Land Units

Infantry, artillery, LAVs, APCs, tanks, and antiaircraft guns can attack and defend only in territories. Only infantry, artillery, LAVs, APCs, and tanks can capture hostile territories. All can be carried by amphibious assault ships.

Infantry

Cost:                   3

Attack:              1 (2 when supported by artillery)          D12 sys. 2

Defense:          2                                              D12 sys. 4

Move:                1

 

Unit Characteristics

Supported by Artillery: When an infantry attacks along with an artillery, the infantry’s attack increases to 2. Each infantry must be matched one-for-one with a supporting artillery unit. If your infantry outnumber your artillery, the excess infantry units still have an attack of 1. For example, if you attack with two artillery and five infantry, two of your infantry have an attack of 2 and the rest have an attack of 1. Infantry are not supported by artillery on defense.

 

Paratroopers (SITREP)

Cost:                   3

Attack:              2 (First round only)

Defense:          2

Move:                1

 

Unit Characteristics

Transport: A maximum of one paratrooper can be dropped per transport plane (Bomber, not a helicopter)

 

The paratrooper may not move before boarding the aircraft (noncombat move).

 

On a dice roll of 2 or less, the paratrooper land exactly on the target and automatically scores a hit. On a roll of 1, the hit may be allocated to a land or air unit of choice, by the attacker.

After the first-round of attack as paratrooper, a paratrooper continues the fight, in the second and subsequent rounds of attack, according to the rules of an infantryman.

(If the attacked territory can´t be captured by the paratrooper or infantry unit, they can retreat, according to the rules of an infantryman. They cannot retreat to their transport plane.)

 

Special Force (SITREP)

Cost:                   3

Attack:              3 (First round only)

Defense:          2

Move:                1

 

Unit Characteristics

Transport: A maximum of one special force can be dropped per submarine or helicopter.

 

The special force may not move before boarding the aircraft (noncombat move).

 

The target may consist of land units and air units in a territory, or naval units in a sea zone.

 

The battle is held between the Special Unit and the selected target only. The target may defend by throwing a defensive role until the target is disabled or the special force unit (s) withdraws.

 

Before the attack, the special unit must choose which target they will attack (One target per special force unit, more special force units can attack the same target). After destruction of the chosen target, the Special Forces may not choose a new target.

 

After the first-round of attack as a special force unit, they can retreat

to the submarine or helicopter that brought the special force.

 

After the first-round of attack as a special force unit, a special force unit continues the fight, in the second and subsequent rounds of attack, according to the rules of an infantryman. The battle now continues with all the units present in the area.

If the attacked territory can´t be captured, they can retreat, according to the rules of an infantryman. They can NOT retreat to a submarine or helicopter, after the second round of combat.

(They only can retreat as a special force to a submarine or helicopter, and only after the first round of combat.)

 

If the chosen target concerns a cruiser or aircraft carrier, the target must be hit twice before it is completely destroyed.

 

A land territory or sea zone could be attacked simultaneously by a special force unit and by other attacking units as well. The special force unit attacks before the other attacking units attack.

 

Sabotage mission: If the chosen target concerns an enemy industrial complex, airbase, naval base, missile solo and/or bunker complex, then we speak of a sabotage mission.

Roll one die for each special force unit. The special force unit will cause a number of points of damage to the facility equal to the total rolled.

 

Machine Gun (SITREP)

Cost:                   4

Attack:          2

Defense:          2 (*3 For only one round during opening fire)

Move:          1

 

Unit Characteristics

Special Ability*: The machine gun has a first shot attack. It fires during the opening fire step of combat, before the attacker.

 

It can be used against attacking fighters and helicopters (not against bombers and territory passing fighters).
or
It can be used against attacking vehicles entering the area where the machine gun is located.

 

Before the attack, the commander must determined if he use the machine gun against attacking vehicles,

or

that it is being used against attacking aircraft and helicopters.

 

Only one antiaircraft gun can fire in a battle, no matter how many are in the territory (and even if the others are controlled by different powers).

 

-Roll one dice for any attacking vehicle or for any attacking aircraft and helicopter. Every hit on a 1 destroys an attacking vehicle or destroys an

attacking aircraft or helicopter. The unit is destroyed immediately (only during opening fire, the enemy units do not fire back).

 

-After the combat sequence opening fire, the machine gun participates in the regular battle.

It now can be used against all the attacking and defending units present in the area. During a regular battle, a machine gun has an attack and defense value of 2.

