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VG Central America 1987

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CENTRAL AMERICA, Conventional Rules Book: Page 2
Conventional Game Table of Contents
1.0 INTRODUCTION
2.0 GAME EQUIPMENT
3
3
2.1 Game Components
2.2 Game Questions
2.3 Playing Pieces
2.4 Glossary of Terms
2.5 Abbreviations
3
3
3
6
8
3.0 CONVENTIONAL GAME SEQUENCE
OF PLAY
3.1 Sequence of Play
3.2 The Phase Track
3.3 The Information Record Track
9
9
12
12
4.0 AIR UNITS
12
4.1 Air Unit Values
4.2 The Air Group Displays
4.3 Air Facilities
4.4 Activating Air Units
4.5 Movement of Air Units
4.6 Returning to Air Facilities
4.7 Electronic Warfare Units
12
13
13
15
16
16
17
5.0 HELICOPTER UNITS
18
5.1 Helicopter Unit Values
5.2 Activating Helicopter Units
5.3 Movement of Helicopter Units
5.4 Attack Helicopters
5.5 Transport Helicopters
5.5 CIA Helicopters
18
19
20
21
21
22
6.0 AIR MISSIONS
22
6.1 General Procedure for Air Missions
6.2 Offensive Combat Air Missions
6.3 Defensive Combat Air Missions
6.4 Transport Missions
7.0 GROUND UNITS
22
23
27
30
34
34
34
7.1 Ground Unit Types
7.2 Ground Unit Movement
7.3 Zones of Control
7.4 Transportation
7.5 Stacking
7.6 Reserve Movement
7.7 Terrain Features
7.8 Special Ground Units
35
36
37
37
37
39
8.0 INSURGENCY UNITS
40
8.1 Placement of Insurgency Units
8.2 Disbanding Insurgency Units
8.3 Aerial Counterinsurgency
8.4 Movement of Insurgency Units
8.5 Insurgency Units and Combat
9.0 SUPPLY
9.1 Supply Sources
9.2 FSLN Logistics Supply Units
9.3 Supply Depots
9.4 Supply Lines
9.5 Insurgency Units and Supply
9.6 Southern Airways Supply
9.7 Out of Supply Markers
10.0 COMBAT
10.1 Air-Ground Combat (Bombardment)
10.2 Air-Air Combat (Interception)
10.3 Ground-Air Combat (Air Defense)
10.4 Ground Combat
10.5 Retreats and Pursuit
11.0 REORGANIZING AND
REBUILDING UNITS
11.1 Reorganization
11.2 Rebuilding
40
41
41
42
43
44
44
44
44
45
45
45
47
47
47
49
51
52
57
61
61
62
12.0 REINFORCEMENTS
62
GAME INDEX
CONVENTIONAL GAME INFORMATION
SUMMARY
63
64
CHARTS AND TABLES BOOK
Insurgency Command Table
Air Load Transport Chart
Unit Load Point Chart
Air Facility Chart
Stacking Point Chart
Gulf of Fonseca Counterinsurgency Table
Repair Chart
Port Supply Capacity Chart
Terrain Feature Bombardment Table
Ground Unit Bombardment Table
Ground Combat Die Roll Modifiers
and Column Shifts
Air Combat Table
Air Defense Table
Paradrop and Helicopter Assault Table
1
1
1
1
1
1
1
1
2
2
2
3
3
3
Terrain Effects Chart
Supply Summary
Weather Table
Non-Persistent Chemical Weapons Table
Optional Repair Chart
Increases and Decreases to World Tension
World Tension Increase Table
Scenario Generation Record
Doctrine Matrix
Doctrine Table
Doctrine Schedule
Initial World Tension Table
War Powers Act Table
US Legislative Branch Table
Victory Point Record
4
5
6
6
6
6
6
7
7
7
7
7
7
7
8
CENTRAL AMERICA, Conventional Rules Book: Page 3
1.0 INTRODUCTION
Central America is an operational simulation of past,
present, and potential warfare in Costa Rica, Nicaragua,
Honduras, and El Salvador. Each turn represents two days
of real time, and each hex is about 15 miles from side to side.
Each ground unit Attack Value point represents 500 to 1000
combatants. It should be noted that the unit size of military
units varies greatly from country to country and that troop
quality has been factored into the combat values. A halfstrength Nicaraguan brigade, for example, may actually have
the same number of troops as a full-strength United States
battalion (approximately 1200 men).
