• Roll 1d6. On a ‘1 or 2’, no flying weather this turn. Any other roll, roll another 1d6 for Avionics
rating of aircraft that can fly.
i) Add up AtA strength of both sides, roll 1d6 each and winner is highest total.
ii) Losing aircraft go home, and roll for loses (‘2’ or ‘12’ on 2d6).
iii) Winning aircraft stay and may conduct original mission, and roll for loses (‘12’ on 2d6).
i) OOS units – Movement- Hvy units have 4 mp’s, Light units have ½ movement.
- Combat- Hvy units have combat str divided by 3 (round up), Light units have combat str
divided by 2 (round up).
- Soviet player consults Airborne drop options table, and picks one.
- Pick up airdropping units, and place them in the desired hex. Can be escorted and/or intercepted.
- Units can leave equipment behind, and drop on their Light sides. On a later turn, equipment can then
be dropped just as you would a unit.
NATO ‘H’
NATO ‘L’
Soviet ‘H’
- Antitank
Soviet ‘L’
• The helicopter moves to unit, picks it up, and then moves to destination hex.
• If hex is less > ½ the helicopters movement, it’s considered to be flying Nap of the Earth, and no
interception possible.
• Starting game turn 3, the NATO player can transport 1 unit (any type) by sea.
• NATO can conduct amphibious assaults only with: British 42 & 45 Cdo, Dutch 1 ACG, US 1/2, 2/2,
3/2 Marines.
Sea Transport
• A unit must be moved to a port, or the Murmansk hex (cannot have used > ½ their mp’s to get
there).
• Unit is then moved to ‘at sea,’ then on the next game turn, unit must land at a port and cannot
move further.
Attrition
• NATO units moving by sea only to the west of the Coast Defense Line are eliminated on a roll of
‘6.’
• NATO units moving by sea in any hex east of the CDL are eliminated on a roll of ‘1-4.’
• Soviet units moving by sea only to the east of the CDL are eliminated on a roll of ‘6,’ but only on
game turn 3 or later.
• Soviet units moving by sea only to the west of the CDL are eliminated on a roll of ‘1’ on GT 1, a
‘1-2,’ on GT 2, and a ‘1-3,’ on GT 3 and all following turns.
Amphibious Assault
• Units ‘at sea,’ after rolling for sea transport attrition, can be placed adjacent to an enemy
occupied coastal hex, instead of directly into a port. If the enemy units are not eliminated in
ground combat, the amphibious units are destroyed.
• Heavy units-Can assault any Clear hexs or any hex containing a road.
- The Soviet player can move previously unused air units to support his ground attacks.
- The NATO player can then move previously unused air units to intercept Soviet air units.
- AtA combat takes place. Defeated units have their missions aborted, and the victorious air units can
add their combat str to friendly units under attack.
- Both players check the supply status of their units for combat purposes.
Reinforcements
• Can enter on friendly rail lines and can move any distance during the movement phase of entry,
regardless of terrain.
• NATO reinforcements can enter and then move using their full mp’s.
Equipment
• At the beginning of any friendly movement phase, a unit can be flipped from its Heavy, to its
Light side. An equipment marker is then placed in the hex.
• At the end of any movement phase, a unit in the same hex as its equipment marker can flip from
its Light, to its Heavy sides. The equipment marker is removed.
Stacking
• Soviet - 6 or < ground units in a hex, only 3 of which can be Heavy units.
• NATO - no more than 4 ground units in a hex, only 2 of which can be Heavy units.
• Both sides can add one antitank unit to a hex for free.
Combat
• During any 4 game turns of the game, the Soviet player can declare a chemical attack. There
must be artillery or air units adding their combat str to the attack. This doubles the combat str
of all Soviet units participating in the attack.
• Soviets get to double the combat str of all attacking units if the attack involves Airborne
mechanized or Airborne Heavy infantry making a paradrop.
• NATO gets to double the combat str of all attacking units if they are attacking from opposite
sides of a unit (‘flanking’), or from a triangular situation.
• The attacker gets a 1 column shift for each hex > 1 that they attack from.
• If any attack involves 2 or more units, the defenders first loss point must come from removing a
unit from play.
• The attacker must fulfill loss points through unit elimination. He has no retreat option. However,
for each loss point that the defender satisfies by retreating, the attacker – 1 point from his loss
result.
• For each loss point that cannot be satisfied by the opposing player, a player -1 from his loss
point total.
• If the defender is eliminated, and still has unfulfilled loss points, each attacking unit can move a
number of mp’s = to the unfulfilled loss. The first hex must the hex vacated by the defender.
Supply Sources
• Soviet units trace supply to any hex in the USSR which contains a road or railroad line going off
the south or east edges of the map, and not blocked by enemy units or ZOC’s.
• Airborne units can trace to an airbase, and Naval units can trace to a port (both as long as a
Soviet unit was the last to move through them).
• NATO units trace supply to any airbase, mobilization hex, or port not occupied by an enemy
unit.
• Swedish and Finnish units trace supply to any hex containing a road or rail line leading off the
south or east map edges in their countries, and not blocked by enemy units or ZOC’s.
• After interception and air to air combat is resolved (if any), add the victorious air units combat
str to any attack or defense as applicable.
• After interception and air to air combat is resolved (if any), if the interdicting aircraft were the
winners of the AtA battle, add their combat str together, and multiply by 3. This is the amount
of enemy combat str points which cannot use that road for supply.