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chooses to declare war. The key feature of this referred to as the War-Turn. The scenario is then
scenario is the relationship between the Tension played from Game-Turn Two through the end of
Level and NATO's Alert Condition. The Tension Game-Turn Eight, or Game-Turn Fifteen, as the
Level is determined by which preparations for war Player's desire.
the Warsaw Pact player has initiated. The more
NATO ALERT LEVELS
preparations, the higher the Tension Level will
likely to be. The Tension Level in turn affects There are five possible NATO Alert Levels:
NATO's Alert Condition. The higher the Tension
1) No Alert
Level, the greater the chances that NATO's Alert
Level will improve. NATO's Alert Condition 2) Alert Condition One
determines NATO's readiness to meet an invasion.
3) Alert Condition Two
In order to play this scenario you need a ten
sided and a six sided dice. For all Peace-Time die 4) Alert Condition Three
rolls (exception: American Units Activation) use 5) Alert Condition Four
a D10. Always read 0 as 10.
NATO starts the scenario at No Alert. At the start of
NEW MARKERS six new markers are required: each NATO Player-Turn, before war has been
1) a Peace-Turn Marker, dec1ared, the NATO player rolls one D10. If the result
2) a Soviet Mobilisation Marker, is less than or equal to the current Tension Level (see
3) a Warsaw Pact Minor Ally Mobilisation Marker, Tension Level), NATO's Alert Level increases by one.
4) a NATO Mobilisation Marker, and Once war was been dec1ared, all peacetime restrictions
5) a French Activation Marker. associated with NATO's Alert Level end. However,
6) an Italian Activation Marker. NATO's Alert Level at the instant the war is declared
does affect the point allocations and reinforcement
WAR AND PEACE schedules that apply for the remainder of the scenario.
The scenario starts during peacetime and remains No Alert
there until the Warsaw Pact player dec1ares war. At
the start of the Game, the Peace Marker is placed in During each Peace-Turn that NATO is on No Alert,
the Game-Turn One box of the Game-Turn Track, and NATO's Player-Turn is skipped. However, the NATO
advanced one box at the start of each new turn of player may roll to increase his Alert Level after each
peace. The box currently occupied by the Peace-Turn Warsaw Pact Player-Turn. As soon as war is declared,
Marker is referred to as the Peace-Turn. During a the NATO player may execute normal Player-Turns.
Peace-Turn, no unit belonging to either player may If the Warsaw Pact Player dec1ares war when NATO is
enter enemy territory, nor may either player execute on No Alert, the scenario is played according to the
any form of combat. During Peace-Turns, both players following rules:
are subject to additional movement restrictions which
vary depending upon NATO's Alert Level and the The Warsaw Pact player uses the Organic Supply
various pre-war preparations that the Warsaw Pact has period listed in the Tactical Surprise Scenario.
initiated. The Warsaw Pact player receives the Air Strike
The Sequence of Play during Peace-Turns is reduced Bonus listed in the Strategic Surprise Scenario.
to only three phases for each Player-Turn: the
The NATO player uses the Initial Point
Reinforcement/Activation/Dec1aration Phase, the
Allocations and Activation Schedule listed in the
Detraining Phase, and the Movement Phase. In
Strategic Surprise Scenario.
addition, the NATO Player Turn is skipped entirely
when NATO is at certain Alert Levels. The NATO player receives reinforcement units
and transport points for the current War-Turn as
The Warsaw Pact player may dec1are war at the start per the Strategic Surprise Scenario.
of any Peace-Turn from the start of the game onwards.
The Warsaw Pact player must declare war by the start The NATO player receives Victory Points for
of the Peace-Turn Eight or he forfeits the game. Once Chemical Warfare as per the Strategic Surprise
the Warsaw Pact player has declared war, all normal Scenario.
rules of play apply. The Peace Marker is removed from Both players receive Air Attack Points and
the Game-Turn Track and the regular Game-Turn Chemical Warfare Points for the current War-
Marker is placed in the Game-Turn Two box. The box Turn according to the Strategic Surprise listings
currently occupied by the Game-Turn Marker is on the Game-Turn Track.
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Alert Condition One Manoeuvres, NATO's Player-Turn is skipped.
