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A Super-detailed Tactical Simulation Game A Super-detailed Tactical Simulation Game Heo CITVFIGHT Modern Combat in the Urban Environment RULES OF PLAY Copyright © 1979, Simulations Publestions, Inc, New York, NLY., 10010 Read this First: The rules of this SPI simulation game are organized in a format known as the Case System, This system of organization divides the rules into Major Seetions (cach of which deals with an important aspect of play). These Sec tions are numbered sequentially as well as being named. Each of these Major Sections is introduced by a General Rule, which briefly describes the subject of the Section: Many times this General Rule is followed by a Procedure Which describes the basic action the Player will take when using the rules in that Section. Finally, the bulk of each Major Section consists of Cases. These are the specifi detailed rules that actually regulate play. Each of these ‘Cases is also numbered. The numbering follows a logical system based upon the number of the Major Section of which the Cases are a part. A Case with the number 6, for example, isthe fifth Primary Case of the sixth Major Section of the rules. Many times these Primary Cases are further subdivided into Secondary Cases. A Secondary Case is recognizable by the fact that it has two digits to the right ofits decimal point. Each Major Section can have as many as nine Primary Cases and each Primary Case can have as many as nine Secondary Cases. The numbering system is meant as an organizational aid. Using it, Players can always easily tell where a Case is located in the rules ‘Asa further aid, an outline of the Major Sections and Primary Cases is given atthe beginning ofthe rules, How the Section and Case Numbers Work: Major Section Number Primary Case Number Secondary Case Number 4 [6.53] ‘The preceding example would be the number of the third Secondary Case of the fifth Primary Case ofthe sixth Ma- jor Section ofthe Rules How to Learn to Play the Game: Familiarize yourself with all of the components. Read all of the General Rules and Procedures and read the riles of the Primary Cases. Set up the game for play (after reading the pertinent Section) and play a trial game against yourself referring to the rules only when you have a ques: tion. This procedure may take you a few hours, but itis the fastest and most entertaining way (0 learn the rules short of having a friend teach them to you. You should ‘not attempt to learn the rules word-for-word, Memorizing PL rules are written to be as complete as possible — they're not designed 10 be memorized. The Case numbering system makes it easy to look up rules when you are in doubt. Absorbing the rules in this manner (as you play) is ‘a much better approach to game mastery than attempting foratest all that detail is a task of which few of us are capable, tostudy them asif crammis We hope you enjoy this SPI game. Should you have any difficulty interpreting the rules, please write to SPI, phrasing your questions so that they can be answered by & simple sentence, word, or number. You must enclose a stamped, self-addressed envelope. We cannot guarantee a proper answer should you choose to phone in your ques- tion (the right person is not always available — and since SPI has published hundreds of games, no one individual is capable of answeringaall questions). Write to: SPI Rules Questions Editor for CityFight 257 Park Avenue South New York, N.Y. 10010 1.0 INTRODUCTION 2.0 HOW TOPLAY THE GAME 30 GAMEEQUIPMENT S TheGameMan 33 GameChartsand Tables 33 ThePlaying Pieces is