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1985: Mutual Assured Destruction
1985:UAIS + 1985:DNL Campaign - Version 3.0
GAME DESIGN: Fabrizio Vianello, Marco Cimmino
GAME DEVELOPMENT: Fabrizio Vianello, Marco Cimmino, Ulf Krahn, Anthony Morphet
GRAPHIC DESIGN: Fabrizio Vianello, Eleonora Olivares, Rafal Zalewski
© 2018, 2019 Thin Red Line Games - 20090 Trezzano S/N (MI), Italy
50. NATO POLITICAL RELIABILITY.......................... 4
50.1 France ......................................................................... 4
50.2 Italy .............................................................................. 4
50.3 Netherlands ................................................................. 4
51. NATO SURRENDER ............................................. 4
51.1 Austria Surrender ......................................................... 4
51.2 Belgium Surrender ....................................................... 4
51.3 Denmark Surrender ..................................................... 4
51.4 Finland Surrender ........................................................ 5
51.5 Italy Surrender ............................................................. 5
51.6 Luxembourg Surrender ................................................ 5
51.7 Netherlands Surrender ................................................. 5
51.8 Norway Surrender ........................................................ 5
51.9 Sweden Surrender ....................................................... 5
51.10 Surrender Effects ......................................................... 5
52. TENSION PERIOD ................................................ 5
53. TURN 0 MOVEMENT ............................................ 5
54. TURN 1 MOVEMENT ............................................ 6
55. SURPRISE ............................................................ 6
55.1 Turn 1 Surprise ............................................................ 6
55.2 Turn 2 Surprise ............................................................ 6
55.3 Subsequent Turns Surprise ......................................... 6
56. SWEDISH PILOTS ASSASSINATION .................. 6
57. SWEDISH ASSETS .............................................. 6
58. SWEDISH INTERVENTION .................................. 6
59. FESTUNG BERLIN ............................................... 7
60. CIVILIAN PANIC ................................................... 7
61. ESCALATION TO WAR ........................................ 7
62. SLEEPER CELLS ................................................. 7
63. CONUS Convoys ................................................. 7
63.1 CONUS Supplies ......................................................... 7
64. VICTORY .............................................................. 7
64.1 Political Victory ............................................................ 7
64.2 Military Victory ............................................................. 8
Campaign 1 – To Shatter the Old World .......................... 9
65. NATO FORCES .................................................... 9
65.1 NATO Setup ................................................................ 9
65.2 NATO Reinforcements ............................................... 10
65.3 NATO Assets ............................................................. 10
65.4 NATO Replacements ................................................. 11
66. WARSAW PACT FORCES ................................. 11
66.1 Warsaw Pact Setup ................................................... 11
66.2 Warsaw Pact Reinforcements .................................... 12
66.3 Warsaw Pact Assets .................................................. 12
66.4 Warsaw Pact Replacements ...................................... 12
67. NEUTRAL FORCES ........................................... 13
68. ADDITIONAL CHANGES ................................... 13
68.1 Special Forces Units ................................................... 13
68.2 WP Mi-24 Helicopters (Optional) ................................ 13
68.3 Bases ......................................................................... 13
69. SCENARIO RULES ............................................ 13
69.1 Additional Rules .......................................................... 13
69.2 Victory Conditions ....................................................... 13
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Additional Rules The following rules are in effect during a 1985: Mutual Assured Destruction campaign
50. NATO POLITICAL RELIABILITY
In a global conflict against Warsaw Pact, not every NATO country
was ready for anything. Internal dissent, long-standing grudges or
lack of discipline in the armed forces could have limited or disrupted
military operations.
50.1 France
1. During Tension Turns before the outbreak of hostilities, French units outside France or Belgium cannot move. French units in France or Belgium may move freely but cannot enter any other country. Starting with the first Turn of war, this restriction is no longer in effect.
2. During Tension Turns before the outbreak of hostilities, only French units may enter France. Starting with the first Turn of war, this restriction is no longer in effect.
3. During the External Events Phase of the first Turn of war, NATO Player rolls a die: on a roll from 1 to 12, French Combat Units cannot be stacked with units of any other nationality; on a roll from 13 to 20, there is no stacking restrictions on French Combat Units. French Berlin Brigade may always stack with units of other nationalities.
4. During the External Events Phase of the first Turn of war, NATO Player rolls a die: on a roll of 1 to 8, French Communist Party organizes mass demonstrations against intervention in the conflict. All French reinforcements are delayed by two Turns.
50.2 Italy
1. Italian Air and Helicopter Squadrons may be used only in Air Areas partially or completely overlapping Italian or Austrian territory, or in missions targeting a hex inside Italian or Austrian territory.
2. Italian Ground Units may be employed only on Italian or Austrian territory (exception: Folgore Brigade, see below).
3. During the External Events Phase of the first Turn of war, NATO Player rolls a die: on a roll of 1 to 6, Folgore Paratroopers Brigade and any transporting Air or Helicopter squadron may be sent outside Italy to support NATO defense; all other Italian Units must remain in Italy or Austria.
50.3 Netherlands
1. The first time a Dutch Ground unit is involved in a Ground Combat, NATO Player must roll a die before combat resolution.
2. On a roll of 1 to 3, mass desertions force Dutch government to repatriate the Army or face its dissolution. The following rules applies immediately:
a. The Cadre Rating of all untried Dutch Combat Units outside Netherlands, artillery included, becomes 0. Cadre rating of untried Dutch units in Netherlands is unaffected.
b. All Dutch Ground units outside Netherlands must be withdrawn to Netherlands as soon as possible, using the standard movement rules.
c. No Dutch Ground unit inside Netherlands may leave Netherlands.
3. On a roll of 4 to 6, panic spreads among conscript units. The following rules applies immediately:
a. The Cadre Rating of all untried Dutch Combat Units outside Netherlands, artillery included, becomes 1. Cadre rating of untried Dutch units in Netherlands is unaffected.
b. No Dutch Ground unit inside Netherlands may leave Netherlands.
51. NATO SURRENDER
Each country has its breaking point beyond which the will to fight
simply disintegrates. For some NATO countries with strong national
communist parties or long-standing tradition of appeasement, this
breaking point could be particularly low.
Note: When surrender is triggered by a WP Combat Unit, be sure to check the difference between “in General Supply” and “with a valid ground Supply Path”. For example, an Airborne unit is usually in General Supply during the Turn of its airdrop, but it is probably unable to trace a valid ground Supply Path.
51.1 Austria Surrender
1. The first time a Warsaw Pact Combat Unit enters Austria, NATO Player must roll a die: on a roll from 1 to 5, Austria surrenders.
2. As soon as Warsaw Pact controls all Vienna City hexes, NATO Player must roll a die: on a roll of 1 to 8, Austria surrenders.
3. As soon as Warsaw Pact controls all Austrian City hexes, Austria surrenders.
51.2 Belgium Surrender
1. The first time a Warsaw Pact Combat Unit with a valid ground Supply Path enters Belgium, NATO Player must roll a die: on a roll from 1 to 3, Belgium surrenders.
2. The first time a Warsaw Pact Combat Unit with a valid ground Supply Path enters Liege, NATO player must roll a die: on a roll from 1 to 6, Belgium surrenders.
