Less Than 60 Miles - Thin Red Line Games...68G/27G Motorized Rifle Regiment starts in hex 3907; it...

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1 FM 02-001 Operational Procedures Version 1 Less Than 60 Miles C3 Series Module 1 – The Fulda Gap Game Design: Fabrizio Vianello, Marco Cimmino Game Development: Fabrizio Vianello Graphic Design: Fabrizio Vianello, Eleonora Olivares Soviet OOB Consultant: John Rainey Engineering Operations Consultant: John Rainey Command Chain Consultant: Michael Robel Electronic Warfare Consultant: Alexis Seydoux Helicopter Operations Consultant: Vincent J. Stella Mobility and Terrain Simulations: Ulf Krahn © 2019, Thin Red Line Games – 20090 Trezzano S/N (MI), Italy

Transcript of Less Than 60 Miles - Thin Red Line Games...68G/27G Motorized Rifle Regiment starts in hex 3907; it...

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FM 02-001

Operational Procedures

Version 1

Less Than 60 Miles

C3 Series Module 1 – The Fulda Gap

Game Design: Fabrizio Vianello, Marco Cimmino Game Development: Fabrizio Vianello Graphic Design: Fabrizio Vianello, Eleonora Olivares

Soviet OOB Consultant: John Rainey Engineering Operations Consultant: John Rainey Command Chain Consultant: Michael Robel Electronic Warfare Consultant: Alexis Seydoux Helicopter Operations Consultant: Vincent J. Stella

Mobility and Terrain Simulations: Ulf Krahn

© 2019, Thin Red Line Games – 20090 Trezzano S/N (MI), Italy

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1. Introduction ................................................................................................................................................................ 4

2. Movement .................................................................................................................................................................. 4

2.1. Tactical Mode Movement ....................................................................................................................................... 4

2.2. Deployed Mode Movement .................................................................................................................................... 5

2.3. Column Mode Movement ....................................................................................................................................... 5

3. Bombardment ............................................................................................................................................................. 6

4. Disengagement .......................................................................................................................................................... 7

5. Ground Combat .......................................................................................................................................................... 8

5.1. Attack Declaration .................................................................................................................................................. 9

5.2. Defender Designation ............................................................................................................................................ 9

5.3. Initial Combat Differential ....................................................................................................................................... 9

5.4. Combat Support Allocation .................................................................................................................................... 9

5.5. Anti-Aircraft Fire ..................................................................................................................................................... 9

5.6. Electronic Warfare ................................................................................................................................................. 9

5.7. Combat Support ....................................................................................................................................................10

5.8. Additional Combat Modifiers .................................................................................................................................10

5.9. Combat Resolution ...............................................................................................................................................10

5.10. Retreat After Combat ............................................................................................................................................10

5.11. Advance After Combat ..........................................................................................................................................10

6. Orders .......................................................................................................................................................................11

6.1. Division Assault ....................................................................................................................................................11

6.1.1. Order Issue .......................................................................................................................................................11

6.1.2. Waiting for Order Execution .............................................................................................................................12

6.1.3. Order Reveal ....................................................................................................................................................12

6.1.4. Order Execution................................................................................................................................................12

6.1.5. Order Completion .............................................................................................................................................13

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1. Introduction FM 02-001 – Operational Procedures contains examples describing in detail several rules and mechanisms of the C3 Series.

The reader should always keep in mind that this Field Manual is not a strategy guide, nor it describes any best practice for commanding units. Several actions explained here, despite being technically correct, are only intended to provide a procedural example and could lead to unwanted results if used on the battlefield.

2. Movement

2.1. Tactical Mode Movement

Tactical Mode is the most used movement mode. It allows the use of roads, good speed on most terrains and decent combat firepower. Units in Tactical Mode are subject to traffic jams when moving on roads already used by other units, but to a minor extent than units in Column Mode.