Several scenarios, such as "The Soccer War" and "The Fall
of Somoza" cover actual conflicts that have occurred in Central
America. The main focus of the game, however, is on
potential warfare that could erupt between Nicaragua and
its neighbors. The presence of Contra forces in Honduras and
Costa Rica is a continual threat to the government in
Managua. Likewise, the communist insurgency forces in El
Salvador threaten one of the United States' allies. The ramifications of United States involvement in such war is presented
in several lights — from limited commitment of air and
ground units in the area to a direct invasion of Nicaragua with
the intention of overthrowing the Sandinista government.
The Rules Booklets: There are three levels of complexity
to Central America. The Conventional Game book presents
the standard rules for air and ground movement, supply and
combat resolution (Sections 3.0 through 12.0) This version
of the game is the simplest, and a number scenarios can be
played in a relatively short time at this level. The Intervention Game book includes rules for United States forces and
enhanced capabilities of units (Sections 13.0 through 17.0);
the Intervention Game uses a slightly different sequence of
play from the Conventional Game and scenarios at this level
take longer to play. The Optional Rules (Section 18.0) in this
book make the game much more realistic but also increase
the playing time considerably. A situation analysis of con-
flict in Central America and a chronology of the 1979
revolution in Nicaragua round off this book.
The Scenario Booklet: This booklet includes 16 scenarios
(4 Introductory, 5 Intermediate, and 7 Campaign), the scenario generation system (Section 22.0), and the set-ups for
generated scenarios (Section 23.0). The Communist Orders
of Battle for scenarios 5 through 16 and the FSLN and Communist Preparedness Levels (for generated scenarios) are all
included in the center of this booklet. The center pages can
be removed to speed up the set-ups of a scenario..
The Introductory Scenarios in Section 19.0 are included
to teach players the basics of the game and can be played
in one or two hours. The Intermediate Scenarios in Section
20.0 take three or more hours to play; they can be played
at either the Conventional or Intervention level. The Campaign Scenarios in Section 21.0 take six or more hours to play
and cover a wide spectrum of conflict in the area; most of
the scenarios are played at the Intervention level.
A Scenario Generation System is included in Section 22.0,
which allows players to create their own scenarios and
examine conflict in Central America based upon the involvement of the superpowers. Section 23.0 is used in conjunction with the scenario generation system and lists the
units available and their placements at various levels of
preparedness.
Charts and Tables Booklets: Each player also receives an
8-page booklet, which includes the charts and tables used in
the game. Note that the major difference between the two
booklets is the last page, which contains each player's Victory
Point Record.
IMPORTANT NOTE: When reading through the rules, it
is suggested that players refer to the Charts and Tables
Booklets when reference is made to charts and tables. It is
also recommended that when examples of play are given,
players set up the counters on the map, refer to the Charts
and Tables Booklets, and play through each example.
2.0 GAME EQUIPMENT
2.1 Game Components
A complete game of Central America includes these items:
• One Conventional Game Rules Booklet
• One Intervention Game Rules Booklet
• One Scenario Booklet
• One 22-inch by 32-inch Mapsheet
• Three sets of 260 1/2-inch Playing Pieces (Counters)
• Two Charts and Table Booklets
• Two Player Record Cards
• One 6-sided Die
• One Counter Tray
2.2 Game Questions
If you have any questions about the rules to Central
America, please feel free to send in your questions, written
so they can be answered with a one or two word response
when possible. Be sure to enclose a stamped, self-addressed
envelope with your questions. Send your questions to:
Central America Questions
Victory Game, Inc.
43 West 33rd Street
New York, NY 10001
Note: Correspondence that does not contain a stamped, selfaddressed envelope will not be returned. Please do not call
Victory Games with your questions.
2.3 PlaVing Pieces The military forces of 23 countries and political parties
are represented in the playing pieces (counters), and are
divided into two major factions: Communists and Allies. Each
country or political party has a color system unique to itself,
and is differentiated by abbreviations (see 2.5). The countries
and/or political parties that belong to each faction are as
follows:
Communists: Sandinista National Liberation Front (FSLN),
Cuba, Soviet Union, Farabundo Marti National Liberation
(FMLN), Communist International, Libya, Popular Front for
the Liberation of Palestine (PFLP), Revolutionary Movement
of Honduras (MRH), Movement 19 (M-19), and People's
Revolutionary Movement (MRP).