3. In the event of Belgian surrender, Belgian Ground Units in General Supply stacked with or adjacent to a NATO Ground Combat Unit, and Belgian Air and Helicopter squadrons based with other NATO squadrons, become Free Belgian units and are not removed from play. Free Belgian units may use any valid Belgian or French Supply Source.
51.3 Denmark Surrender
Rules for Denmark surrender have a standard version and an
optional version, more in NATO favour. The more “Viking” version
could be used if both Players agree.
51.3.1 Denmark Surrender (Standard Version)
1. The first time a Warsaw Pact Combat Unit enters Danish territory, NATO player must roll a die: on a roll of 1 to 6, Denmark surrenders.
2. The first time a WP Combat Unit is on the island of Sjaelland at the very beginning of Warsaw Pact Action Phase, in General Supply or able to trace a valid Supply Path to an undamaged Port under WP control, NATO Player must roll a die: on a roll of 1 to 10, Denmark surrenders.
3. The first time a Warsaw Pact Combat Unit enters a Kobenhavn City hex, NATO Player must roll a die: on a roll of 1 to 15, Denmark surrenders.
4. In the event of a Danish surrender, Warsaw Pact player (only) may use Danish ferries, subject to the standard rules and limitations.
51.3.2 Denmark Surrender (Viking Version)
1. The first time a WP Combat Unit is inside Danish territory at the very beginning of WP Action Phase, in General Supply or able to trace a valid Supply Path to an undamaged Port under WP control, NATO Player must roll a die: on a roll of 1 to 6, Denmark surrenders.
2. The first time a WP Combat Unit is in a Kobenhavn City hex at the very beginning of WP Action Phase, in General Supply or able to trace a valid Supply Path to an undamaged Port under
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WP control, NATO Player must roll a die: on a roll from 1 to 10, Denmark surrenders.
3. The first time all Kobenhavn City hexes are under WP control, NATO Player must roll a die: on a roll from 1 to 15, Denmark surrenders.
4. In the event of a Danish surrender, Danish Ground Units in General Supply stacked with or adjacent to a NATO Ground Combat Unit, Danish Air and Helicopter squadrons based with other NATO squadrons, and Danish Naval units not in a Port became Free Denmark units and are not removed from play. Free Denmark units may use any valid NATO, UK or West German Supply Source.
5. In the event of a Danish surrender, Warsaw Pact player (only) may use Danish ferries, subject to the standard rules and limitations.
51.4 Finland Surrender
1. The first time all Finnish Ports are under Warsaw Pact control at the very beginning of Warsaw Pact Action Phase, Finland surrenders.
51.5 Italy Surrender
1. The first time a Warsaw Pact Combat Unit with a valid ground Supply Path enters Italy or Austria, NATO Player must roll a die: on a roll of 1 to 8, civil disorder erupts in Italy; all Italian City and Urban hex must be garrisoned by Italian Combat Units as soon as possible and must remain so until the end of the game.
2. The first time a Warsaw Pact Combat Unit with a valid ground Supply Path enters an Italian City hex, NATO Player must roll a die: on a roll from 1 to 10, Italy surrenders.
3. As soon as a Warsaw Pact Combat Unit with a valid ground Supply Path enters a Milano City hex, Italy surrenders.
51.6 Luxembourg Surrender
1. The first time a Warsaw Pact Combat Unit with a valid ground Supply Path enters Luxembourg, NATO Player must roll a die: on a roll from 1 to 10, Luxembourg surrenders.
2. As soon as a Warsaw Pact Combat Unit enters Luxembourg City, Luxembourg surrenders.
51.7 Netherlands Surrender
1. The first time a Warsaw Pact Combat Unit with a valid ground Supply Path enters Netherlands, NATO Player must roll a die: on a roll from 1 to 6, Netherlands surrenders.
2. The first time a Warsaw Pact Combat Unit with a valid ground Supply Path enters Amsterdam, NATO Player must roll a die: on a roll from 1 to 13, Netherlands surrenders.
3. In the event of Dutch surrender, Dutch Ground Units in General Supply stacked with or adjacent to a NATO Ground Combat Unit, and Dutch Air and Helicopter squadrons based with other NATO squadrons, become Free Dutch units and are not removed from play. Free Dutch units may use any valid Dutch or British Supply Source.
51.8 Norway Surrender
1. The first time a WP Combat Unit is in an Oslo City hex at the very beginning of Warsaw Pact Action Phase, in General Supply or able to trace a valid Supply Path to an undamaged Port under WP control, NATO Player must roll a die: on a roll of 1 to 6, Norway surrenders.
2. The first time all Norwegian Ports are under Warsaw Pact control at the very beginning of Warsaw Pact Action Phase, Norway surrenders.
51.9 Sweden Surrender
1. The first time the total losses for Swedish Combat Units equals or exceeds 25 Steps, NATO Player must roll a die: on a roll from 1 to 12, Sweden surrenders.
2. The first time all Swedish Ports are under Warsaw Pact control at the very beginning of Warsaw Pact Action Phase, Sweden surrenders.
51.10 Surrender Effects
The following rules are applied immediately in case of surrender of a NATO or previously neutral country:
1. Unless differently stated by specific national rules, all units of the surrendered country are removed from play.
2. NATO cannot trace a Supply Path through the surrendered country, except through hexes occupied by or in the ZOC of a friendly Combat Unit.
3. Warsaw Pact gains control of any Base inside the surrendered country and not occupied by a NATO unit.
4. NATO retains control of any Base inside the surrendered country and occupied by a NATO unit at the instant of Surrender.
5. NATO Air Squadrons in a Base no more under NATO control must be moved to the Used section of a valid Airfield.
6. NATO Helicopter Squadrons in a Base no longer under NATO control must be moved to any other valid Airfield or Heliport and cannot be used during the current Action Phase. Helicopter units unable to reach a valid Airfield / Heliport are eliminated.
7. Warsaw Pact may trace a Supply Path through the surrendered country, subject to the standard rules and limitations.
8. Warsaw Pact may use Bases inside the surrendered country, subject to the standard rules and limitations.
52. TENSION PERIOD
In some scenarios, Warsaw Pact may decide to initially build up its forces and declare war later. The following rules are in effect until Warsaw Pact starts hostilities:
1. No unit can enter Enemy or Neutral countries.
2. No unit can attack Enemy units or Installations.
3. Zones of Control do not extend beyond national borders.
4. Neither Player may attempt bridge demolition.
5. NATO Mobilisation begins at Turn 1 in any case.
6. Turn 0 and Turn 1 Movement rules are enforced even in the case of a delay in the start of hostilities.
53. TURN 0 MOVEMENT
The following rules simulate a minimum preparation period for both sides, should war erupt right from the start.
1. After Setup, WP Player may execute the following pre-war movements:
a. Soviet ground units may expend up to 20 Movement Points (10 MPs for Leg Infantry).
b. Soviet helicopter squadrons may move up to their maximum movement allowance. Helicopter squadrons may execute Transport missions with Soviet units as passengers.
c. Soviet naval units may expend up to their maximum movement allowance. Naval units may load / unload Soviet troops and cargo, and can be also be placed On Patrol with no MPs expenditure.
