24”
guns up to 75mm Jeeps, etc 30” 18”
in cover Yes 36” 42” 48” Light trucks, ACs, APCs, motorcycles 30” 15”
Other targets in Other trucks and prime movers 24” 12”
cover No 12” 18” 24” 12-24” 18-30” 24-36”
Slow tracked vehicles 18” 9”
Yes 48” 54” 60” Medium tracked vehicles 24” 12”
Fast tracked vehicles 30” 15”
Infantry, support
weapons in ruins No 6” 12” 18” 6-12” 12-18” 18-24” MOVEMENT PENALTIES / RESTRICTIONS
 To move at road speed an element must spend its entire turn
Yes 36” 42” 48” on a road
 Subtract 1 x D6 throw for each linear obstacle, or per turn, for
Infantry, support No automatic continuous obstacles such as woods and hills
weapons in intact No 0-12” 0-18” 0-24”
observation  Infantry crawl a maximum of 3” per turn
buildings  Subtract 6” for vehicle movement for embussing/debussing,
Yes 36” 42” 48” limbering/unlimbering
 Subtract a further 6” if limbered / unlimbered gun fires
Dummy markers 12” 18” 24” 12-24” 18-30” 24-36”  Infantry movement through built up area is maximum of 6”
 Debussing / dismounting troops may move 3” and fire at
short range only
SHORT RANGE => Hard cover Soft cover open
6 AND 8. FIRING MEDIUM RANGE => Hard cover Soft cover open
LONG RANGE => Hard cover Soft cover open
Dice Throw = 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6 1 2 3 4 5 6
Points = 1 1 1 1
SMALL ARMS 2 1 1 1 1
Medium /

3 1 1 1 1 1 2
Target

Short

Long

4 1 1 1 1 2 1 1 1 2
5 1 1 1 1 1 1 2 1 1 2 2 2
Figs Figs
Elite
+3 +2 6 1 1 1 1 1 2 1 1 1 2 1 1 2 2 3
Figs Figs 7 1 1 1 1 1 1 2 1 1 1 2 1 1 2 3 3
Reg.
+2 +1
8 1 1 1 1 2 1 1 2 2 1 1 1 2 3 1 2 2 3 4
Figs
Poor Figs 9 1 1 1 1 1 2 1 1 2 2 1 1 2 2 3 1 2 2 3 4
+1
10 1 1 2 1 1 1 2 1 1 2 2 3 1 2 2 3 3 1 2 3 4 4
7. Close Assault 11 1 1 2 1 1 1 2 2 1 1 2 2 3 1 2 2 3 4 1 3 3 4 5
*Attackers figs +D6
12 1 1 2 1 1 1 2 3 1 1 2 2 3 1 2 3 4 4 2 3 3 4 5
*Defenders figs +D6
D10 if in hard cover 13 1 1 2 1 1 1 2 3 1 2 2 3 3 2 3 3 4 5 1 2 3 4 5 6
Elite +1 / Poor -1 14 1 1 2 2 1 1 2 3 3 1 2 2 3 4 2 3 4 5 5 1 2 3 4 5 6
Difference=casualties
15 1 2 2 3 1 2 2 3 4 1 3 3 3 4 2 3 4 5 6 1 2 4 5 6 7
(max 3 on loser and 1
on winner) Table 1 Table 2 Table 3 Table 4 Table 5

MACHINE GUNS AND AUTOCANNON VALUES RANGES SHORT MEDIUM LONG


Weapon Small Arms Points Value Small arms firing group 0-6” 6-14” 14-24”
Minimum AT Gun
Ground Vehicle Mounted
Crew Class Most MGs / Autocannon 0-6” 6-16” 16-30”
Mounted Stationary Moving
Single LMG*/VMG** 1 None 6* 6 4 Anti-tank guns 0-12” 12-30” 30-48”
Single MMG 2 None 8 8 6
Class 1 AT guns / ATGM 0-12” 12-36” 36-72”
Single HMG 2 7 10 10 6
Multiple VMG 2 None 8 8 6 Direct HE firing* 6 x 8” bands
20 -35mm autocannon # 2 6 8 8 8 IDF 120”
Multiple autocannon 2 6 15 15 10
Light mortars Minimum 3” Maximum 18”
* LMGs only fire as an individual weapon if they are emplaced or vehicle mounted
** Co-axial turret-mounted VMGs cannot fire in the same turn as the main gun Medium mortars Minimum 6” Maximum 48”
# If firing causes a crew casualty throw a further D6. 6 = weapon destroyed Heavy mortars Minimum 6” Maximum 60”