68G/27G Motorized Rifle Regiment starts in hex 3907; it uses Mechanized Movement Type for being Armored unit, and Tactical Mode for being in March Assault Posture. Note that the color of the Posture marker indicates the Movement Mode (Light Green = Tactical Mode, Dark Grey = Road Mode, Light Orange = Deployed Mode)

Hex 3807 costs 5 Movement Points, as the units must pay the worst Terrain Type and Terrain Feature in the hex:

• 3 MP for Hill 2 Terrain Type

• 2 MP for Forest Terrain Feature

Hex 3707 costs 2 Movement Points:

• 2 MP for Minor Road

• As the hex is entered using Road Movement, Terrain Type and Feature are ignored

• The SP Artillery unit already in the hex does not create a traffic jam as it is in Shoot&Scoot Posture, Deployed Movement Mode

Hex 3606 would cost 6 Movement Points by Road due to a traffic jam:

• 2 MP for Minor Road

• 4 MP for the two units already in the hex, both in Tactical Movement Mode (note the Light Green Posture marker)

To avoid the traffic jam, 68G/27G Regiment opts for leaving the minor road and moving cross-country. The worst Terrain Type and Terrain Feature in hex 3606 must be paid, for a cost of 5 Movement Points:

• 3 MP for Hill 2 Terrain Type

• 2 MP for Forest Terrain Feature

This brings the total Movement Points expended to 12, the maximum allowed. Warsaw Pact decides to press on and executes a Forced March, bringing the movement points allowance of the unit to 15. As the unit has no Attrition Points, it uses the 0 – 1 Attrition Column of the Forced March Table. The roll is a 3, meaning that the unit must take one Attrition Point. Warsaw Pact places a 1 Attrition Marker under the unit.

Using Forced March, the Regiment can enter hex 3506, having a cost of 3 Movement Points:

• 3 MP for Hill 2 Terrain Type

• No MP for Terrain Feature, as the hex is completely free of Forest

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2.2. Deployed Mode Movement

Deployed Mode is used by units fully deployed for battle and gives more combat firepower in attack or defense, depending by the chosen Posture.

The drawbacks are the impossibility of using roads and a limited mobility on most terrains.

As NATO defensive position in hex 2808 is quite strong, Warsaw Pact has placed some of its units in Assault Posture in order to maximize his assault chances.

68G/27G Motorized Rifle Regiment starts in hex 3007; it uses Mechanized Movement Type for being a Mechanized unit, and Deployed Mode for being in Assault Posture.

Hex 2908 costs 9 Movement Points, as the unit cannot use roads and must pay for the worst Terrain Type and Feature in the hex:

• 4 MP for Hill 2 Terrain Type

• 3 MP for Forest Terrain Feature

• 2 MP for crossing a Permanent Bridge

The unit could try a Hasty Assault (6 MP) against the US defensive position by executing a Forced March, but this would lower the advantage of being in Assault Posture as it gives a -2 Combat Modifier. Warsaw Pact decides to stop and assault the enemy position in the next turn.

2.3. Column Mode Movement

Column Mode is the fastest movement mode available. It allows optimal use of roads and reduces movement costs for other terrains, as the best possible path can be chosen by the unit.

The drawbacks are an increased vulnerability to enemy Bombardments, the inability to attack and a severe reduction of defensive capabilities. Moreover, units in Column Mode are heavily subject to traffic jams when moving along roads containing or adjacent to other units in Column or Tactical Movement Mode.

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15G/39G Tank Regiment starts in hex 3408. The unit use Mechanized Movement Type for being an Armored unit, and Column Movement Mode for being in Road Posture.

Hex 3308 costs 1 Movement Point:

• 1 MP for Major Road using Road Movement

• As Road Movement is used, Terrain Type and Feature costs are ignored

Hex 3208 costs 2 Movement Points:

• 1 MP for Major Road using Road Movement, again ignoring any Terrain Type and Terrain Feature costs.

• 1 MP for the Traffic Jam caused by 68G Motorized Rifle Regiment in Tactical Mode in an adjacent, connected Road hex

Hex 3108 would cost 4 Movement Points using Road Movement: 1 MP for Major Road, 1 MP for 68G Motorized Rifle Regiment in Tactical Movement Mode in the same hex, 2 MP for two units in Tactical Movement Mode in the adjacent, connected road hex.