2. After Warsaw Pact Player has completed his Turn 0 Movement, NATO Player may execute the following pre-war movements:
a. US, British, Canadian and West German ground Units may expend up to 10 Movement Points (5 MPs for Leg Infantry).
b. Each NATO HQ and Special Forces unit may expend up to 10 MPs.
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c. US, British, Canadian and West German helicopters squadrons may move up to their maximum movement allowance. Helicopter squadrons may transport Special Forces, US, British, West German or Canadian units as passengers.
d. Up to half of each NATO country’s naval units may move up to their maximum movement allowance. Naval units may load / unload US, British, Canadian or West German troops and cargo, and can be also be placed On Patrol with no MPs expenditure.
3. All the limitations for Tension Period are in effect during Turn 0 Movement.
4. Turn 0 Movement rules also applies to any country whose neutrality has been violated by Warsaw Pact during the current Turn. In this case, Turn 0 Movement is executed during the External Events Phase.
54. TURN 1 MOVEMENT
1. At the start of WP Movement Phase of Game Turn 1, all Warsaw Pact allies ground units are considered to have already expended 10 Movement Points to assemble and organize.
2. At the start of NATO Movement Phase of Game Turn 1, all NATO ground units except British, Canadian, US and West German ones are considered to have already expended 10 Movement Points to assemble and organize.
55. SURPRISE
Quick, unpopular decisions in time of emergency have never been
among the strength points of Western democracies. Moreover,
during decades of confrontation between the two blocs, several
high-tension periods happened, none of which erupted into open
war.
Several NATO top politician and officers might have thought that,
even this time, Cold War would not become hot, causing a
potentially fatal delay in the execution of NATO positioning and
mobilisation plans.
55.1 Turn 1 Surprise
If Warsaw Pact Player starts hostilities at Game Turn 1, the following additional rules apply:
1. During Turn 1, Warsaw Pact Player gains 2 additional Combat Modifiers in its favor in any Ground Combat, both in attack and defence.
2. During Turn 1 and when using Detailed Supply rules, all NATO units must use Embedded Supply only.
3. During Game Turn 1, all NATO SAM and ADA Flak Units have only 2 Flak Ammunition Points.
4. Surprise effects cease at the end of Game Turn 1.
55.2 Turn 2 Surprise
If Warsaw Pact starts hostilities at Game Turn 2, the following additional rule applies:
1. During Turn 2, Warsaw Pact gains 1 additional Combat Modifier in its favor in any Ground Combat, both in attack and defence.
55.3 Subsequent Turns Surprise
If Warsaw Pact starts hostilities after Turn 2, there are no additional effects due to surprise.
56. SWEDISH PILOTS ASSASSINATION
As unbelievable as it may seem, at the height of Cold War Soviet
Military Intelligence Directorate (GRU) conceived a plan for
assassinating Swedish Air Force pilots.
During the ‘80s, GRU operatives posing as Polish dealers contacted
several Swedish pilots in order to gather information about their
residence and habits. GRU forces infiltrated by submarine would
have assassinated the targets before the start of hostilities.
1. After announcing the violation of Swedish neutrality during the External Events Phase, WP Player may attempt to assassinate Swedish pilots.
2. WP Player rolls a die and consult the following table:
Die Roll Result
1 – 2 Half of Swedish aircraft are selected randomly and placed in the “used” slot of their base.
4 – 10 One third of Swedish aircraft are selected randomly and placed in the “used” slot of their base.
11 – 20 GRU operatives are neutralized by Swedish counterintelligence. No Effect.
57. SWEDISH ASSETS
1. If Warsaw Pact violates Swedish neutrality, apply the following effects:
a. NATO Player immediately receives one additional Naval Surveillance and one additional ASW Surveillance counter.
b. NATO Air Intercept Modifier for any Megahex completely or partially in Sweden territory is increased by 4 (i.e., a -2 Intercept Modifier becomes +2).
2. Should Sweden surrender, all the effects listed above are immediately cancelled.
58. SWEDISH INTERVENTION
During Cold War, Sweden was often labelled as a “Secret NATO
Member”, with several of its war plans presuming a close
cooperation with NATO and forward deploying of troops and aircraft
into Finland. Therefore, Sweden’s role in a global conflict could be
more active than expected even when its neutrality is not directly
violated.
1. Apart from a direct attack by Warsaw Pact, Swedish Mobilisation can also be triggered in the following cases:
a. During the External Events Phase of the first Turn of war, NATO Player rolls a die: on a result of 1 to 10, Sweden mobilizes.
b. If Warsaw Pact violates Finnish neutrality, NATO Player rolls a die: on a result of 1 to 14, Sweden mobilizes.
c. If cases a and b happen at the same time, a single roll is made using case b.
2. Should Sweden mobilise while still neutral, the following additional rules apply:
a. NATO Value on Finland Front is increased by 10.
b. Swedish ground and air units can be moved by NATO Player, but cannot leave Swedish territory.
c. Swedish naval units can be moved by NATO Player, but cannot engage in hostile activities against Warsaw Pact. Minesweeping a Swedish coastal hex is not considered a hostile activity.
d. Should Warsaw Pact place an Air Superiority Marker over a Megahex that includes Swedish territory, NATO Player may commit up to one Swedish Air Squadron to that Air Superiority Area.
e. During Air Superiority Combat, WP Player may choose to voluntarily abort any Squadron facing a Swedish Squadron. If WP Player decides to abort, both Squadrons are returned to a valid Base. If WP Player decides to fight, Sweden enters the war and joins NATO at all effects.
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59. FESTUNG BERLIN
1. French Berlin Brigade may stack with NATO Combat Unit of any other nationality.
2. NATO Berlin garrison Units add 1 to their Combat Modifiers when defending in a West Berlin hex.
60. CIVILIAN PANIC
1. During the first Turn of war, Road Mode movement cannot be used in West Germany East of river Rhine.
2. During the first Turn of war, Autobahn movement in West Germany East of river Rhine costs 2 movement points in Tactical Mode.
3. During the first Turn of war, Autobahn movement in West Germany West of river Rhine costs 1 movement point in Road Mode, and 2 movement points in Tactical Mode.
61. ESCALATION TO WAR
Warsaw Pact Player does not have to declare beforehand the exact
timing of the offensive. He may choose a surprise attack right at
Game Turn 1, or a long build up period forfeiting any level of
surprise.
1. At the beginning of the campaign, no state of war exists between NATO and Warsaw Pact; both sides must move within the restriction of Tension Period rules (See 48.0).
2. During the Mobilization Phase of any Turn, Warsaw Pact Player may start hostilities simply by stating it.
3. After the start of hostilities, Tension Period rules and limitations are no more in effect.
4. For each two Turns spent without Warsaw Pact starting the hostilities, the game length is extended by one Turn.
62. SLEEPER CELLS
Several extreme left revolutionary movements were active in
Western Europe in the ‘80s: West German Rote Armee Fraktion,
French Action Directe and Italian Brigate Rosse are the most
relevant examples. Most of these terrorist armed groups were
secretly financed and trained by Soviet Union. In case of war
between NATO and Warsaw Pact, they would have been reinforced
by sleeper cells of Soviet Spetnaz and used for sabotage actions in
NATO rear areas.