 

Tanks

Cost:                   Allies: 10+                  Opfor: 6+

Attack:              3

Defense:          3

Move:                2

 

Unit Characteristics

Blitz: Tanks can “blitz” by moving through an unoccupied hostile territory as the first part of a two-space move that can end in a friendly or hostile territory. This complete move must occur during the Combat Move phase. By blitzing, the tank establishes control of the first territory before it moves to the next. The second territory can be friendly or hostile, or even the space the tank came from. A tank that encounters enemy units in the first territory it enters must stop there, even if the unit is an antiaircraft gun, industrial complex, airbase, or naval base.

 

Combined Arms: Tanks can be combined with helicopters or armoured personnel carrier.

 

Air Superiority (aarhe) Close air support CAS (SITREP): Fighters and Helicopters can be combined with tanks. A matched up set of a fighter or helicopter with a tank increases the tanks attack and defense number from 3 to 4, only once during the first round of combat. After the first round of combat, the normal attack and defense value resumes.

(see also Fighters and Helicopters).

 

APC/IFV

Armoured Personnel Carrier / Infantry Fighting Vehicle.

Cost:                   Allies: 8+                  Opfor: 5+

Attack:              2

Defense:          2

Move:                2

 

Unit Characteristics

Blitzing: An armoured personnel carrier unit must normally stop when it enters an enemy controlled territory. However, when moving along with a tank, it can enter an unoccupied enemy controlled territory as the first part of a two-space move that can end in a friendly or hostile territory. This complete move must occur during the Combat Move phase. Moving into this first territory establishes control of the territory. Place a national control marker on it and adjust the IPC Income chart, before moving

to the second territory. The second territory can be friendly or hostile, or even the space the unit came from. A paired tank and APC unit that encounters enemy units in the first territory it enters must stop there, even if the unit is an antiaircraft gun, industrial complex, airbase, or naval base.

 

Carry Infantry and/or Artillery Units: An APC can carry one infantry units belonging to you, NOT to friendly powers. Its capacity is one infantry unit, plus one additional artillery. Thus, a full APC may carry either an infantry unit and one artillery unit. The infantry and/or artillery unit on an APC are NOT considered cargo; they attack or defend seperatly.

Whenever an APC is attacked, its infantry unit and/or artillery unit are considered to be defending the territory and can be chosen as casualties rather than the APC.

 

Light Armored Vehicles (LAV)

Cost:                   Allies: 5+                  Opfor: 4+

Attack:              2

Defense:          2

Move:                3

 

Unit Characteristics

Blitzing: A light armored vehicle unit must normally stop when it enters an enemy controlled territory. However, when moving along with a tank, it can enter an unoccupied enemy controlled territory as the first part of a two-space move that can end in a friendly or hostile territory. This complete move must occur during the Combat Move phase. Moving into this first territory establishes control of the territory. Place a national control marker on it and adjust the IPC Income chart, before moving

to the second territory. The second territory can be friendly or hostile, or even the space the unit came from. A paired tank and LAV unit that encounters enemy units in the first territory it enters must stop there, even if the unit is an antiaircraft gun, industrial complex, airbase, or naval base.

 

Artillery

Cost:                   Allies: 5                  Opfor: 4

Attack:             2                           

Defense:          2

Move:                1

 

Unit Characteristics

Supports Infantry: When an infantry attacks along with an artillery the infantry’s attack increases to 2. Each infantry must be matched one-for-one with a supporting artillery unit. Artillery does not support infantry on defense.

 

Multiple Launch Rocket System (MRLS)

Cost:                   Allies: 5+                  Opfor: 6+

Attack:              4

Defense:          1

Move:                2

 

Unit Characteristics

Supports Infantry: When an infantry attacks along with a MRLS the infantry’s attack increases to 2. Each infantry must be matched one-for-one with a supporting MRLS unit. MRLS does not support infantry on defense.

 

Missiles (sitrep): Is capable of transporting and launching one (1) cruise missile (See Missile).

 

Antiaircraft Guns (White)

Cost:                   Allies: 5                  Opfor: 4

Attack:              —

Defense:          1

Move:                1 (noncombat only)

 

Unit Characteristics

Limited Move: Normally this unit can be moved only during the Noncombat Move phase. They cannot move during the Combat Move phase (other than being carried on a amphibious assault ship if the antiaircraft gun was loaded on a prior turn).