ACHIEVING AN EFFECTIVE HIT FROM AT FIRING TO HIT WITH IDF / MORTARS


Armour => A B C D E F Target Stationary Moving
Gun Class D6 Throw Needed for an Effective Hit
1 5 4 3 2 1 1 1st gun firing IDF or 1st mortar round 5 or 6 6
2 6 5 4 3 2 1
3 7 6 5 4 3 1 2nd / 3rd gun firing IDF of 2nd mortar round 4, 5 or 6 5 or 6
4 8 7 6 5 4 2
5 9 8 7 6 5 3 DAMAGE FROM AT HITS
6 - - 8 7 6 4 Range Damage to A to E targets F Class
Short / Medium 1 -2= light, 3-4 = heavy, 5-6 = destroyed
4,5 or 6 =
7 - - - - 6 4
Long destroyed
4 = light, 5 = heavy, 6 = destroyed
Modifiers 1,2 or 3 =
Class 1 Guns / ATGM 1 = light, 2-4 = heavy, 5- 6 = destroyed
-1 if target is in cover or hull down no effect
-1 DRM if target has composite armour vs ATGMs and HEAT rounds
-1 if target moved
-1 if firer moved and gun is not stabilized, does not apply to LAW/MAW GRENADES
-1 if firing ATGM (must be stationary to fire, but can move half max move Target D6 throw and effect
distance in Final move phase) 1 2 3 4, 5 or 6
-1 if long range (except MBTs with Laser Range finders and ATGMs) Figures* 1 casualty 2 casualties 3 casualties
+1 if short range
Soft-Skin No
+1 if firing at targets rear No effect Destroyed
vehicles effect
+1 if Elite Armoured Light
Heavy damage Destroyed
-1 if Poor (conscripts) vehicles damage
*If casualty is a crew figure throw a D6. 6 = weapon destroyed
VT-55 Air Strike Air Strike
Hurry up and wait
A VT-55 Tank recovery vehicle Close Air Support is available. Close Air Support is available.
More time to prepare and dig in.
arrives and repairs 2 light or 1 -1 DRM the next time the enemy
heavy damage marker. Tank rolls to damage one of your units
must be stationary for 1 turn.

WARSAW PACT NATO NATO WARSAW PACT

Fast Food! Capitalist Food is good!


Western Pop Rock VODKA!
Good thing the drive thru is still Happy meal taste good da!
A crate of Vodka has been found. open! Where is toy inside?
Crank up the tunes!
Reroll all your Morale checks Reroll all your Morale checks
next turn next turn +1 Morale for the next turn
+1 Morale for the next turn

NATO WARSAW PACT NATO WARSAW PACT


Attack Helicopter Attack Helicopter Artillery Barrage Artillery Barrage

A Mi-24 Hind appears in your An Attack helicopter appears in A Battalion of three 2S1 A Battalion of three BM-21s is
deployment zone. your deployment zone. Gvozdikas is available for IDF for available for IDF for one turn.
one turn.

WARSAW PACT NATO WARSAW PACT WARSAW PACT

Artillery Barrage
Artillery Barrage Counter Battery Fire Counter Battery Fire
Two batteries of M110s become
Two batteries of M109s become Corps/Division provides Counter Corps/Division provides Counter available for IDF for one turn.
available for IDF for one turn. Battery Fire for one turn only. Battery Fire for one turn only.

NATO WARSAW PACT NATO NATO

You might also like