Therefore, 15G/39G Tank Regiment decides to move cross country into hex 3108, for a cost of 2 Movement Points:

• 2 MP for Hill 1, the best Terrain Type in the hex

• No MP for Terrain Feature, as some part of the hex are not covered by Forest

Hex 3007 has the same traffic jam problem, and moving there using Roads would cost 4 MP: 1 MP for Major Road, 2 MP for the two units in Tactical Movement Mode in the same hex, 1 MP for the unit in Tactical Movement Mode in hex 3108

In this case too, the Regiment opts for taking secondary roads and trails for a cost of 2 Movement Points:

• 2 MP for Hill 1, best Terrain Type in the hex

• No MP for Terrain Feature as Forest does not cover the whole hex

Hex 2908 costs 1 Movement Points:

• 1 MP for Major Road

• No additional costs for crossing a Permanent Bridge in Column Mode

15G/39G Tank Regiment has expended 8 Movement Points until now, and could continue moving.

3. Bombardment Bombardment in its various forms (Missile, Artillery, Air, Chemical, Nuclear) is one of the most effective methods for disrupting enemy operations.

Beside inflicting physical damage to the target, it could also slow down its movement. Moreover, destroying or damaging an enemy HQ could paralyze an entire formation for several hours.

During the Bombardment Segment of NATO Action Phase, Warsaw Pact decides to Bombard US 1/11C Armored Cavalry in hex 4209.

The following units are assigned to the Bombardment:

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• Soviet 1/54G SP Artillery: as a Self-Propelled Artillery in Close Support Posture, it adds its full Barrage Strength of 3. Warsaw Pact increases the Attrition of the unit by one.

• Soviet 4/54G SP Artillery: as a Self-Propelled Artillery in Shoot&Scoot Posture, it adds its full Barrage Strength of 3. It is also a Rocket Artillery unit, so Warsaw Pact decides to increase its Attrition Points by two and double its Barrage Strength to 6.

• Soviet 1/288 Towed Artillery: as a Towed Artillery in Shoot&Scoot Posture, it adds its reduced Barrage Strength of 1. Warsaw Pact increases the Attrition Points of the unit by one.

The 10 Combat Support Points allocated could be too few against a tough target like 11ACR, so Warsaw Pact also assigns two Air Points, decreasing the Central Front Current Air Points by two. Assigned Air Points value is doubled, but they must survive enemy Anti-Aircraft fire first.

NATO Anti-Aircraft fire has a value 2, given by US 1/11ACR Battalion in the target hex. Additional units in the target or in adjacent hexes would have raised the total AA value, but that’s not the case. NATO rolls an 8 on the 1 – 2 column of the AA Fire Table, inflicting an A1 result. One Warsaw Pact Air Point must abort, and only one will be added to the Bombardment.

The final Combat Support Points value for the Bombardment is 12 (10 Artillery points + 1 Air point *2),

The Detection Level of the target is now determined:

• The target is a Combat unit and Warsaw Pact has one friendly unit adjacent, so its Basic Detection Level is 4.

• The target is in a City hex, so the Detection Level is decreased by one to a final Detection Level of 3.

Warsaw Pact rolls on the Detection 3, 11 – 12 CSP columns of the Bombardment Table. The roll is 9 and is modified as follows:

• Target in Screen Posture: -2 Die Roll Modifier

• Target in Tactical Movement Mode in City hex: -2 Die Roll Modifier

With a modified Die Roll of 5, the Bombardment result is 0/1. As the target is a Combat Unit, the number on the left is used, inflicting 0 Attrition Points – City terrain and Screen Posture saved the US unit from losses. Nonetheless, the red result means the target is Half-Engaged and will have its Movement Points halved during its Movement Phase. NATO places a Half-Engaged marker under the unit.

4. Disengagement Disengagement takes into account several factors and can be a nasty business, as failure could bring to additional losses and leave the unit in a very dangerous situation. Generally speaking, if a situation requires to disengage this should be attempted as soon as possible.