 

Air Defense: An antiaircraft gun can only fire at an air unit (Fighter, Strategic Bomber (Transportplane), and Missiles (SITREP)) when that unit attacks the territory containing that antiaircraft gun. It does not contribute to the defense of industrial complexes, airbases, or naval bases. These facilities are considered to have their own built-in antiaircraft defense systems. Antiaircraft guns fire only once, before the first round of combat. Roll one die against each attacking air unit. On a roll of “1,” that air unit is destroyed and immediately removed from the game. If all the units are the same, fighters (NOT against helicopters and/or or strategic bombers), there is no need to differentiate them. However, if there is a mix of aircraft types, you must assign specific dice rolls to specific types by indicating which air unit is being rolled against. A roll of “1” destroys the specified air unit. This antiaircraft attack is made immediately before normal combat occurs in the territory containing the antiaircraft gun.

 

Only one antiaircraft gun can fire in a battle, no matter how many are in the territory (and even if the others are controlled by different powers).

 

Subject to Capture: If a territory is captured, any antiaircraft guns there are also captured. Their new owner is the player controlling the territory at the end of that turn, and that owner can use those antiaircraft guns in future combats. Antiaircraft guns are never destroyed, except when a amphibious assault ship carrying one is sunk. If you move an antiaircraft gun into a territory controlled by a friendly power, place one of your control markers under it to indicate your ownership. If you subsequently move the antiaircraft gun back into a territory controlled by you, or if the enemy captures it, remove your control marker at that time.

 

Hovercraft (SITREP)

Cost:                   Allies: 8+                  Opfor: 6+

Attack:              0

Defense:          1

Move:                2x2

 

Unit Characteristics

Movement rules: Moving 2 times, starting in a territory through a sea zone 1st step, ending in a territory or on board of a ship 2nd step. <= 2x. (3rd and 4th step).

 

A hovercraft can capture hostile territories. Their movements can only end in a territory or aboard an amphibious assault ship.

 

A hovercraft can launch landing operations from an amphibious assault ship. Load and offload from an amphibious assault ship, after which it may transfer the cargo load. The cargo on board a hovercraft is seen as cargo aboard an amphibious assault ship. If a hovercraft with cargo on board is taken aboard an amphibious assault ship, the amphibious assault ship is fully loaded. Due an amphibious assault ship transporters payload capacity is two units in total.

 

Combat Value: Even though an hovercraft can attack or defend, either alone or with other units, it has a defensive combat value of 1. This means that a hovercraft cannot fire in the attacking units’ fire steps, only in the defending units’ fire step.

 

Carry Land Units: A hovercraft can carry land units belonging to you. Its capacity is any one land unit. Thus, a full hovercraft may carry a infantry unit, tank, APC, LAV, artillery, antiaircraft gun or missile. A hovercraft cannot carry an industrial complex, an airbase, or a naval base. Land units on a transport are cargo; they cannot attack or defend while at sea and are destroyed if their hovercraft is destroyed. It follows the rules of an amphibious assault ship.

 

A hovercraft can carry only units belonging to you, NOT to friendly powers.

 

In contrast to an amphibious assault ship*;

 

*Loading and Offloading: A hovercraft can load cargo in friendly sea zones before, during, and after it moves. A hovercraft can pick up cargo, move one sea zone and territory, offload the cargo, pick up a second cargo, move one more sea zone and territory, and offload the cargo at the end of its movement (Moving 2 times, rule). It can not remain at sea with the cargo still aboard.

 

*Whenever a hovercraft offloads, it can move again that turn. If a hovercraft retreats, it cannot offload that turn. A hovercraft can offload in two territories during a single turn, it can offload cargo onto another amphibious assault ship and/or hovercraft. A hovercraft can load or offload while in a hostile sea zone. Remember that hostile sea zones contain enemy units, but that for purposes of determining the status of a sea zone, submarines are ignored.

 

*A hovercraft can load and offload units without moving from the friendly sea zone it is in (this is known as “bridging”). Each hovercraft is still limited to its cargo capacity. It can offload in more than one territory, and once it offloads, it can move, load, or offload again that turn.

 

Amphibious Assaults: A hovercraft can take part in an amphibious assault step of the Conduct Combat phase. That is the only time a hovercraft can offload into a hostile territory.

 

During an amphibious assault, a hovercraft must either offload all units that were loaded during the Combat Move phase or retreat during sea combat. It can also offload any number of units owned by the hovercraft’s power that were already on board at the start of the turn.

 

Negates the effect of Land and/or sea mines: ‘Hovercrafts; with their low-pressure cushion design, can operate over mines with impunity in deep or shallow water, since they produce virtually no pressure, acoustic or magnetic signatures.

Since the craft's air cushion and flexible skirt absorb most of an exploding mine's shock wave, they can be deployed more safely and cost-effective as mine hunter/killers than conventional boats.’

 

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