Games 1X5 Definition oF Terms fe Pari Inventory THe Basic GAME “40 SEQUENCE OF PLAY “4 Game-Tura Sequence Outline 422 Shipping Game Turns 443 Timing of Moves (Optional Rule) 5.0 COMMANDS S:1-Which Unis Receive Commands £2 Movement Commands 153 Frecommands £14 Searen Commands 55 Sighting Actions The Action Point Track 60 LEADERS AND COMMAND CONTROL ‘6 Leader Unis 162 Command Conteot 13 Leader ovement 154 Leader Suppresion 5 Leader Replacement ie MAP. Tat Megahenes 72 Open exes 73 Building and Woods Hexes 144 OtherAap Features 15 Map Tramsation 146 The Old Village MOVEMENT at Fisears Unit sued Bold Command 2 Movement Restrictions 3 Expending Action Points STACKING (More Than One Counteriaa Hes) 9.1 Leader Stacking 92 Bifecsof Stacking on Actions 953 Oreanzationa Reston on Stacking 10. MEGAHEX OBSERVATION (Sighting) ANDIMMIEDIATEFIRE {01 Wich Units ay Perform Sighting Actions 1.2 Restrictions on Sighting Acton Siting Resolution Procedure Ws Automate Spotting and Observation Posts 1 Spotters 106 Immediate Fire Action 107 Special Sighting Situations 10 Telephone Ortces 110 COMBAT, LT Which Units May Fire 112 Horiomta Line of ihe 113 Fire Acton Resolution Procedure Wt Spoted and Unspoted Target Hexes TS FreCombat Ress 116 Machinegun Units 113 Automatic Rites Hk Soft Combat Reals Table 120 PASSING. 10 CLOSE ASSAULT 1.1 Which Units May Close Assault 13.2 Clore Assault Rotation Procedure 133 Engaged Units [3.4 Effeisof Close Asault on Movement Commands 140 AMMUNITION DEPLETION. TAI How Unie Run Oot of Ammunition 142 EfeisofBeingOutof Ammunition 143 Recovery from Being Out of Ammunition SUPPRESSION 1S Hos Units Become Suppressed 182 Effects of Suppression 183 Recoven from Suppression without Leaders 18.4 Recovery from Suppresion with Leaders 155 Suppression and Sprters 184 Leadersand Suppression 16. ADVANTAGE 1.1 How Advantages Determined 162 Effecsof Advantage "RESERVATION LEVELS (74 How Unis Are Demoralized 112 Efecsof Demoralztion THE INTERMEDIATE GAME TKO VEMICLES Tht Commands 182 Command Control and Tank Leaders 163 Stacking and Movernent 8A Observation (Sighting) Line of Sigh and Posture IS Fire Acton Resolution Procedure ike Ammunition 183 Tanks and Preservation 18a SaiePropeled Guns 189 Hard Combat Ress Table 19.0 MECHANIZED INFANTRY COMBAT VEHICLES (MICY9 AND OTHER VEHICLES 1941 Transporting Personnel with MICVS 192 Fire 19.3 Preservation Level for MICS, APCS, Scouts Toad Armored Personnel Carers(APC3) 195 Scouts 19.6 Sot Vehicles 20.0 ANTETANK WEAPONS JO Hom Ans Tank Weapons Are sued 2 How Ani-Tank Weapons Are Used 3 Restieions on ATW 2054 Chose Assaults Azains Vehicles 25 Ants Personnel ie Against Open Vehicles 2046 Multiple Tarse's 21.9 DESTRUCTION OF BUILDINGS Bs How Bing AreDanatd, Deore, 21.2 Erfects of Damaged and Destroyed Buildings 213 Erfecs of Demolshea Building 2144 Fires Caused ty Destruction 220 FLAMETHROWER AND INCENDIARY ROCKETS 227 How Famethromers and lacendiary Rocket, {Caonchers Aree 22.2 How Fametiromer and Inceniary Rocket, Untneher areUsed 22.3 Durning Ding ad Woods BB Flamethrower Table 230 GRENADE LAUNCHERS {Bat Which Unis Postss Grenade Launchers 233 How Grenade Launchers Work ao NGHT DAA Observation Dusng Night Senaron 342 FireCombat at Nigh! 243 STANO Gurvelance, Target Acquisition, Niet Obseraton)| 244 Sane 245 Suppression Recovery at Night 24.6 ilumination fom Boring Buldings/ Woods 250 SNIPERS, 25.1 How Snipers Operate 3822 AdHoc Formationof Snipers 260 INDEPENDENT-COMMAND AND LEADERS 2b.1 Actions by Independen- Command Units 363 Stacking of Independen- Command Unis 2653 Suppression of Independen-Command Unis 2644 Preervaton