Allies: Honduras, El Salvador, Costa Rica, Central Intelligence
Agency (CIA), United States, Israel, Colombia, Mexico,
Guatemala, Civilian Military Assistance (CMA), Nicaraguan
Democratic Forces (FDN), Revolutionary Democratic Alliance
and Army (ARDE), and Nicaraguan Guardia Nacional
(Somoza).
There are three basic types of playing pieces: air units,
helicopter units, and ground units. Each type has different
game values and functions, which are explained later in the
rules. The front of each counter is its full-strength side; the
back, with reduced combat values, is its half-strength side.
Each player has a set of markers, which are used to record
game information; Allied markers are light blue and Communist markers are orange. The tan markers are neutral and
are used by both players.
CENTRAL AMERICA, Conventional Rules Book: Page 4
SAMPLE GROUND UNIT
(Back)
SAMPLE GROUND UNIT
(Front)
—Nationality
Size—
Unit Type—
Movement
— Allowance
Designation —
Parent Unit
Designation
3
su
Movement
Allowance
M-27
2c
23
Defense
Value
Attack Value
indicator EW =EW indicator
AA =AA
SAM = SAM indicator
SAMPLE US AV•8B AIR UNIT
Air Combat Rating Letter (Front)
SAMPLE TRANSPORT AIR UNIT
Air Combat Rating Letter
(Front)
Air Combat
Value
SilhouetteLoadCapacity
—Nationality
—Airport
Indicator
—.Movement
Radius
Air Combat
Nationality
Airport
Indicator
Movement
Radius
USMC
AV-88
Silhouette
Bombardment
Value
2A
2
3
12
Aerial Ground
Counterinsurgency Combat
Qualifier Value
Bombardment Silhouette
Value
.4= Air unit must be based at airport
= Standoff air attack indicator
•
I= A
2132
8
"es = Parachute capable
Aerial
Counterinsurgency
Qualifier
Standoff
Air Attack
Indicator
Nationality
Insurgency
Indicator
SAMPLE AIR UNIT
Air Combat Rating Letter
(Front)
Bombardment Value-
Size
Unit Type
Designation
Defense
Value
Attach Value
••==, = Air defense capable (Nicaraguan units only)
Air Combat Value—
Silhouette—
Unit Type —
USA
(11)
Step Loss—
Indication
SAMPLE INSURGENCY UNIT
(Front)
Nationality
Unit Type
Air Facility
Movement Radius
Supplied Hex
Movement Radius
CV2 = US Navy unit parent aircraft carrier
II= Load capacity indicator U = Unlimited Movement Radius
SAMPLE ATTACK HELICOPTER
(Front)
Air Combat Size
SAMPLE TRANSPORT HELICOPTER UNIT
(Front) Air Combat Size
Rating Letter
Rating Letter
—Nationality Air Combat
Value—
II
—Parent Unit
Silhouette-Designation
Bombardment
—Movement
Value — O 2
Radius
Air Combat Value—
Silhouette —
Bombardment Value —
Front
II
Transport unit Load Capacity indicator
Bach
Front
FSLN
Logistics
Supply Unit
Back
Tank
LI,-
1(=>1 8
3-2
1,:=1 8
of
7"' 1-18
Ion
8
Fop
SS-20
SS-20
9
• 8
0-1
Replacement
Tank Unit
III
III
NI
7
2-2
8
15
5 •/ 8
CAN
2-1
11
6Cen
511
8
2-2
!AAA
7
2-1
ES
(111)
[1
Cav
(11)
Armored
Cavalry
1-1
NN
t] 8
6Cen
Mechanized
Infantry
1-1
ra-1
%IAA
M.
7
Self-propelled
Artillery
1-1
US Mobile AA
(anti-aircraft)
X
122
4
2-2
AS
(X)
Es
NI
(11)
A.A
II
0-1
NI
I•I 4
I= 4
1-1
0-1
3
lit
!