However, the NATO player may roll to increase his
During each Peace-Turn that NATO is on Alert Alert Level after each Warsaw Pact Player-Turn. Once
Condition One prior to the initiation of Warsaw Pact the Warsaw Pact player has initiated Manoeuvres, the
Manoeuvres, NATO's Player-Turn is skipped. NATO player may choose to activate all West German,
However, the NATO player may roll to increase his American and British units in West Germany at the
Alert Level after each Warsaw Pact Player-Turn. Once start of any subsequent NATO Player-Turn (see
the Warsaw Pact player has initiated Manoeuvres, the Manoeuvres). NATO's Player-Turn is then executed
NATO player may choose to activate a limited number normally within the restrictions of peacetime play.
of West German and American units in West Germany, Once war has been declared, there are no further
with limitations on movement, at the start of any restrictions on NATO's Player-Turn.
subsequent NATO Player-Turn (see Manoeuvres).
If the Warsaw Pact player declares war when NATO is
West German Units Activation: roll one D10, the on Alert Condition Two, the scenario is played
result is the number of West German units activated, according to the following rules:
these units may move only by Strategic Road
The Warsaw Pact players uses the Organic
Movement or Tactical Road Movement.
Supply period listed in the Tactical Surprise
American Units Activation: roll one D6, the result is Scenario.
the number of American units activated, these units
may move only by Tactical Road Movement. The NATO player uses the Initial Point
Allocations and Activation Schedule listed in the
NATO's Player-Turn is then executed normally within Tactical Surprise Scenario.
the restrictions of peacetime play. Once war has been The NATO player receives reinforcement units
declared, there are no further restrictions on NATO's and transport points for the current War-Turn as
Player-Turn. per the Tactical Surprise Scenario.
If the Warsaw Pact player declares war when NATO is The NATO player receives Victory Points for
on Alert Condition One, the scenario is played Chemical Warfare as per the Tactical Surprise
according to the following rules: Scenario.
The Warsaw Pact players uses the Organic Both players receive Air Attack Points and
Supply period listed in the Tactical Surprise Chemical Warfare Points for the current War-Turn
Scenario. according to the Tactical Surprise listings on the
Game- Turn Track.
The NATO player uses the Initial Point
Allocations and Activation Schedule listed in the Alert Condition Three
Strategic Surprise Scenario.
The NATO player receives reinforcement units During each Peace-Turn that NATO is on Alert
and transport points for the current War-Turn as Condition Two prior to the initiation of Warsaw Pact
per the Strategic Surprise Scenario. Manoeuvres, NATO's Player-Turn is skipped.
In a 8-turn game, the NATO player receives However, the NATO player may roll to increase his
three Victory Points in the Game-Turn the Alert Level after each Warsaw Pact Player-Turn. Once
Warsaw Pact player declares Chemical Warfare, the Warsaw Pact player has initiated Manoeuvres, the
six Victory Points in a 15-turn game. From the NATO player may choose to activate all non-French
subsequent Game-Turn the NATO player NATO units in West Germany at the start of any
receives Chemical Warfare Victory Points as per subsequent NATO Player-Turn (see Manoeuvres).
the Tactical Surprise Scenario. NATO's Player-Turn is then executed normally within
the restrictions of peacetime play. Once war has been
Both players receive Air Attack Points and declared, there are no further restrictions on NATO's
Chemical Warfare Points for the current War-Turn Player Turn.
according to the Tactical Surprise listings on the
If the Warsaw Pact player declares war when NATO is
Game-Turn Track.
on Alert Condition Three, the scenario is played
according to the following rules:
Alert Condition Two
The Warsaw Pact player uses the Organic Supply
During each Peace-Turn that NATO is on Alert period listed in the Extended Build-Up scenario.
Condition Two prior to the initiation of Warsaw Pact
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The NATO player uses the Initial Point Reinforcement Schedule and the Game-Turn Two
Allocations and Activation Schedule listed in the transport point reinforcements listed for Game-Turn
Extended Build-Up Scenario. Two on the Game-Turn Track, etc.
The NATO player receives reinforcement units
When the NATO Mobilisation Marker is moved
and transport points for the current War-Turn as
into the Game Turn Four box, all French units in
per the Extended Build-Up Scenario.
France are activated.
The NATO player receives Victory Point on
the Game-Turn the Warsaw Pact player declares If the Warsaw Pact Player declares war when NATO
Chemical Warfare, and Victory Point every is on Alert Condition Four, the scenario is played
Game-Turn thereafter. At the end of the game according to the following rules:
round fractions up: for example, 3 Victory
Points count as 4.