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During its Movement Phase, NATO wants to retreat US 1/11C Battalion, as Warsaw Pact would be probably able to mount a major attack against it in the next few hours.

As one of the adjacent enemy units is a Blocking Unit (5/27G Recon Battalion in Reconnaissance Posture), the US Battalion cannot simply move away but must attempt to Disengage.

The US Battalion is Half-Engaged, so it only has 6 Movement Points available. As a Disengagement attempt costs 4 Movement Points, even in case of success it will have only 2 movement Points remaining for putting some distance between itself and the enemy. Forced March could increase the available MPs to 9, at the risk of increasing the unit’s Attrition Points.

On the plus side, US 1/11C is an Armored Cavalry unit in Screen Posture and it’s the best suited unit for this kind of maneuver.

NATO announces its intention to Disengage. Warsaw Pact could allow the Disengagement without opposition but decides against it, so NATO will have to roll on the Disengagement Table.

The Die Roll Modifiers are calculated as follows:

• Warsaw Pact has 2 Combat Units adjacent, giving a -1 DRM

• NATO Unit is Half-Engaged, giving a -1 DRM

• NATO Unit is in a City hex, giving a +2 DRM

• NATO Unit is in a hex having Defensive Works, giving another +1 DRM

• Current Weather is Fog, giving an additional +1 DRM

The final Die Roll Modifier is +2, quite good. NATO could also increase its chances by assigning Artillery or Air Combat Support Points to the Disengagement, but it has none available.

NATO rolls on the Armor Cavalry, SCR columns of the Disengagement Table. The roll is 1, modified to 3 by the Die Roll Modifiers and giving a result of S1. The Disengagement succeeded, but the US Battalion must increase its Attrition by one.

The unit has only 2 Movement Points remaining, not enough to enter hex 4109 that would cost 2MPs for Major Road + 1MP for crossing a Permanent Bridge. NATO must therefore execute a Forced March to increase its movement points by 3 and rolls on the 0 – 1 Column of the Forced March Table. The roll is 6, so no additional Attrition Points are taken.

Having now 5 Movement Points remaining, NATO units is able to move into hex 4109.

5. Ground Combat Ground Combat may appear as a lot of work when reading the combat sequence, but the Ground Combat Chart actually does most of it. Commanders will simply have to follow its steps and adjust a marker on its differential tracks.

Another deceptive aspect of Ground Combat is the apparently bloodless Ground Combat Table. As a unit could attack or defend more than once during a single turn, Commanders will quickly discover that apparently small losses may force a unit to retreat from the front line or risk destruction within a few hours.

Warsaw Pact starts moving 28/27G Tank Regiment and declares a Ground Combat against hex 4109.

As the bridge crossing Fulda river has been destroyed by NATO, during the previous Engineer Phase Warsaw Pact placed an Engineer Marker on the 4109 / 4209 hexside. This will allow to attack across the river using Prepared Crossing, slower but more effective than Hasty Crossing.

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5.1. Attack Declaration

Defender’s position is inside a City and behind a river, so Warsaw Pact chooses to execute a Prepared Assault, giving no attack penalties. As the attacking unit is in March Assault Posture, it expends only 6 Movement Points instead of the 8 normally required for this kind of assault.

5.2. Defender Designation

As NATO has only US 4-66 Armored Battalion in the attacked hex, it must be designated as Defending Unit.

5.3. Initial Combat Differential

As in this combat an Armored unit defends against an Armored Attacker, the defender will use its Attack Strength in combat. The Initial Combat Differential is therefore 7 (WP Attack Strength) – 6 (NATO Attack Strength) = +1

5.4. Combat Support Allocation

Warsaw Pact assigns its Combat Support first, for a total of 14 Combat Support Points:

• 1/54G, 2/54G and 3/54G SP Artillery, all in Close Support Posture and adding their full Barrage Strength. All three units have their Attrition Points increased by one.

• 1/336 Attack Helicopter, in FARP Posture a few hexes away, adding its full Barrage Strength. The unit is turned upside down to mark it has been used during the current Action Phase.