During the Special Forces Raid Phase of the first Turn of war only, Warsaw Pact Player may execute up to 3 Sleeper Cell Assaults.
Sleeper Cell Assaults have the following prerequisites:
1. The target hex must be in France, Italy or West Germany.
2. No hex can be assaulted more than once.
Sleeper Cell Assaults are resolved by using the following sequence:
3. Warsaw Pact Player declares a Sleeper Cell Assault and its target hex.
4. Warsaw Pact Player inspects NATO Units in the target hex. If the hex contains a Combat or Special Forces Unit, the Sleeper Cell members are killed, and the assault fails.
5. If the target hex contains no Combat or Special Forces Units, Warsaw Pact Player rolls a die on the 1 column of the Special Forces Assault Table and applies the result, using the standard Special Forces Raid rules (See 37.3).
63. CONUS Convoys
In case of war, a large part of USN sea transport would have been
organized in escorted convoys and assigned to sealifting troops,
equipment and supply from US East coast to Europe. These
Convoys are handled by this rule. NATO Commander could also
decide to use CONUS Convoys for other operations, at the cost of
slowing down US reinforcements to Europe.
1. A CONUS Convoy is a Naval Squadron, subject to the standard rules used by naval units.
2. A CONUS Convoy has the following values:
Description Undamaged Value
Damaged Value
Movement Points 12 12
Troop Transport 3 2
Supply Transport 9 5
Toughness 12 12
Air Defence A A
Missile Defence B B
Gun Combat 6 6
Missile Combat 4 4
ASW Combat 8 8
3. CONUS Convoys can be represented by Fuel markers. A Fuel 2 Marker represent an undamaged CONUS Convoy, and a Fuel 1 marker a damaged one.
4. At the beginning of NATO Action Phase, two damaged CONUS Convoys in the same Off-map Base or Port can be combined into a single, undamaged one.
63.1 CONUS Supplies
1. Starting from Turn 5 of war, replenishment of Embedded, Flak and Artillery Ammunition for NATO units is no more automatically granted.
2. In order to fully replenish the ammunition allotment of his units during the End Phase, NATO Player must fulfil all the following conditions:
a. NATO must have at least 6 steps of CONUS Convoys in one or more North Atlantic Transit Box (i.e., any Transit Box labelled “North Atl.”).
b. The designated CONUS Convoys must have no cargo loaded.
3. Should NATO Player fail to fulfil the above conditions, the following limitations are enforced:
a. Each NATO Flak unit using Flak Ammo may receive a maximum of 2 Flak Ammo Points.
b. Each NATO Artillery unit may receive a maximum of 2 Ammo Points.
c. Any Other NATO unit using Ammunition Points may receive a maximum of 1 Embedded Ammo Point.
4. CONUS Supplies limitations do not apply to units of the following nationalities: Austria, Finland, France and Sweden.
64. VICTORY
Victory in a 1985: Mutual Assured Destruction campaign is measured on two different levels, Political and Military. Smaller scenarios only use Military Victory and have their own specific Victory Conditions.
1. A Political victory is the primary and most important objective for each side. Both Players calculate their Political Points (PP) total and check for a Political Victory using the Political Victory rules.
2. If no one obtained a Political Victory, both Players calculate their Military Points total and check for a Military Victory using the Military Victory rules.
3. At any time during the game, Players may agree to stop the game and check for a Political or Military Victory.
64.1 Political Victory
To determine Political Victory, use the following sequence:
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1. Each Player consults the Political Points Table to determine his total number of PPs.
2. NATO total PPs are subtracted from Warsaw Pact total PPs, and the net result is found on the Political Victory Table for the Scenario being played.
3. If no Player obtains a Political Victory, check for a Military Victory.
Warsaw Pact Political Victory Points
For each surrendered NATO country 10 PPs
Sweden surrendered 10 PPs
Finland surrendered 4 PPs
Iceland conquered 3 PPs
No WP countries mobilization declared 3 PPs
No revolts successfully started in WP countries 4 PPs
For each US brigade eliminated (division counts as 3 brigades)
2 PPs
For each UK, WG brigade eliminated (division counts as 3 brigades)
1 PP
For each WP division in General Supply on the West bank of river Rhine
5 PPs
NATO first use of Nuclear Weapons 12 PPs
All DE, WG Ports under WP control 10 PPs
Each Port under WP Control in Norway 2 PPs
Each Port under WP control in Denmark 1 PP
For each step loss on NATO CVBG, CV 2 PPs
For each step loss on CONUS Convoy 1 PP
Each step loss on US or UK air squadrons 1 PP
Each Nuclear Attack on City or Urban hex -6 PPs
Each Chemical Attack on City or Urban hex -3 PPs
NATO Political Victory Points
For each WP country government overthrown 15 PPs
For each WP country where a Revolt started 8 PPs
For each WP country with a Revolt marker 10 PPs
For each WP country where NATO has Combat Units with a valid ground Supply Path
6 PPs
WP first use of Chemical Weapons 4 PPs
WP first use of Nuclear Weapons 10 PPs
Iceland Secured 3 PPs
NATO Combat units in West Berlin 1 PP
No Ports in Denmark under WP control 5 PPs
No Ports in Norway under WP control 5 PPs
For each Nuclear Attack on City or Urban hex -10 PPs
For each Chemical Attack on City or Urban hex -5 PPs
64.2 Military Victory
If no Political Victory was obtained, Players may check for a more traditional Military Victory. A Military Victory gives no assurance about what will happen in the near future; it only measures the achievements of each side from a strictly military point of view.
1. Military Points (MPs) are gained by controlling City, Urban, Port and Airfield hexes.
2. Certain strategic locations give bonus MPs, in addition to the standard MPs awarded for the hexes composing them.
3. Certain geographical objectives not located in a single hex give bonus MPs to one side or the other.
4. In order to count for a Player’s MP total, a hex must meet all the following requirements:
a. The hex must have been conquered; in other words, the hex must have not been under that Player control at the beginning of the game. A hex is conquered if a friendly unit was the last to occupy it or pass through it.
b. The hex must be outside of enemy ZOCs (friendly units negate enemy ZOCs for purpose of this rule).
c. The hex must be able to trace a Supply Path of any length to a valid Supply Source or to a friendly-controlled, undamaged Port or Airfield.
5. To gain the bonus MPs for a strategic location comprising more than one hex, every single City (or urban if there is no city) hex of the location must meet the above requirements.
6. Each scenario lists specific conditions giving additional Military Points to either side.
7. Specific External Events (see 25.0) may give additional Military Points to either side.
To determine Military Victory, use the following sequence:
8. Each Player determines his total number of MPs.
9. NATO total MPs are subtracted from Warsaw Pact total MPs, and the net result is found on the Military Victory Table for the scenario being played.