The Warsaw Pact players uses the Organic
Both players receive Air Attack Points and Supply period listed in the Extended Build-Up
Chemical Warfare Points for the current War-Turn scenario.
according to the Extended Build-Up listings on the
Game-Turn Track. The NATO player receives Victory Points for
Chemical Warfare as per the Extended Build-Up
Scenario.
Alert Condition Four
Both players receive Air Attack Points and
If the NATO player enters Alert Condition Four Chemical Warfare Points for the current War-
before the Warsaw Pact player has declared war, the Turn according to the Extended Build-Up listings
following effects occur: on the Game-Turn Track.
All NATO units except French units in France are At the start of the scenario, the Warsaw Pact player
automatically activated, regardless of whether the receives the Initial Point Allocations listed for the
Warsaw Pact player has initiated Manoeuvres or Tactical Surprise Scenario. In addition, all Soviet and
not. East German units on-map are considered to be
activated. Note, however, that these units may not
The NATO player immediately receives the move until the Warsaw Pact player has initiated
Initial Point Allocations listed for the Extended Manoeuvres.
Build-Up scenario.
SOVIET MOBILISATION
The NATO player immediately places the NATO At the start of the scenario, the Warsaw Pact player
Mobilisation Marker in the Game-Turn One Box should place his Soviet Mobilisation Marker in the
of the Game-Turn Track and the French Game-Turn One box of the Game-Turn Track. At the
Activation in the Game-Turn Four box. At the
start of each subsequent turn of peace or war, the
start of each subsequent Game- Turn, the NATO
Soviet Mobilisation Marker should be advanced by one
Mobilisation Marker is advanced by one box. The
box. During the Reinforcement Phase of each Warsaw
box currently occupied by the marker is referred
to as the Mobilisation-Turn. During the NATO Pact Player-Turn, the Warsaw Pact player receives the
Reinforcement Phase of each NATO Player-Turn, Soviet reinforcements, only, that are listed in the
the NATO player may enter the ground unit and Tactical Surprise for that Soviet Mobilisation Turn. In
transport point reinforcements listed in the addition, the Warsaw Pact player receives any
Extended Build Up scenario for the current Transport Points listed for that Turn on the Game-Turn
Mobilisation-Turn. Track.
Thus, on Mobilisation-Turn One, the NATO player On Soviet Mobilisation-Turn One, the Warsaw Pact
may enter the Game-Turn One ground reinforcements player receives the Soviet ground reinforcements listed
listed in the Extended Build Up Reinforcement for Game-Turn One in the Tactical Surprise
Schedule. On Mobilisation-Turn Two, the NATO Reinforcement Schedule, with the next reinforcements
player may enter the Game-Turn Two ground normally scheduled for Game-Turn Nine (War-Turn).
reinforcements listed in the Extended Build-Up Nevertheless, from any subsequent Soviet
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Mobilisation-Turn, during Peace-Turns only, the the start of any Peace-Turn. Once he has initiated
Warsaw Pact player may decide to receive (at his own Manoeuvres, he may move all activated units within
choice and risk) the Soviet ground reinforcements normal peacetime restrictions. If the Warsaw Pact
listed in the Tactical Surprise Schedule for Game-Turn player initiates Manoeuvres before the outbreak of war,
Nine and Ten (see Reinforcements, GT9 the Tension Level may be increased by one or two.
Reinforcements, GT10 Reinforcements). Transport Once war has been declared, the Warsaw Pact player is
Point are still those normally listed for that Turn on the not required to initiate Manoeuvres in order to move
Game-Turn Track. his units normally.
If NATO is on Alert Condition One, Two or Three at
THE TENSION LEVEL
any point after the Warsaw Pact player has declared
Manoeuvres, the NATO player may activate some or
The Tension Level stands at one at the start of the
all of his units in West Germany, depending on the
scenario. At the start of each NATO Player-Turn,
Alert Condition level. These NATO units may then
before war has been dec1ared, the NATO player rolls
move with limitations (Alert Condition One) or
one D10. If the result is less than or equal to the
normally (Alert Condition Two and Three), provided
current Tension Level, NATO's Alert Level increases
that they do not leave West Germany.
by one. The following Warsaw Pact preparations may
increase the Tension Level as indicated. All increases
Minor Ally Mobilisation
are cumulative.