and Independent-Command Units 265 Leader Reasignment 26.6 Leader Replacement 26.7 Platoon Sergeant Assistance DECLARED SIGHTING AND DECLARED POSTION 211 Delared sighing Procedure 372 Restrictions on Desired Sabine 313 Desared Postion 374 Desared Position rosedore 373 Devared Postion Diagram 280 WEATHER 2x Clear Weather 242 Raina 383 Snow 384 Foe 2K Flameitroners 386 Embenkments 389 Winer Folge 2K4 Nigh and Fou! Weather 249 Meaher Search and Foul Weather 28.0 AMPHIBIOUS MOVEMENT Jou Bridges 2322 Amphibious Vices 293 Shorkeled Units 3944 relayers 430.0 SMOKE Ds Grenade-Launsbed Smoke M3 Smoke Dispesal 94 Smoke and Observation Ms Smoke and Combat We Smoke and Movement 307 Smokeand Fire M3 Simoke and Suppression Recovery ADVANCED GAME suo HEIGHT SLL Heh Levels snd Floor Levels 31.2 Heghtand Movement 1315 Floor Levels andStacking Limi 3154 Height and Observation 315 Vertical Lineot Sigh 31 Embankment Brsdpes, and Woods 313 Rootrand eels 43158 Damaged, Desiroyed, Demolished, and Burning Buildings 2319 Height of Smoke, the Telephone Orc, 2320 HEIGHT AND COMBAT 321 Direct Fee 323 Firing Up 323 Firing Down 3254 Chose Assault 325 Fre rom Cellars 3541 Designating niet Fre Unis for Direct Fie Roles, 333 FirePios 333 Computing Delay 43344 Seater and Repstraton Fire 33 Cominulty ot Fire Bie Fretor Etec Resostion 1337 Indie Fire Observation and Adjustment B45 Rocks, smoke, andStarshel 349 Anlery Ammunition Depletion ADVANCED OPTIONAL RULES So ENGINEERS. BAU Sappers 302 Work Commands 34.3 Sapper Demolition 350 BOOBY TRAPS, 381 Establishing Boobseaps 352 Effects of Boobstraps 3833 Detusing Boobytrps 260 BREACHING WALLS BoA iret Fire reaching 362 Sapper Chares {370 OBSTACLES. 3741 Scenaro-Desgnated Obstacles B13 Rabble 374 Moving Obstacles B15 Removing Obstacles 314 Eerfects of Obstacleson Movement 373 Erfects of Obsacleson Linco Sih 374 OtherE fects of Obstacks 280 MINES BH Minetaying 382 Minesweeping B43 Erfecs ot Mines 139.0 CRATERS AND DITCHES 393 Creating and Removing Crates and Ditches 94 Erfecsof Cratersana ices oo FiiaNG Ports, 400 RULESOF ENGAGEMENT. 2.0 CONFLAGRATION 42.1 Conlagyation within Buildings {22 Connagrationin Woods Hexes 42.3 spreading Confagrations 2.4 Added Effect of Conlagrations 43.0 AMMUNITION STORES Grr Exablshing an Ammo Store $2 Destruction of Ammo Store: £83 “Permanene" Ammunition Depletion {244 Recover from “Permanent” Ammo Depletion 41 Pole 403 teeputas 463 Cas cautomotile) 4.0 DIFILADE 46.1 Determining Defiade 42 Bec of Detade 4460 PREPARED POSITIONS 46.1 Designating Prepared Positions {42 Duration of Prepared Positions 463 Etecsof Prepared Postion, 44654 Making Prepared Postions Known 41 Driving inion Building 4213 Erocs of Placement n Buildings 473 Miscellaneous 440 MULTLPLAVER GAME 41 Player Responsibility 82 Player Rowton 53 Plier Communication 64 Mulplentaps 445 Other Etec INGANUMPIRE PNARIO DESIGN GUIDE 50.1 TheDasieGame $8.2 BasieGame(Comsinued) 303 InermediteGame ‘Advanced Game Indes Fre Units Engineers and Related ems Other Advanced Game information Special Rules 51.0 SCENARIODESIGN NOTES St. Forces Used (Quanity of Forces SecUp Locations and Ene Areas S14 Fogo! War 515 Standard Table of Organization & Equipment Si Scenarios Incladed withthe Game SCENARIOS S20 ENCOUNTER ON THESTAUFFENBERGALLEE S80 BREAKOUT! 50 NICOSIA, CYPRUS, $8.0 HAN Seid TANKWATILE AT METALWAREN S10 TAKE THE MONEY ANDRUS. S40 THEBRIDCES AT GERLAFINGEN 89.0 REVOLTIN HUNGARY, Esztergom, Octobe, 1986 60 oeaRUT (200 ASSAULT ON GERLAFINGEN {63.0 THROUGH FRIENDSHIP PASS, (600 BRADER-MEINHOF, 65.0 LONDON'S BURNING. 