Military Points Table
Standard Locations
Urban Hex in Finland, Norway, Sweden 2 MPs
Other Urban Hex 5 MPs
City Hex in Finland, Norway, Sweden 5 MPs
Other City hex 10 MPs
Airfield 4 MPs
Port 8 MPs
Naval Base 10 MPs
Strategic Locations
Bonn, Kaliningrad, East Berlin, Praha, West Berlin
30 MPs
Amsterdam, Baltiysk, Dresden, Frankfurt am Main, Kobenhavn, Liege, Oslo, Stockholm, Wien
20 MPs
Amsterdam, Bremen, Hamburg, Kobenhavn Port hexes
20 MPs
Bergen, Gorlitz, Gyor, Innsbruck, Kiel, Karl-Marx Stadt, Koblenz, Magdeburg, Nancy, Trondheim
10 MPs
Bergen, Oslo, Stockholm, Trondheim Port hexes
10 MPs
Bergen, Bremerhaven, Emden, Gdansk,
Kristiansand, Lubeck, Luxembourg, Mestre,
Narvik, Odense, Rostock, Szczecin, Trieste,
Tromsø, Udine, Wilhelmshaven
5 MPs
Andoya A/F (D0621), Bardufoss A/F (D1423),
Bodø A/F (W2415), Flesland A/F (F0533),
Sola A/F (F0443), Vaernes A/F (F3209)
5 MPs
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Campaign 1 – To Shatter the Old World On July 24, 1985, the fragile peace between Eastern and Western blocs, maintained for decades by the nightmare of a global nuclear war, finally collapsed. The conflict that followed involved millions of men using the most lethal and accurate weapons ever devised, and despite its relative shortness reached a level of brutality comparable to the worst moments of First World War’s trench warfare.
Despite all this, a final glimpse of reason or maybe sheer luck avoided the dreaded conclusion of a strategic nuclear exchange between NATO and Warsaw Pact.
Much has been written about the causes of Third World War, with each analysis arriving at different conclusions: Soviet aggressiveness, US Imperialism, Communist Bloc economic crisis, Western Europe weakness, Eastern Europe internal dissent, and more.
Whatever the causes, everyone agrees on one point: The Old World has been shattered, once and for all.
Start Date: July 24, 1985 0400 Zulu Time Location: Europe Length: 25 Turns Area of Play: Maps D, E, F, G, H, North, Central, South, Southeast
65. NATO FORCES
NATO Player sets up first,using the DNL Nordic Balance and UAIS Forward, Comrades! Campaign setup, with the exceptions listed below.
65.1 NATO Setup
The following UAIS units are not used and must be removed from play:
Nat. Type Design. Values Deploy
CA Hel, CH136 427 36-4-0 NO 6
CA Mech SSF 2-C-2 NO 6
CA SF 3 NO 6
DE Air, F16A 727 12-10-4 166
DE Air, F16A 730 12-10-4 166
DE Air, F35 725 6-5-3 179
DE Air, RF35 729 R-5-0 179
DE HQ LandZea D N4715
DE Mech 2-Jut 1-D-1 N3603
DE Mech 2-Jut+ 2-D-2 DM 7
DE Mech Zealand 1-D-1 N4815
DE Mech 1-Zea 1-D-1 N4516
DE Mech 1-Zea+ 2-D-2 DM 6
DE Mech 2-Zea 1-D-1 N4420
DE Mech 2-Zea+ 2-D-2 DM 7
DE Mech Zea B1 1-D-1 N4715
DE Mech Zea B2 1-D-1 N4420
DE Mech Zea B3 1-D-1 N4117
DE Mech Zea B4 1-D-1 N3616
DE Mech Born 1-D-1 N5819
DE SAM, Hawk 541 A-3 N4615
NE Air, NF5A 314 5-4-2 116
UK Air, C130 24 T-1-0 Gt6
UK Air, C130 30 T-1-0 Gt6
UK Air, Jaguar 6 B-5-3 GB 3
UK Air, Jaguar 54 B-5-3 GB 3
UK Air, JaguarGR1 41 R-7-0 GB 3
UK Air, TornGR1 9 B-11-9 GB 3
UK Air, TornGR1 45 B-11-9 GB 3
UK Air, TornGR1 27 B-11-9 GB 4
UK Air, TornGR1 617 B-11-9 GB 4
UK Hel, CH47 7 34-3-0 Gt6
UK Hel, SA330 33 34-8-0 Gt6
Nat. Type Design. Values Deploy
UK Mech 1 3-D-3 Gt4
US ADA, Hawk 28 B-3 NO 12
US Air, A4M 223/14 8-7-4 NO 12
US Air, A6E 224/31 B-9-6 NO 12
US Air, A10A 78 B-6-7 GA 3
US Air, A10A 91 B-6-7 GA 3
US Air, A10A 92 B-6-7 GA 3
US Air, AV8A 231/14 6-4-3 NO 12
US Air, EA6 2/14 ECM NO 12
US Air, EF111 42 ECM GA 2
US Air, F4B 251/31 9-8-5 NO 12
US Air, F4J 122/31 10-10-5 NO 12
US Air, F18A 115/31 12-11-5 NO 12
US Air, F111 55 B-9-9 GA 2
US Air, F111 77 B-9-9 GA 2
US Air, F111 79 B-9-9 GA 2
US Air, RF4C 1 R-11-0 GA 2
US Air, RF4C 45 R-11-0 CA 2
US Art 2Mar 2-C-3 NO 12
US Hel, AH1T 269/29 34-10-10 NO 12
US Hel, CH53 461/29 21-6-0 NO 12
US Hel, CH53 464/29 21-6-0 NO 12
US Hel, UH1N 167/29 34-5-0 NO 12
US Mar 2Mar 1-C-1 NO 12
US Mar 2/2Mar 3-C-3 NO 12
US Mar 6/2Mar 3-C-3 NO 12
US Mar 8/2Mar 3-C-3 NO 12
US Mar 2Mar 12-C-18
US SF 3/75 NO 5