NATO assigns its Combat Support, for a total of 10 Combat Support Points:

• C/503 Attack Helicopter, in FARP Posture a few hexes away, adding its full Barrage Strength. The unit is turned upside down to mark it has been used during the current Action Phase.

• 2 Air Points, counted as 4 Combat Support Points as they are used inside a NATO CAS Area centered on hex 4008. NATO decreases the US V Current Air Points by two.

5.5. Anti-Aircraft Fire

NATO executes AA Fire against the WP Attack Helicopter supporting the combat. WP Helicopter did not pass over any hex containing NATO units in order to reach the combat location, so the only unit firing is US 4-66 Armored Battalion, giving NATO an AA Value of 2. NATO rolls an 8 on the 1 – 2 column of the AA Fire Table, resulting in A1. The helicopter unit must increase its Attrition Points by one but it is not forced to abort.

Warsaw Pact executes AA fire against the 2 Air Points assigned by NATO. Warsaw Pact AA Value is 6, calculated as follows:

• 4 AA Points for the two units in the attacker’s hex

• 2 AA Point for the other two units adjacent to the attacked hex

Warsaw Pact rolls a 5 on the 5 – 6 column of the AA Fire Table, resulting in A1. One NATO Air Point must abort, and only one will support the combat, thus reducing NATO Combat Support from 10 to 8.

Warsaw Pact also executes AA fire against the NATO helicopter unit. In this case the AA Value is 2, calculated as follows:

• 4 AA Points for the two units in the attacker’s hex

• AA Value is halved to 2 as NATO declares the Helicopter is using NOE flight. This reduces its effective range, but the unit is close enough to reach the combat hex anyway.

Warsaw Pact rolls a 3 on the 1 – 2 column of the AA Fire Table, resulting in no attrition to the helicopter unit.

5.6. Electronic Warfare

Warsaw Pact’s 27G Division HQ has all the prerequisites for conducting Electronic Warfare:

• It has 2 EW Points assigned

• It is the Parent HQ of the attacking unit (28/27G Tank Regiment)

• It is within 4 hexes from an enemy unit involved in combat (US 4-66 Armored Battalion)

• The hex where combat is taking place is within its Command Range (6 hexes)

Warsaw Pact rolls on the 2 column of the Electronic Warfare Table. The roll is a 10, modified as follows:

• -1 for Warsaw Pact EW vs. NATO

• -2 for the enemy unit being in a City hex

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With a final die roll of 7, EW results for Warsaw Pact are:

• +1 Combat Modifier, bringing the Combat Differential to +2

• EW1, meaning that NATO Helicopter and Air Combat Support Points will be halved.

5.7. Combat Support

Warsaw Pact successfully allocated 14 Combat Support Points, so he rolls on the 13+ column of the Attacker Combat Support Table. The roll is 7, giving a +5 Combat Modifier and bringing the Combat Differential from +2 to +7

NATO successfully allocated 6 Helicopters and 2 Air Combat Support Points, but their value is halved due to Warsaw Pact’s EW1 result on Electronic Warfare. NATO rolls on the 4 – 5 column of the Defender Combat Support Table. The roll is 8, giving a -2 Combat Modifier and bringing the Combat Differential from +7 to +5

5.8. Additional Combat Modifiers

All the remaining Combat Modifiers are now added to obtain the Final Combat Differential:

• Attacker in March Assault Posture: -2 CM = +3

• Defender in Tactical Posture: +2 CM = +5

• Cadre Rating, 4 WP – 4 NATO: 0 CM = +5

• Defender in City hex in Tactical Mode: -3 CM = +2

• Minor River Prepared Crossing against Defender in Tactical Mode: -2 CM = 0

• Attrition Points, 1 NATO – 0 WP: +1 CM = +1

• Warsaw Pact Recon Unit in hex 4208 supporting the attack: +2 CM = +3 Note that the Recon Unit used must increase its Attrition Points by one.