1.0 GYOR-HUNGARY ‘s Somoza's Army (66.0 FALL OF LONGSON, VIETNAM (8.0 WERLIN-LICHTERPELDE, 70.0 TACHING, Hellongiang, Manch a, China [1.0] INTRODUCTION "Many areas of the mor especialy Western europe, have experienced a massive growth buileap areas and. man-made changes 0 the tral landscape, These changes signe af fect potential future atleields, Avoadance of baasp areas t_0Tonger possible Rather. Iilitary operations built-up ates aan intcarl fat of combat operation and present special on Portas and challenges tothe commande US. Army Field Manuel 712, The Tank ond Infantry ation Task Force Giyfgh ital simlation of contemporary Sind post Workd-War It combat in the urban en Cironment Placed in the role of platoon, com puny, or bataion commander the Payer faced Wh a wide varity offensive or defensive mis Sons tote carried oat a blltup are. Inso de ings the layer comes to lear how 10 use sash Specaizad unts te sappers stipes spores. fhamethrowers and wiltary pie Very limited meligence with respect 10 the Enemy Ts key ‘arate of urban warfare, and isan equally Smmportant foundation ofthe Cisfght game system, Avarell, Ciyigarasumes complete tepity on the part of al Players adherence tothe ules isarely mate of personal ones there ie saint terest, SPL hopes o update (Cyfigh fon ime 10 time by insonporating the Toten itary developments in weaponry, doc Trine, and oreanantion im inexpensive Kis. trde to make ts updating procera accurate Possible, we weleome unclassified information {ent in by Payers rearding the various aspects of the miliary sitions prsened inthe eame ‘Weapons performances and TOES. ate pat olay important Players are encouraged tofor- stand sugestions clevant tothe rule Of pay lita forthe update, and reports an sume la Wer are pariulry interested tm detaly on ‘tenaros played (expeily ood ones maybe i Slade inthe future of peated In MOVES Maacine) and adice to Players. Please do not {ueston, Send reports to Ciytight Update Simulations Pablisations, tn BerPark AvenucSouth ew York, N-¥. 10010 [2.0] HOW TOPLAY THE GAME Ciyfigh splayed in Game-Turns, cach of which ‘Salvi imto-a number of Stages The focus of fash Game-Turn it on the Action Stag, when Players move and attack lire) with the Unis ‘Thin be done by moving the individual unis Through the hexgrid and by sing thee various tapos systems. Play i the Acton Stage alte tates hack and forth between Players. Various ber funstions, such ax wing commands, and recovery fom ammunition depletion or suppres Sonate performed drag otber Stages of the the basis of accumulated. ictory ‘Points for “ariowsactandacicvements Citspigt presented i a series of thee eves of ompleiy Te Base Game Sections 1 through {Dy meroduces the standard sumesystem, feature {ng intaniy combat fsa Players Games” ean be eared guicly, and s eae spe and sbsract ‘The Intermediate Game (Sections 18 through 30) Dati n the Basi Game by sneoducing vehicles, nu-tank weapons, building destruction, smoke, Shiner, new aging rules, combat in specie. ‘ronments, and various special weapons. Takes Tongro learn and pla than he Basie Game, id ‘smo realist ‘The Advanced Game (Sections 31 through 47) Tide ‘on the Intermediate ame. Standard Features ofthe Advanced Game are height levels And riley. Ia aon there are many more op Tina advanced rules covering sappers (combat fnginces), rubble, mines, ete. When these 0 onal ules re included, the game Wa realistc Simulation of urban warare. Te price for this Feightened realism Ist high level of complesity Andalengthy playing tine Not everyone will want to play Citigate I termediate or Advanced level, ut for hose who Gor stromaly recommended that you {ist master