WG Air, Alphajet 1/41 B-3-3 131
WG Air, Alphajet 2/41 B-3-3 131
WG Air, Alphajet 3/41 B-3-3 131
The following DNL units are not used and must be removed from play:
10
Nat. Type Design. Values Deploy
WG Air, F4F 1/71 9-10-5 316
WG Air, F4F 2/71 9-10-5 316
Nat. Type Design. Values Deploy
WG Air, RF4E 1/52 R-10-0 316
WG Hel, PAH1 1/6 42-9-5 129
65.2 NATO Reinforcements
The following UAIS reinforcements have their arrival turn, arrival method or both changed :
Nat. Type Design. Values Deploy
UK Mech 19/3 3-D-4 Gt 1
UK Hel, Agusta109A 8 48-3-0 Gt 1
UK SF 1/22 Gt 1
US Hel, AH1S 1/1 36-9-10 CO 1
US Hel, AH1S 2/1 36-9-10 CO 1
US Hel, UH1 3/1 36-4-0 CO 1
US Air, RF4C 16 R-11-0 CO 1
US Air, RF4C 62 R-11-0 CO 1
US Air, RF4C 91 R-11-0 CO 1
US Air, F16A 17 12-10-4 CO 1
US Air, F16A 19 12-10-4 CO 1
US Hel, AH1S 1/502 36-9-10 CO 1
US Hel, AH1S 2/502 36-9-10 CO 1
US Hel, UH1 3/502 36-4-0 CO 1
UK Air, Harrier 1 7-5-3 Gt 2
UK Hel, LynxAH1 655/2 32-4-1 Gt 2
UK Mech 2 1-C-1 Gt 2
UK Mech 15/2 2-C-3 Gt 2
UK Mech 24/2 2-C-3 Gt 2
UK Mech 49/2 2-C-3 Gt 2
UK ADA, Rapier 16 B-1 Gt 2
UK EW NE Gt 2
US Hel, AH1S 1/4 36-9-10 CO 2
US Hel, AH1S 2/4 36-9-10 CO 2
US Hel, UH1 3/4 36-4-0 CO 2
US Hel, AH1S 1/24 36-9-10 CO 2
US Hel, AH1S 2/24 36-9-10 CO 2
US Hel, UH1 3/24 36-4-0 CO 2
US Mech 24 1-C-3 CO 2
US Mech 1/24 3-C-3 CO 2
US Mech 2/24 3-C-3 CO 2
US Air, F15C 27 13-11-3 CO 2
US Air, F15C 60 13-11-3 CO 2
US Air, F4E 68 11-10-5 CO 2
US Air, F4E 69 11-10-5 CO 2
US Air, F4E 70 11-10-5 CO 2
US Air, F15C 71 13-11-3 CO 2
US Air, F15C 94 13-11-3 CO 2
US Air, F4E 337 11-10-5 CO 2
Nat. Type Design. Values Deploy
US ADA, Chaparral 5-2 B-1 CO 2
CA Air, CF5 433 5-4-2 CO 3
CA Air, CF5 434 5-4-2 CO 3
UK Air, C130 47 T-1-0 Gt 3
UK Air, C130 70 T-1-0 Gt 3
US Air, F16A 4 12-10-4 CO 3
US Hel, AH1S 1/5 36-9-10 CO 3
US Hel, AH1S 2/5 36-9-10 CO 3
US Hel, UH1 3/5 36-4-0 CO 3
US Hel, AH1S 4/9 36-9-10 CO 3
US Air, F16A 16 12-10-4 CO 3
US Hel, AH1S 7/17 36-9-10 CO 3
US Air, F16A 34 12-10-4 CO 3
US Air, F15C 59 13-11-3 CO 3
US Hel, AH1S 1/227 36-9-10 CO 3
US Hel, AH1S 2/227 36-9-10 CO 3
US Hel, UH1 3/227 36-4-0 CO 3
US Air, EF111 390 ECM CO 3
US Air, F111 391 B-9-9 CO 3
US Air, F16A 421 12-10-4 CO 3
US Air, F16A 428 12-10-4 CO 3
US Air, F16A 429 12-10-4 CO 3
US Air, F16A 430 12-10-4 CO 3
US Air, F4E 561 11-10-5 CO 3
US Air, F4E 563 11-10-5 CO 3
US ADA, Chaparral 4-5 B-1 CO 3
US Air, F15C 58 13-11-3 CO 4
US Air, A10A 74 B-6-7 CO 4
US Air, A10A 75 B-6-7 CO 4
US Air, A10A 76 B-6-7 CO 4
US Air, A10A 353 B-6-7 CO 5
US Air, A10A 355 B-6-7 CO 5
US Air, A10A 356 B-6-7 CO 5
US Air, C141 20 T-1-0 CO 9
US Air, C141 41 T-1-0 CO 10
US Air, C141 76 T-1-0 CO 11
US Air, A10A 509 B-6-7 RE7+1
US Air, A10A 510 B-6-7 RE7+1
US Air, A10A 511 B-6-7 RE7+1
The following DNL units their arrival turn, arrival method or both changed:
Nat. Type Design. Values Deploy
UK Air, C130 24 T-1-0 Gt 2
Nat. Type Design. Values Deploy
UK Air, C130 30 T-1-0 Gt 2
The following units are added:
Nat. Type Design. Values Deploy
US CONUS Convoy 1 CO 1
US CONUS Convoy 2 CO 2
UK CONUS Convoy 1 Gt 3
US CONUS Convoy 3 CO 3
Nat. Type Design. Values Deploy
US CONUS Convoy 4 CO 4
US CONUS Convoy 5 CO 6
US CONUS Convoy 6 CO 10
65.3 NATO Assets
Naval Surveillance markers 4
ASW Surveillance markers 4
Air Superiority markers 8
Repair Points per Turn (Maps D, E, F, G)
10
11
Repair Points per Turn (Maps H, North, Central, South, Southeast)
15
Nuclear Air Pulses 60
Nuclear Artillery Pulses 40
Nuclear Missile Pulses 67
Nuclear Naval Pulses 24
65.4 NATO Replacements
NATO receives Ground Replacements according to the following schedule:
Nat. Ground Replacements
FR Turn 10 – 25: 2 Replacement Points per Turn
IT Turn 16 – 25: 2 Replacement Points per Turn
UK Turn 16 – 25: 2 Replacement Points per Turn
Nat. Ground Replacements
US Turn 16 only: 30 Replacement Points
WG Turn 6 – 25: 4 Replacement Points per Turn
66. WARSAW PACT FORCES
Warsaw Pact Player sets up second, using the DNL Nordic Balance and UAIS Forward, Comrades! Campaign setup, with the exceptions listed below.