.' 3 4
3-2
C*3 4
LISA
.LAA
II
4
tic 2-2
11
uSA
12:1 -**-s
4
1150A
82 2-2
GN
11
MP
Gndm
4
11
Nx
3
1-2
Infantry
Artillery
(towed)
2-2
6AC
Mobile AA
(anti-aircraft)
AA
4
1-2
11
1-2
US Mobile SAM
(surface-to-air
missile)
6
CIA EWI
Engineers
Back
3
1-1
1111
F=71
Anti-tank
ES] 7
us
EW
(11)
IAIA
CIA
1-2
Infantry Units
0-1
(111)
El
" EW
FSLN
SS-20
0-1
Fr
ES]
Bach
Front
CIA
2-1
(11)
--Movement
Radius
Sizes of Ground and Helicopter Units:
I: Company. II: Battalion. III: Regiment. X:
Brigade. A unit that has taken a step loss has
its size in parentheses on the back of its
counter.
Load Capacity
Aerial Ground Combat
Counterinsurgency Value
Qualifier
GROUND UNITS
Armor Units
— Nationality
4
1-1
Marines
or Naval
Infantry
II
551
ll
1/7
6
(11)
C:1
US MLRS
(multiple launch
rocket system)
1(1
IC
CNA
Cavalry
(l)
Marine/Naval
Special
Forces
Parachute
Infantry
(11)
'
82
1-2
(11)
cN
MP
Gndm
4
Military
Police
1-1
110
55
Engineers
Special
Forces
0-1
1-1
1-2
CAA
Insurgency
11
C=3
E,tf
4
1-1
NI
El 3
SI 0
1-1
CDS 0-2
CZI 4
Estr
0-1
(II)
CEI
CDS
5,
n
1-1
0-1
FSLN Urban
Infantry
CENTRAL AMERICA, Conventional Rules Book: Page 5
HELICOPTER UNITS
Other Ground Units
Fortification
Entrenchment
AA
Jfiruf
AntiAircraft
Non-mobile AA
Site
Damage
OJ
otu:
/A'S\
20 11
"'
10(11)
"'
1A 2
5
let
5
1D""
10
0
0 12 6
1
6
1'
II
1A
2 6
""
(I)
lu tio CIA
CIA
6
1B 1
Attack
Helicopter
5c
971.7tj
US CarrierBased Air
Unit
Transport
Helicopter
1j
Ay-BB
NI
CIJ
SAM
Site
ES
10
FSLN
Treasury
LN
teas
2
ES
10
AC-47
AC-47
2A 50
1A 50
NI
2S
A-33
FSLN
Government
o
US AV-8B
nj
2
o
u
NI
11.76
Transport
Air Unit
u
Back
Front
Damage
SAM
Combat Units
AIR UNITS
Non-mobile SAM
teg
3
1x t 12
3
2Ji 2 12
CIA Attack
Transport
Helicopter
0"J" Rated
Air Unit
U
04,
3 IL-76
HI
USAF
Back
Front
Bach
Front
1A 20
le 20
2,1
13
""
S Myst
S Myst
2c 30
10 30
EW Air Unit
(electronic
warfare)
USAF
0.1
0
"S" Rated
Air Unit
A.33
""
"D" Rated
Air Unit
U
D3
AWACS Units
USAF
CS Air
Force
E-3 AWACS
A CS 11
US Navy
E-2 AWACS
"J" Rated
Air Unit
GAME INFORMATION MARKERS
ALL LEV LS
to
F.
