Professional Documents
Culture Documents
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.
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
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.
*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
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
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+)
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)
BHQ:
M577
CO+ RO (2 figs)
Stinger team (2 figs)
MMG (2 figs)
M113 / M2 Bradley (1984)
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
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.
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)
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
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
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)
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.
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.
BHQ
M577
CO+ RO (2 figs)
Blowpipe Team (2 figs)
30 cal MMG (2 figs)
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
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)
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.
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
BHQ:
Leopard C1 with Plow
Lynx Recce
C Squadron:
4 x Leopard C1
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
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
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.
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.