66.1 Warsaw Pact Setup
The following UAIS units are not used and must be removed from play:
Nat. Type Design. Values Deploy
EG Air, Su22M4 1/77 R-6-0 252
EG Air, Mig23ML 1/9-3 10-8-2 238
EG Air, Mig23ML 2/9-3 10-8-2 238
EG Air, Mig23MF 3/9-3 9-8-2 238
EG Hel, Mi24 1/V 35-6-9 N5231
EG Hel, Mi24 2/V 35-6-9 N5231
EG Hel, Mi8 3/V 33-2-0 N5231
EG SAM, SA2 4321 C-2 N5027
EG SAM, SA3 4331 B-3 N5026
EG SAM, SA3 4333 B-3 N4227
EG SAM, SA3 4335 B-3 N4129
PO Air, Mig21PFM 1/2 7-7-1 225
PO Air, Mig21PFM 2/2 7-7-1 225
PO Air, Mig21PFM 3/2 7-7-1 225
PO Air, Il28R 1/7 R-5-0 218
PO Air, Mig17F 1/40 B-3-1 225
PO Air, Mig17F 2/40 B-3-1 225
PO Air, Mig17F 3/40 B-3-1 225
PO Mar 7 9-C-5 Ne1222
PO Para 6 8-C-6 Gt2
PO SAM, SA3 1/Gdan B-3 Ne1223
PO SAM, SA3 2/Gdan B-3 Ne1324
PO SAM, SA3 1/Gydn B-3 Ne1122
PO SAM, SA3 1/Kosz B-3 Ne0626
PO SAM, SA3 2/Szcz B-3 N6029
PO SF 1 N5929
SU ADA, SA4 1/43 C-3 Ne2022
SU ADA, SA4 2/43 C-3 Ne2022
SU ADA, SA4 3/43 C-3 Ne2022
SU ADA, SA4 1/140 C-3 Ng2
SU ADA, SA4 2/140 C-3 Ng2
SU ADA, SA4 3/140 C-3 Ng2
SU ADA, SA4 1/295 C-3 Ne1821
SU ADA, SA4 2/295 C-3 Ne1821
SU ADA, SA4 3/295 C-3 Ne1821
SU Air, Su24 1/4 8-8-5 209
SU Air, Su24 2/4 8-8-5 209
SU Air, Su24 3/4 8-8-5 209
SU Air, Mig29 1/53 13-10-2 NO 2
SU Air, Mig29 2/53 13-10-2 NO 2
SU Air, Mig29 3/53 13-10-2 NO 2
SU Air, Su24M 1/63 9-9-6 209
SU Air, Su24M 2/63 9-9-6 209
SU Air, Su24M 3/63 9-9-6 209
Nat. Type Design. Values Deploy
SU Air, Il76 1/334 T-1-0 NO 2
SU Air, Il76 2/334 T-1-0 NO 2
SU Air, Il76 3/334 T-1-0 NO 2
SU Air, Mig27M 1/372 B-7-6 NO 2
SU Air, Mig27M 2/372 B-7-6 NO 2
SU Air, Mig23M 1/689 9-8-2 222
SU Air, Mig23M 2/689 9-8-2 222
SU Air, Mig23M 3/689 9-8-2 222
SU Air, Mig21bis 1/733 9-7-1 213
SU Air, Mig21bis 2/733 9-7-1 213
SU Air, Mig21bis 3/733 9-7-1 213
SU Air, Mig23M 1/871 9-8-2 225
SU Air, Mig23M 2/871 9-8-2 225
SU Air, Mig23MLA 3/871 10-8-2 225
SU Arm 1 13-B-10 Ba3
SU Arm 40G 11-B-9 Ba5
SU Art 671/149 4-C-4 Ne1922
SU Art 672/149 4-C-4 Ne1923
SU Art 678/149 4-C-4 Ne1922
SU Art 683/149 4-C-4 Ne1922
SU Art 689/149 4-C-4 Ne1923
SU Art 8G 5-B-5 NO 3
SU EW 1541 Ne1922
SU EW 1955 Ng2
SU Hel, Mi24 1/55 35-6-9 Ng2
SU Hel, Mi24 2/55 35-6-9 Ng2
SU Hel, Mi24 3/55 35-6-9 Ng2
SU Hel, Mi24 1/276 35-6-9 Be14
SU Hel, Mi24 2/276 35-6-9 Be14
SU Hel, Mi24 3/276 35-6-9 Be14
SU Hel, Mi24 1/288 35-6-9 Ne1821
SU Hel, Mi24 2/288 35-6-9 Ne1821
SU Hel, Mi24 3/288 35-6-9 Ne1821
SU Hel, Mi8 1/332 33-2-0 NO 3
SU Hel, Mi6 2/332 54-1-0 NO 3
SU Hel, Mi6 1/688 54-1-0 Ne1324
SU Hel, Mi8 2/688 33-2-0 Ne1324
SU HQ 30 GC D NO 3
SU HQ NGF D Ng2
SU Mar 336 2-D-2 Ne1622
SU Mech 1G 10-B-13 Ba3
SU Mech 26G 8-B-10 Ba5
SU Mech 45G 10-B-13 NO 3
SU Mech 64G 8-B-10 NO 8
12
Nat. Type Design. Values Deploy
SU Para 36 2-D-2 NO 3
SU Para 37 2-D-2 Ne2022
SU Para 76G 10-C-8 NO 2
SU SAM, SA10 1/69 A-4 Ne1822
SU SAM, SA10 2/69 A-4 Ne1722
Nat. Type Design. Values Deploy
SU SAM, SA3 3/69 B-3 Ne1720
SU SAM, SA3 4/69 B-3 Ne1920
SU SAM, SA3 5/69 B-3 Ne1721
SU SAM, SA5 1/183 B-8 Ne2022
SU SAM, SA3 2/183 B-3 Ne1823
The following DNL units are not used and must be removed from play:
Nat. Type Design. Values Deploy
EG ADA, SA6 FRR/8 C-3 EEur
EG ADA, SA6 FRR/9 C-3 EEur
EG Air, Mig21R 47 R-7-0 414
EG Arm 9 14-D-10 EEur
Nat. Type Design. Values Deploy
EG Mech 8 9-D-14 EEur
SU Arm 20 18-B-14 Ng 2
SU Mech 6G 15-B-17 Ng 2
The following UAIS units have their setup changed:
Nat. Type Design. Values Deploy
PO ADA, SA8 13 B-1 H4827
PO Arm 16 14-D-11 H4827
PO Hel, Mi24 1/49 35-6-9 H4426
PO Hel, Mi8 2/49 33-2-0 H4426
Nat. Type Design. Values Deploy
PO Hel, Mi24 1/56 35-6-9 H4426
PO Hel, Mi8 2/56 33-2-0 H4426
SU HQ 11 GA D H5322
SU Para 106G 10-C-8 Russia 1
The following DNL units have their setup changed:
Nat. Type Design. Values Deploy
EG Hel, Mi24 1/V 35-6-7 N5231
EG Hel, Mi24 2/V 35-6-7 N5231
Nat. Type Design. Values Deploy
EG Hel, Mi8 3/V 33-2-0 N5231
66.2 Warsaw Pact Reinforcements
The following UAIS units their arrival turn, arrival method or both changed:
Nat. Type Design. Values Deploy
SU ADA, SA4 1/108 C-3 Ki19
SU ADA, SA4 2/108 C-3 Ki19
SU ADA, SA4 3/108 C-3 Ki19
SU ADA, SA4 1/269 C-3 Ki15
SU ADA, SA4 2/269 C-3 Ki15
SU ADA, SA4 3/269 C-3 Ki15
SU Arm 17G 13-B-10 Ki15
SU Arm 41G 11-B-9 Ki19
SU Arm 42G 11-B-9 Ki15
SU Arm 75G 11-B-9 Ki15
Nat. Type Design. Values Deploy
SU Art 71 4-C-4 Ki19
SU Art 961 4-C-4 Ki19
SU EW 92 Ki19
SU EW 93 Ki15
SU Hel, Mi24 318 35-6-9 Ki19
SU HQ 1 GA D Ki19
SU HQ 6 GTA D Ki15
SU Mech 47 7-B-10 Ki19
SU Mech 25G 8-B-10 Ki19
SU Mech 72G 8-B-10 Ki19
66.3 Warsaw Pact Assets
Naval Surveillance markers 4
ASW Surveillance markers 4
Air Superiority markers 8
Repair Points per Turn (Maps D, E, F, G)
11
Repair Points per Turn (Maps North, Central, South, Southeast)
11
Nuclear Air Pulses 90
Nuclear Artillery Pulses 75
Nuclear Missile Pulses 47
Nuclear Naval Pulses 16
66.4 Warsaw Pact Replacements
Warsaw Pact receives Ground Replacements according to the following schedule:
Nat. Ground Replacements
SU Turn 10 – 25: 5 Replacement Points per Turn
Nat. Ground Replacements
WP Turn 10 – 25: 2 Replacement Points per Turn
Warsaw Pact receives Air Replacement according to the following schedule:
Turn Air Replacements Steps
3 3x Mig23, 4x Mig21, 1x Su24, 1x Rec
4 2x Mig23, 4x Mig21, 1x Su24, 2x Rec
5 4x Mig23, 4x Mig21, 1x Su24, 1x Tu16, 1x Transp
6 2x Mig23, 2x Mig21, 2x Su24, 1x Rec, 1x Transp
7 3x Mig23, 3x Mig21, 1x Su24, 1x Tu16, 1x Rec
8 3x Mig23, 3x Mig21, 2x Su24, 1x Transp, 1x Rec
9 2x Mig23, 3x Mig21, 1x Su24, 1x Transp, 1x Rec
Turn Air Replacements Steps
10 2x Mig23, 3x Mig21, 2x Su24, 1x Tu16, 1x Rec
11 3x Mig23, 3x Mig21, 1x Su24
12 2x Mig23, 2x Mig21, 2x Su24, 2x Rec
13 2x Mig23, 3x Mig21, 1x Su17
14 1x Mig23, 2x Mig21, 1x Su24, 1x Su17
15 2x Mig23, 1x Mig21, 1x Tu16, 1x Su17, 1x Rec
16 1x Mig23, 1x Mig21, 2x Su17
13
Turn Air Replacements Steps