AIR
GROUP
Air
Group
o
1
1
to
Air
Mission
Supply Depot
Air Group
& EW
SUPPLY
DEPOT
o
Supply
Exhaust
Insurgency
Command Points
AIR
MISSION
Insurg
Commd
INSURG
COMMAND
POINTS
POINTS
+100
Armor
Reserve
Insurgency
Reserve
lnsurg
Reserve
lnsurg
Reserve
Armor
Armor
Reserve
Reserve
SCENARIO GENERATION
Riot
VP
Riot
VP
+1 —1
DV: 1
Mobilization
Points
Resource
Points
Victory
Point
VP
VP
VP
VP
+10
—10
+100
—100
Resrce
Mobil
POINTS
POINTS
2
INTERVENTION GAME
ALL LEVELS
Allied
Reorganization Points
US
Reorganization Points
Allied
Reorg
US
Reorg
POINTS
POINTS
Allied
Supply Source
USMC
Beachhead
82nd Airborne
Air Supply
CS Night Naval
Bombardment
US
Night
Naval
Bomb
1
US Tactical
Bombardment Points
US
Tac
Bomb
POINTS
US Tactical
Bombardment
US Defensive
Close Air Support
US
TACTICAL
BOMBARD
USMC
DEFENSE
SUPPORT
USMC
DEFENSE
SUPPORT
+3
—2
—1
US Cluster
US Smart
Bombs
US
Smart
Bombs
US Incendiary
Bombs
Bombs
US
Intend
Bombs
US
Clustr
Bombs
SCENARIO GENERATION
US Standoff
Air Attack
US
Stand
Attack
Doctrine Chits
Non Intervention
Monroe Doctrine
Aggressive Support
boo °o
War Powers Act Chits
US War Powers Act
Prep
Level
US Int
Level
Prep
Level
US Int
Level
3
2
4
1
\`'
st‘R'
C'>•
Forced Withdrawal
Preparedness/
Intervention levels
Prep
Level
US Int
Level
Prep
Level
US Int
1
4
2
3
Declaration of War
Level
Extension
of Time
CENTRAL AMERICA, Conventional Rules Book: Page 6
GAME INFORMATION MARKERS
INTERVENTION GAME
ALL LEVELS
FSLN
Reorganization Points
Communist
Reorganization Points
Communist
Supply Source
Hidden
Supply Points
FUN
Reorg
Comm
Reorg
Hidden
Supply
POINTS
POINTS
POINTS
Soviet Standoff
Air Attack
Non-persistent
Chemical Weapons
NonPersist
Chem
Weeps
Soviet
Stand
Attack
SCENARIO GENERATION
Persistent
Chemical Weapons
On-map
Marker
Preparedness
Level
Prep
Level
Persist
Chem
Weaps
PERSIST
CREM WEAP
Non Intervention
Brezhnev
Doctrine
Adventurism
I
se
PaJ
1
ALL LEVELS
Damage
Road Out
Markers
Neutral
Damage
Close Air
Support
CLOSE
AIR
SUPPORT
CLOSE
AIR
SUPPORT
+1
+3
Out
of
Supply
A
Road
Out
,•
Supply Status
Bridge Out
Bridge
Out
Game
Turn
Contest
Air Facility
Contest
Air
Facility
In
Supply
Phase
Game
Turn
Phase
Reorganization
No
ZOC
Reorg
Initial
Combat Ratio
Masay
EW
Supprs
Masay
EW
Destry
Current
Combat Ratio
Curr
Combt
Ratio
Mit
Combt
Ratio
SCENARIO GENERATION
INTERVENTION GAME
Masaya EW
Suppressed/Destroyed
No Zone
of Control
Port Repair
Begin
Port
Repair
Port
Partial
Repair
Repair
Weather
Repair
Repair
1
2
Clear
Weather
Rain
Heavy
Rain
World
Tension Level
World
Tension
Notes on the Counters:
1. A ground unit with this symbol ("0%) means that it can be moved
by transport air and helicopters units and dropped by parachute into
a hex (see "Transport Strike Missions" in Section 6.4). Insurgency
capable ground units are denoted by the color band along the middle
of their counters. The parent unit designation is printed in bold italics
underneath the unit designation. For example, all units belonging
to the US 82nd Airborne Division have 82 in the lower lefthand
corner.
2. On the backs of their counters, ground units and helicopters have
their sizes in parenthese to indicate that they have taken a step loss.
3. In examples in the rules and in the scenario set-ups, ground units
are listed by three numbers (e.g., a Nicaraguan 2-3-3 infantry brigade).
The first number is the Attack Value, the second is the Defense Value,
and the third is the Movement Allowance.
4. Non-mobile AA sites contain surface-to-air missiles and antiaircraft guns.
5. Each air unit has a rating letter "D" (defense only), "S" (slow), or
"J" (jet) next to its Air Combat Value, which describes its capability
in air-to-air combat (see 4.1 and 10.3). Air units with a Movement
Radius of "U" have an unlimited radius and can move anywhere on
the map, although they still trace a path across the map when moving.
Electronic warfare capability for air units is indicated by the letters
EW or AWACS on the counter (see 4.7). Units with the air facility
indicator can be based only at airports (see 4.3).
6. US AV-8B air units have capabilities of both combat air units and
attack helicopters. They have a Movement Radius of 12 when based
at air facilities or in a Holding Box and a radius of 3 when based
in hexes that do not contain air facilities. See 14.3 for more details.