At the start of any turn of peace or war, the Warsaw
WARSAW PACT WAR PREPARATIONS Pact player may mobilise the Czech and Polish armies
by placing his Warsaw Pact Minor Ally Mobilisation
The Warsaw Pact player may take four steps to prepare Marker in the Game-Turn One box of the Game-Turn
for war before war actually breaks out: 1) mobilise his Track. At the start of each subsequent turn, this
minor allies (the Poles and the Czechs), 2) initiate Marker is advanced by one box. Thereafter, during the
Manoeuvres to position his units along their national Reinforcement Phase for each Warsaw Pact Player-
frontiers, 3) initiate Intra-Bloc Movement to allow his Turn, the Warsaw Pact player receives the Czech and
units to concentrate along the West German frontier, Polish ground reinforcements, only, listed in the
and 4) initiate Reinforcement to augment front-line Tactical Surprise Scenario for the current Minor Ally
forces. Each step enhances his ability to overrun West Mobilisation-Turn.
Germany in the early stages of the war. However, each
All Czech and Polish units on-map are considered to
step may also increase the Tension Level, and therefore
be activated at the instant that the Warsaw Pact player
the chance that NATO's Alert Condition will improve.
declares Minor Ally Mobilisation. If the Warsaw Pact
Each time the Warsaw Pact take a step, the NATO
player chooses to mobilise his minor allies before he
players rolls one D10, the result may increase the
has declared war, the Tension Level may be increased
Tension Level or automatically advance NATO Alert
by one. If the Warsaw Pact player has not mobilised
Condition by one level, or eventually lead to
his minor allies before he declares war, mobilisation is
mobilisation of France and Italy.
automatic at the instant that war is declared.
Manoeuvres: dr 1-3= 0 4-8= +1 9-0= +2
Intra-Bloc Movement
Minor Ally Mobilisation: dr 1-3= 0 4-0= +1 Before the outbreak of war, the Warsaw Pact player
may not move any units from one friendly country to
another, until he has initiated Intra-Bloc Movement.
Intra-Bloc Movement: dr 1-4= 0 5-0= +1 He may initiate Intra-Bloc Movement at the start of
any Warsaw Pact Player-Turn, provided that he has
Reinforcements: dr 1-2= 0 3-0= +1 GT1 Reinforcements also initiated Manoeuvres simultaneously or
dr 1-2= +3 3-0= A GT9 Reinforcements previously. If the Warsaw Pact player initiates Intra-
/ A / M GT10 Reinforcements
Bloc Movement before the outbreak of war, the
A: Advance NATO Alert Condition by one level
M: France and Italy start Mobilisation Tension Level may be increased by one. Once war has
been declared, the Warsaw Pact player may move
Manoeuvres units from one friendly country to another without
restriction.
Before the outbreak of war, the Warsaw Pact player
may not move any of his activated units unless he Reinforcements
initiates Manoeuvres. He may initiate Manoeuvres at
Before the outbreak of war, the Warsaw Pact player
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must withhold all available ground unit reinforcements the Italian Mobilisation Marker, all Italian
off-map until he initiates Reinforcement. He may units are activated. If the Warsaw Pact player
initiate Reinforcement at the start of any Warsaw Pact violates Austrian neutrality in the meantime,
Player-Turn, provided that he has also initiated during a War-Turn, the NATO Player may
Manoeuvres simultaneously or previously. Once the either choose to receive the Italian units as per
Warsaw Pact player initiates Reinforcement, he may Rule 234 or wait until the NATO and Italian
enter all current or previously withheld ground unit Mobilisation Markers are in the same Game
reinforcements as fast as his transport capabilities Turn Track Box.
allow. If the Warsaw Pact player initiates
Reinforcement, entering GT1 Reinforcements before If NATO enters Alert Condition Four after the
the outbreak of war, the Tension Level may be mobilisation of Warsaw Pact GT10
increased by one. Reinforcements, the NATO Player may enter the
ground unit and transport point reinforcements
The Warsaw Pact Player may now decide to push it to listed in the Extended Build Up scenario for the
the limit, significantly rising his level of mobilisation at current Mobilisation-Turn, as well as those for the
the risk of a quicker NATO response. previous Mobilisation-Turns.