• Warsaw Pact has 2 additional hexes adjacent to the defender and containing friendly Combat Units: +4 CM = +7

• NATO has 1 additional hex adjacent to the defender and containing friendly Combat Units: -1 CM = +6

Both sides also verify Command Control for the units involved in combat:

• NATO 3/3A Brigade HQ, with Command Range 6 and 3 hexes away, may command 4-66/3A Battalion as an Attached Unit

• Warsaw Pact 27G Division HQ, with Command Range 6 and 2 hexes away, is the Parent HQ of 28/27G Tank Regiment

As both Defender and Attacker have their units in Command Range, there’s no Combat Modifier for being Out of Command.

5.9. Combat Resolution

Final Combat Differential is +6. Warsaw Pact rolls a 7 on the +6 column of the Ground Combat Table, giving a 1/2 result.

Soviet Tank Regiment takes an Attrition Point, as attacker has no options except applying the result.

5.10. Retreat After Combat

US Tank Regiment may opt to hold its ground, taking 2 Attrition Points and an Engaged Marker, or to Retreat After Combat, possibly reducing the effects to 1 Attrition Point and a Half-Engaged Marker.

NATO opts for retreating. US 4-66 Battalion will therefore not apply combat results until the Disengagement attempt is resolved.

Die Roll Modifiers for Disengagement are +2, calculated as follows:

• Warsaw Pact has 3 adjacent hexes containing Combat Units, -2 DRM

• NATO has 1 adjacent hex containing Combat Units, +1 DRM

• Disengaging Unit in City hex, +2 DRM

• NATO assigns one Air Point to support the Disengagement, giving an additional +1 DRM

NATO rolls on the Armor, TAC columns of the Disengagement Table. The roll is 5, modified to 7 and giving an S0 result. US 4-66 Battalion reduces the Combat losses from 2 to 1 Attrition Point and retreats to hex 4008. NATO also places a Half-Engaged Marker under the retreated unit.

5.11. Advance After Combat

As NATO decided to retreat, Warsaw Pact places a Breakthrough Marker in the combat hex and must Advance After Combat, as imposed by Soviet doctrine.

Moving into hex 4109 costs 6 MPs (2MPs Major Road + 4MPs Prepared Crossing). As 28/27G Tank Regiment expended 6 MPs for attacking, advancing into the hex does not cost additional movement points and the Soviet unit still has 6 Movement Points to expend.

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6. Orders When it comes to Orders, timing is everything. As stated in the Designer’s Notes, an Order needs to be executed within a certain time frame and could become useless or even dangerous if carried out later. It is therefore important to keep in mind that an Order has two distinct phases, each having a different impact:

• During Issue Time, several HQs at different hierarchical levels will be busy conceptualizing, writing and communicating each other the order details. This will reduce the Command Points available, even by a significant amount for complex orders at Division or Army level.

• During Deploy Time, the HQ staff, troops and vehicles of the involved units will be busy interpreting the order and preparing its execution on the ground. This will reduce their movement to zero and severely decrease their combat capabilities.

6.1. Division Assault

27th Guards Motorized Rifle Division is the First Echelon of Soviet 8th Guards Army. It is now approaching Alsfeld, where US 1/3A Brigade has been able to set up a strong defensive position, heavily supported by artillery and attack helicopters.

Soviet Division Commander decides to keep the enemy under pressure by continue attacking with his Tank Battalion and two Motorized Rifle Regiment. At the same time, he’ll deploy his best regiments in Assault Posture and launch the decisive assault when ready, with the support of an attached towed artillery brigade from 8th Guards Army.

6.1.1. Order Issue

During the Order Issue Phase of Day 0 H15, Warsaw Pact Commander issues a Division Assault Order and assigns 27G Motorized Division as Executing HQ.

The Order has an Issue Time of 3 Turns, and under ideal conditions would be ready to be executed by the units by Day 1 H00 (Day 0 H15 plus three Turns). However, Warsaw Pact must first verify the status of the Command Chain required by the Order. Being a Division Level Order having 27G as Executing HQ, the required Command Chain is:

1. Central Front HQ, the Top HQ for Warsaw Pact 2. 8th Guards Army HQ, the Parent HQ for 27th Guards Division 3. 27th Guards Division HQ, the Executing HQ

As all the involved HQs are within the Command Range of their corresponding Parent HQ, the Command Chain is valid and there is no additional delay to the Issue Time.