7. Air units capable of performing standoff air attacks (see 18.7) have
a colored circle over their Air Combat or Bombardment Values, indicating which value can is employed.
8. CIA helicopters can act both as an attack and a transport helicopter (see 5.6). All helicopters have a "D" (defense only) rating for
their Air Combat Value (see 5.1). Load Capacities on transport helicopters are indicated by colored boxes. Except for CIA helicopters,
all other transport helicopters have a Bombardment Value of O. On
the backs of their counters, helicopters have their sizes in parentheses to indicate that they have taken a step loss.
9. Markers that are used on the Information Record Track all have
the type printed in the same color to distinguish them from markers
placed on the map or on the Game Turn Track.
2.4 Glossary of Terms
an air facility; the presence of air units at an air facility is indicated
by an Air Group marker in the hex. See 4.3.
Air Group: One or more air units at an air facility are called an air
group. The air units are kept openly on a player's Air Group Display, and an Air Group marker is placed on the map in the hex where
the air units are based. If an air group contains an electronic warfare
air unit (EW or AWACS), the "&EW" side of the marker is put face
up in the air facility hex. See 4.2.
Air Mission: When air units and helicopters move across the map
to undertake some activity, they perform an air mission. There are
three basic types of missions. Offensive combat missions are used
to attack ground units and terrain features, to assist friendly ground
units during ground combat, and to provide air escort. Defensive
missions are used to attack enemy air units and helicopters and to
assist friendly ground units during ground combat initiated by enemy
units. Transport missions are used to move units and supplies from
one area on the map to another. See 6.0.
Understanding the following game concepts is irnpoftant
to the play of Central America. Each concept is explained more
fully in the rules.
Aerial Counterinsurgency: An air mission performed to prevent enemy
insurgency units from appearing on the map. Each combat air unit
and attack helicopter has an Aerial Counterinsurgency Qualifier (A,
B, C, or D) next to its Bombardment Value, which indicates its
effectiveness when attacking guerrilla for,ses. See 6.2.
Air Combat Value: This value reflects an air uAit's or helicopter's capability in air combat (see 10.2). The value is followed by a rating letter:
"D" (defense only), "S" (slow), or "r (jet). The rating, is used to determine what other air units or helicopters the unit can attack. See 4.1
and 5.1.
Air Facility: There are two types of air facilities: airports and airstrips.
Air units (except the US Marine AV-8B's) must always be based at
1
CENTRAL AMERICA, Conventional Rules Book: Page 7
Air Supply: Allied units can be supplied for movement and combat
through the 82nd Airborne Division's Air Supply markers. See 15.3.
Amphibious Assaults: Only US Marine units can enter and attack
Pacific or Caribbean coast hexes. See 15.2.
Attack Value: The strength of a ground unit when attacking enemy
units is expressed as its Attack Value. See 7.1 and 10.4.
Beachhead: Once US Marine units have successfully conducted an
amphibious assault, a USMC Beachhead marker can be placed on
a coast hex to provide supply for US Marines and other Allied units.
See 15.2.
Bombardment Strike: This air mission is used to attack a single enemy
ground unit, an installation or terrain feature, or a combination of
the two. See 6.2.
Bombardment Value: A number used to indicate the power and
effectiveness of air units and attack helicopters when performing
offensive air missions. The Bombardment Value is also expressed
as Bombardment Points (see 4.1). Ground units, when they perform
a demolitions attempt, also have an intrinsic Bombardment Value
(see 16.2) as do insurgency units performing guerrilla attacks (see
16.1). US Night Naval Bombardments also have a Bombardment
Value (see 15.1).
Close Air Support: This air mission uses an air unit's or attack helicopter's Bombardment Value to bomb and weaken enemy ground
units that will later be attacked by friendly ground units. See 6.2.
Defense Value: The strength of a ground unit when defending in combat is represented by a number, the Defense Value. Note that this
value is often greater than the unit's Attack Value, since a military
unit can coordinate its firepower better on the defensive than on the
offensive. See 7.1 and 10.4.
Demolitions: Ground units can attempt to blow up terrain features
(such as roads and bridges) or installations (such as ports and air
facilities) to slow enemy ground units or to prevent them from being
used by enemy units. See 16.2.