the Intermediate Game before proceeding Torasklethe Advanced Game Sections 48 through 70 provie rules for mul Payer gaming, se of an umpire (which nt fared) a guide to constructing “home-made ‘Senartos, and ur own scenarios stat of wth Modern warfare i a complex subject, and the {ules 10 Cnfighrare thus abo comples, specials ten compared fo much simpler games (such a+ Monopoly for example We have tried to keen the rus a short ax posible while ensuring thelr ‘arity and thoroughness, Basal, the rules are tein within a special and highly organized 1, Each separate topic is presented as an in Aividaal Afjor Section, numbered consecutvely from 10. Further division within the Sections are tase by Primary Cae, which cota als ca Ihing one aspect ofa Section as a whole e552, Movement Commands): and by Secondary Cass, Which ave the individual rules themeclves (e+ 520. 2, Mos rules ate presented with an accompanying Genera Rule 3 Procedure which describe the feaealaubject and concept ofthe rls that wll follow, (Frtbertformation can also be found in the Commentarypararaphs.) 3, Terminology: The rules we a speiflcjargon — ‘amespeak If confusion aes from unfamiliar ferms, Plajets should consult the Definition of Terms (Case3.3. 4, Asalast note, Player should not be frihtened ‘i or be la ens withthe “Legale” wording fof the rales, Players should not fee compelled 19 let the rales “Ply the game for then." Atte ‘Ctsfight i designed to provide a simulation ‘modern urban combat laa enjoyable eae fr Inat,no ean exercise nw. Players ae ree 10 make mosifiaions they fel wil improve the (tame (and are: mutually acceptable 10 each Prayer. [3.0] GAME EQUIPMEN CASES: (3.1) THEGAMEMAP “There ate wo denial 17° x 22° mapshets, one for cach Player, depicting the (plcal, If in nary, small town of Geraingen io West Ger thany. Each Payer ates one ofthe (wo Menial ‘aps: his opponent's map remains biden fom Fi at all ime The same map are wed fr al ‘Cisfight scenarios, including thow set outside Germany. A heragonal sid superimposed on ‘the map inorder fo regularize movement and positioning of the playing pices. The, repulae imal exagons (henceforth called exes) are rouped” ino. puters of seven betes. called ‘Mepuheser Each merabex has distinc code number, pisted on the map. conssing of & umber’ and. ete, e.g. TK. Each hex is humbered In agcordance with is postion within the mege, starting with 1 atte (op and po- {ceding clockwise around te center hex ofthe tnezahes, withthe center hex even the umber 7 “Thus single hex may’ be referred 10 5 "7K2" Seethe folowing empl Megane wth Hex Numbershown (32) GAMECHARTS ‘AND TABLES Various visual ais ae provided tsimpiy andi lucrate certain game unions. These ais nlude the Acton Tracks, Combat Revlls Tables, Unit Stas Shees Uni Data Tables, and other chars find tbls. The Unit Status Sheet willbe writes ‘on and shouldbe photocopied for seas needed, ‘ther saul ads donot require duplication Use of {pencil forthe Uni Status Sheet recommended, “Stee shangesare often made nthe course of ply. [3.3 THEPLAYING PIECES [3.3] Counters and Markers ‘There are 1400 playing pecs, or counters, ineach ame Citylght OF these, 888 are Informational Markers, or ets. Among the markers inslued ve Command chi, Suppresion indicators, Ou Sf-Ammo.ladcaoes, markers Indicating the physical status of areas on the map, and many fore. All of these markers ince the current State ofa given anit or hex or megahex. The ac {ual unis inthe game — the freteams, tank, lenders, tear epresenled by Organiaional Counters, wbich may dene anything from a Sinaleman grvehicltoa full 2-mansquad [3.2] Organizational Counters The Soviet counters, representing 2 fixed ‘rannzation, have mre information printed on them than do the NATO counters, which mst Be fn adaptable toa wide range of organizations nd equipment. Each Organizational Counter, homever, bears an sdenifction umber and Indicator ofthe type of unit it represents, Many tcitional values foreach uni are provided in he Unit Data Tables: others, which may vary from time time within single game, ae noted on he Unit Stats Sheets, or are isted insenaroisrc Hos. The Soviet counters may also be used 10 repreeat the forces of Vietnam and oer Soviet tls The NATO counters may be wed To repre Sent the forces of the United States, United Kingdom, "Wes Germany, France,” China, (Canada, an he Netherlands (3.38) How toRead the Units pe Paco retort sntrtame 6 AS-i 00 Git trp after ome —L-ones Zell simter —f+424/324 Profi > lr A sp og pm ti Type of Vehicie [3.34] How to Read Unit Idenitication Numbers Unit Adenicaton Numbers consist of three {gis For Soviet and Vietamese units, and for the US. Army mectsheayy taskforce andtscon Stent elements, each dit indents level oF ganization. ‘The ist digit isthe numberof the company the unit i attached 1; "0" indicates battalion fevelattachments. Thesscond dit isthe umber ofthe platoon the unit attached to indicates a companylevel attachment. The lst Aig the number of the ri within the platoon ‘nother organization fo which itis atache. The ‘hd ig separated bya hyphen from the ec fond digit whenever is valve exceeds "9", e. Sh12:4ihcompang, Is platoon, [uni Inthe case of Soviet or Vietnamese tank counters, ther are two identification numbers printed. The {OOK numbers wed when the ans reorganized into pare tank wnt The IXX-2XX, oF IX umber is used when the tanks are atached 0 mover rileuns, When using NATO counters fr organizations oh than the U.S. Army ectsheay ask Forceand its constituents, he ideniieation numbers do 01 eesaniy Indicate te unit's orgasztional at tachment. Players max conult the standard or Scenario Tables of Organization and Equipment (TOMES forthe organization of these unis, and rus ote the platoon and company afilation of ‘chunitonthe Unit Stata: Shes 13.35) Pantcalar Features of Soviet Counters Soviet BMP counters may aso be wed 0 ep Sent BTR armored personnel carers wheres the cate use BTR values insted of the BMP ‘ales printed on the counter Ir there is no strength indicator on the et side of {the countethe unit concerned has no ard Attack ‘Sten. If there is n0stength neato om the rights of the counter, theunit concerned has no Sort aac strength (see3.38). |AS"G" onthelet sie the ouster indicts that ‘he ui concerned hs grenade iunchereapabi- {9 be Seton 23.0).A "Vin any position in beats awarabl stength;comll he Unit Data “ables for the type of unit (and, in the In termediate or Advanced Games the range con ‘ened. On the tank and BRDM counters, here are two soft Atack Strengths. printed, 6. thsi that newnitconceriedies [OCD two separnte machine guns, which are wate a2 | Ale ead Separate weapon system (ee the Unit Data | “owe ‘Tables. LJ (3.36) Sample its ara] gle g niin Coen vac BAH | rina aachinree a Anon Gon pity 4 BX | noad sacriner ce me Bg] aur stand fn 431 | Fete wit econ Sime | ae + Te | some roe Cater * - Fate | Sod wih Merion = i a ~ oY | ==) aa oe | Sete ars cE: wed we : = ae rack E oa a 6s ry Penn who Mechnen SAA | Feiem witow Mchinen oa Sei Paptet Gu Somer oes m2 > bir | mere = Amon Psese Curie? S94 St Pro Con ects = ‘it | mudi had : Te om @ gay | asus At an a serpr aot 3 Ad hoe Sniper ee 5°73 Serpe un a omer ie ae (ee Bie | rests a =