17 1x Mig23, 1x Mig21, 1x Su24, 1x Su17, 1x Rec
18 1x Mig23, 2x Mig21, 1x Su17, 1x Rec
19 1x Mig23, 1x Mig21, 2x Su17, 1x Transp
20 1x Mig23, 2x Mig21, 1x Su17
21 2x Mig23, 1x Mig21, 1x Su17, 1x Rec
Turn Air Replacements Steps
22 1x Mig23, 1x Mig21, 2x Su17
23 2x Mig23, 1x Mig21, 1x Su17
24 1x Mig23, 2x Mig21, 1x Su17
25 1x Mig23, 1x Mig21, 2x Su17
67. NEUTRAL FORCES
Neutral forces set up first together with NATO, using the DNL Nordic Balance and UAIS Forward, Comrades! Campaign setup.
68. ADDITIONAL CHANGES
68.1 Special Forces Units
1. All NATO Special Forces units from UAIS are considered Small Combat Units with 3 D-3 values.
2. All WP Special Forces units from UAIS are considered Small Combat Units with 4-D-3 values.
68.2 WP Mi-24 Helicopters (Optional)
In 1985: Under an Iron Sky, Warsaw Pact’s capability to maintain its
large fleet of Mi-24 attack helicopters fully operational has been
probably overestimated.
1. Substitute all WP Mi-24 units from UAIS with the corresponding DNL unit from countersheet #6.
68.3 Bases
1. The following hexes are considered Naval Bases of the same nationality of the country where they are located: Den Helder (N0332), Esbjerg (N2715), Gdinya (H4324), Kiel (N3425), Wilelmshaven (N2229).
2. The following WP Off-Map Bases are not used: 414 (DDR), 415 (Poland).
3. The following NATO Off-Map Bases are not used: 316 (2ATAF), Esb (Esbjerg), Hel (Den Helder), Kie (Kiel), Wil (Wilelmshaven)
4. The following NATO Off-Map bases are on map during this campaign and the Entry Codes listed on their box are ignored: 101 (Aalborg), 116 (Eindhoven), 129 (Hohn), 131 (Husum), 132 (Karup), 166 (Skrydstrup), 179 (Vandel),
5. The following NATO Off-Map bases have their Entry Areas changed:
6. NATO naval units may move from the Megahex containing Kiel (N3425) to Megahex N2827 or vice-versa if all the following conditions are true:
a. Kiel Naval Base is under NATO control.
b. No enemy units are adjacent to a Kiel Kanal hexsides.
7. NATO naval units may move from Hamburg Port Megahex to Megahex N2827 if no enemy units are adjacent to the portion of Elbe river starting at Hamburg port and ending in hex N2827.
69. SCENARIO RULES
69.1 Additional Rules
All the additional rules described in this booklet are used.
69.2 Victory Conditions
1. Check for a Political Victory using the Political Victory rules (see 64.1) and the following table:
PPs Diff. Result
110 or more WP Decisive Victory
NATO is on the brink of dissolution, with several members starting separate peace talks with Moscow.
Warsaw Pact governments renew their promises of everlasting Socialist solidarity and mutual assistance under the infallible leadership of the Communist Party of the Soviet Union.
90 - 109 WP Substantial Victory
NATO is under accusation for the high losses sustained, and the inability to halt the Communist aggression. Several Western governments request to begin talks for a ceasefire.
Warsaw Pact governments renew their commitment to the Socialist Cause and look at Moscow for guidance and protection.
70 – 89 WP Marginal Victory
Several Western governments raise questions about the possibility for NATO to sustain the high attrition rate in both equipment and personnel for more than a few weeks. Secret talks for a ceasefire begin at Zurich.
Warsaw Pact governments are able to keep the internal dissent under control and reassert their
friendship with Soviet Union, but demand a political solution to the conflict as soon as possible.
40 - 69 No Political Victory. Determine Military Victory.
20 - 39 NATO Substantial Victory
NATO resists the impact, and US industry starts converting to war production.
Warsaw Pact governments face unrest and open revolts, forcing several member countries to reconsider their position toward war. A formal request to begin peace talks with NATO is forwarded to the General Secretary of the Communist Party of the Soviet Union.
19 or less NATO Decisive Victory
NATO successfully contains the Communist onslaught, limiting its own losses to acceptable level for the member countries.
Warsaw Pact governments are shaken by revolts and unrest, with Soviet Union unable to suppress them in a timely manner. Several member countries begin separate secret talks with NATO for a safe exit from Warsaw Pact.
2. If no Player obtained a Political Victory, check for a Military Victory using the Military Victory rules (see 64.2) and the following table:
MPs Diff. Result
860 or more WP Substantial Victory
Warsaw Pact advanced deeply into NATO territory and demonstrated its military apparatus is still to be feared.
# Name Entry Areas
305 East England WE1:2
306 Central England N2:5 WE1:3
14
NATO failed to obtain its declared objective of protecting the territorial integrity of its member countries.
630 – 859 WP Marginal Victory
Warsaw Pact penetrated NATO defences, but was unable to deliver a decisive blow.
NATO must face the dilemma of mounting a dangerous counterattack o prepare for a long, uncertain war of attrition.
550 – 629 Draw
Neither side was able to destroy enemy’s military power or to obtain a decisive advantage.
If the present appears bleak, the future is even more uncertain.
500 – 549 NATO Marginal Victory
Warsaw Pact was unable to obtain a significant military success, with serious consequences for the involved commanders.
NATO succeeded in surviving the initial shock and mounting up a credible defence of its member countries.
499 or less NATO Substantial Victory
Warsaw Pact forces failed to achieve most of their objectives, losing credibility and political value. Knowing the consequences, several high rank Soviet commanders have committed suicide.
NATO blunted Soviet military might and successfully defended its members’ territorial integrity.
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