Doctrine: In the Scenario Generation System (22.0), the attitudes of
the superpowers towards warfare in Central America is reflected by
their doctrines. The doctrine may reflect little interference on their
part (Non-Intervention), considerable interest and military support
(Monroe/Brezhnev Doctrine), or total support and heavy military intervention (Aggressive Support/Adventurism).
Electronic Warfare: The ability to detect enemy units and to jam their
electronic equipment is vital in modern warfare. Electronic warfare
units (EW and AWACS) and Masaya provide a player with considerable advantages during air missions and ground combat. See 4.7.
Escort: This offensive air mission allows air units or an attack helicopter with a strong Air Combat Value to join other friendly units
of the same type (air or helicopter) and to protect them from enemy
air interception. See 6.2.
Friendly and Enemy: Units are frequently referred to as friendly or
enemy in the rules. Friendly refers to those units controlled by the
owning player while enemy refers to units controlled by the
opponent.
Friendly, Supplied Hex: Helicopters and US AV-8B air units have the
flexibility to be based at and supplied from hexes other than those
containing air facilities. See 5.3 and 14.3.
Ground Combat Support: This air mission allows attack helicopters
(and US AV-8B air units) to assist friendly ground units with their
Ground Combat Values during ground combat. It can be used
offensively or defensively and reflects the ability of helicopters to
hover for long periods of time over the battlefield. See 6.2, 6.3.,
and 14.3.
Ground Combat Value: The power of an attack helicopter's or AV-8B's
weapons to assist units in ground combat is reflected by this number. See 6.2 and 6.3.
Guerrilla Attack: A type of combat initiated by insurgency units
behind enemy lines aimed at blowing up installations and terrain
features. See 16.1.
Hex Terrain: Each hex is classified as one type of terrain, based
on the contours of the terrain and the predominant foliage and
vegetation.
Installations: Installations consist of air facilities, ports, the EW complex at Masaya in Nicaragua, and non-mobile SAM and AA sites. Installations may be subjected to attack by Bombardment Strike air
missions (see 6.2), US Night Naval Bombardment (see 15.1), guerrilla
attacks (see 16.1), and demoltions (see 16.2).
Insurgency Units: Forces that have been specially trained to wage
guerrilla warfare are called insurgency units. Insurgency units can
either be used as normal military units, or they can use their unique
abilities for infiltration and guerrilla attacks. Insurgency units are
denoted by a colored stripe along the center of their counters. See
8.0 and 16.1.
Intensity Level: The number of air units and/or helicopters involved
in air combat reflects the intensity of the combat. The more units
involved, the higher the intensity level. See 10.3.
Interception: This air mission allows combat air units to attack enemy
units before they can perform a combat or transport mission. The
ability of air units to attack other units is reflected by the rating letter
than follows their Air Combat Values ("ry for defense only, "S" for
slow air units, and
for jet aircraft). See 4.1 and 6.3.
Joint Air Missions: Air units based at different air facilities may be
able to link up and perform air missions together if the facilities are
all within the electronic detection range of an EW or AWACS unit
or Masaya. See 4.7.
Load Capacity: The ability of a transport air unit or helicopter to move
ground units and supplies across the map is reflected in its Load
Capacity. The larger the Load Capacity, the more the aircraft or
helicopter can carry. See 6.3.
Masaya Detection Range: The city of Masaya in Nicaragua has an
extensive EW and radar detection complex that can detect enemy
air units at a considerable distance. The range of Masaya while its
equipment is undamaged is depicted on the map by a dragontooth
pattern. See 4.7 and 14.5.
Merchant Shipping Raid: The Communist player can use this offensive air mission to attack (abstractly) Allied shipping in the Pacific
and Caribbean. See 14.4.
Mobilization: In the Scenario Generation System (22.0), military units
of Nicaragua and El Salvador begin below full capacity. These units
can be strengthened by spending Mobilization Points, which
represent the call up of reserves to bring forces up to their full
strength.
Movement Allowance: The ability of ground units to move across the
map is expressed by their Movement Allowance. Ground units are
divided into two major groups (infantry and armor) which have differing rates of movement through terrain. The Movement Allowance
is expressed as Movement Points. See 7.1.
Movement Radius: The maximum distance that an air unit or helicopter can move across the map to a target. After completing its
mission, an air unit may move to a friendly air facility a distance
equal to or less than its Movement Radius; a helicopter unit may
return to an air facility or a friendly, occupied hex. See 4.1 and 5.3.