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Warsaw Pact must also verify the Attrition Points and Engaged Status of all the HQs in the Command Chain. As 8th Guards Army HQ has been Half-Engaged by a NATO Air Strike, the Issue Time is increased by one Turn.

As the Order Issue Time is now 4 Turns, Warsaw Pact places 27G Division HQ Chit and a Division Assault Chit on the H03 slot of the Time Track. Both Chits are placed face-down to hide their details from the enemy.

As a last step, Warsaw Pact decreases Central Front’s Maximum and Current CPs by four, the cost for a Division Assault Order.

6.1.2. Waiting for Order Execution

Warsaw Pact uses the remaining daylight Turns (H15 and H18) to continue pressure on US Brigade and to position 27th Guards Division regiments for the subsequent assault. Night turns are used for recovering some attrition on Artillery units.

6.1.3. Order Reveal

During the Order Reveal Phase of Turn D1 H03, Warsaw Pact turns the Division Assault and 27th Guards HQ Chit face up. Warsaw Pact also increases Central Front Maximum and Current CPs by four, the cost previously expended for the Division Assault Order.

6.1.4. Order Execution

During the Order Execution Phase of Day 1 H03, Warsaw Pact executes the Division Assault Order.

The first decision to take is which exact units are involved. As 27th Guards Division is the Executing HQ, only units attached or having 27G as Parent HQ can be selected. Also, a new Posture compatible with the Order given must be decided for each unit.

Warsaw Pact opts for the following execution:

• 244th Guards Mot. Regiment in hex 3507 will change to Assault Posture.

• 28th Tank Regiment in hex 3508 will change to Full Assault Posture.

• The three Towed Artillery Battalions from 288 Artillery Brigade. acting as units attached to 27th Guards Division, will change to Barrage Posture and add their firepower to the assault.

• The remaining units in the Division will keep their current Posture, so they are not involved. In particular, 31st Tank Battalion and 5th Recon Battalion will cover the units changing Posture, should NATO decide for a counterattack.

Warsaw Pact now checks the Command Chain. The HQs involved are the same as before, but this time each unit executing the Order must also be considered and checked:

1. Central Front HQ, the Top HQ for Warsaw Pact 2. 8th Guards Army HQ, the Parent HQ for 27th Guards Division 3. 27th Guards Division HQ, the Executing HQ 4. The unit executing the Order

As all the involved units have a valid Command Chain, there’s no additional delay to the normal Deploy Time of two Turns.

Warsaw Pact also checks for Attrition Points and Engaged Status on the involved HQs. There’s none, so no additional delay.

Units executing the Order must also be checked for Engaged or Delayed Status. As 2/288 Artillery Battalion has been bombarded by NATO and is currently Half-Engaged, Deploy Time is increased by one Turn for this unit only.

Warsaw Pact now places appropriate Posture and Time markers under the involved units:

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• 244th Guards Motorized Regiment: the current March Assault Marker is removed and replaced by an Assault and an H09 Markers, corresponding to the current Turn plus two Turns for deploying.

• 28th Tank Regiment: the current March Assault Marker is removed and replaced by a Full Assault and an H09 Markers

• 1/388 and 3/388 Artillery Battalions: A Barrage and a H09 Markers are placed

• 2/388 Artillery Battalion: A Barrage and a H12 Markers are placed, as the unit has an additional delay of one turn for being Half-Engaged.

All the above units are now in a Posture Transition state. Until the Turn corresponding to their Time Marker, they cannot be moved and have additional penalties when Bombarded or defending.

6.1.5. Order Completion

During the Order Execution Phase of Day 1 H09, Warsaw Pact removes the H09 Markers from 244th Guards Motorized Regiment, 28th Tank Regiment, 1/388 Artillery Battalion and 3/388 Artillery Battalion. These units have now assumed the desired Posture and are ready for the assault.

2/388 Artillery Battalion will be ready at Day 1 H12, due to its increased Deploy Time.

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