National Border: The borders of each country are depicted on the
map. The national borders are included for player information. See
"Set-up Boundaries" (below).
Night Naval Bombardment: The potency of the US Navy's gunnery
and surface-to-surface missiles against enemy targets in coast hexes
is reflected by this capability. See 15.1.
Paradrop and Helicopter Assault: Ground units with this symbology
(v.) are capable of parachuting from transport air and helicopter
units onto the map. In addition, transport helicopters can move US
Marine infantry, special forces, and the US 6th Air Cavalry cavalry
battalion across the map by helicopter assault. See 6.4.
Population Centers: Population centers include cities, towns, villages,
and ports.
Preparedness Level: In the Scenario Generation System (22.0), the
on-map forces begin scenarios at various levels of war readiness. The
higher the Preparedness Level, the better prepared that country is
for war and the more freely the owning player can deploy his units.
Pursuit: If ground combat results in the defending units being forced
to retreat, some of the attacking units can move into the terrain the
defenders vacated. Pursuit is important for surrounding enemy
ground units and gaining territorial objectives. See 10.5.
Rebuilding: Infantry units that have been eliminated by ground combat can be rebuilt to full strength by the expenditure of Reorganization Points. Even though a unit has been removed from the map,
it still continues to exist but at such a disorganized state that it is
incapable of continuing to fight until equipment or new soldiers
become available. See 11.2.
Reorganization: Ground units that suffer combat losses have lower
Attack and Defense Values, but they can still act as cohesive military groups. These units can be made full-strength again by expending Reorganization Points, which represent new soldiers and
equipment that have been added to the original unit. See 11.1.
Reserve: Armor units and insurgency units have the ability to move
twice in a turn. Armor units can wait in reserve until a breakthrough
in the enemy lines has been established and can then advance. Insurgency units can move, take part in an attack, and continue to
infiltrate through enemy lines. See 8.4 and 10.5.
CENTRAL AMERICA, Conventional Rules Book: Page 8
Rotation of Counters: The facing of counters is important for remem-
bering what the units have done in a turn. During each End of Turn
Stage, both players should make all their counters are rotated from
90 or 180 degrees back to their normal facing. There are three reasons
for rotating counters from their normal facing:
Air Facilities: If the Allied player captures a Nicaraguan air
facility, he can place an Allied Air Group marker in the hex rotated
180 degrees to indicate that it cannot be used by US air units in that
turn. See 4.3.
Helicopters and US AV-8B Air Units: If one of these units has
completed all actions for a turn, its counter is rotated 180 degrees.
If it can still perform another function in the turn (an air mission
or movement), it is rotated 90 degrees until all functions are over.
See 5.2 and 14.3.
Insurgency Units: An insurgency unit that has performed a
guerrilla attack is rotated 180 degrees to indicate that it can perform
no other function (except defending itself) for the rest of the turn.
See 16.1.
Set-up Boundaries: These boundaries are depicted on the map and
are used when setting up a country's units. They also are used to
limit the movement of some units from one country to another as
outlined in rules section 17.0, the scenarios, and the scenario generation system.
Special Munitions: The United States has many sophisticated weapons
that can be delivered by air units. Smart, cluster, and incendiary
bombs are special munitions that provide positive die roll modifications and column shifts for the Allied player. See 18.7.
Stacking: The size of military units determines how many can occupy
the same space on the map. The size is reflected by Stacking Points.
See 7.5.
Standoff Air Attacks: Certain US and Soviet air units can standoff from
their targets and still use their combat capabilities, reflecting the
extensive range of air-to-surface or air-to-air missiles. See 18.7.
Supply Depot: A supply depot is a stockpile of ammunition and fuel
to keep military units moving and fighting. The depots are moved
by transport air and helicopter units to provide supplies for military
units that would otherwise be too weak to fight and move efficiently.
See 9.3.
Supply Line: Supplies are moved abstractly to military units by trucks
and other forms of ground transportation. To permit movement and
full-strength combat, supply lines must be kept open between sources
that provide supply and the military units. See 9.2.
Supply Source: Certain areas on the map are well supplied with war
materiels needed by military units. These sources continue to provide supply as long as they are not captured by enemy ground units
and while supply lines exist between the sources and the military
units. See 9.1.
Tactical Bombardment: Numerous air units associated with US Navy
ships plus the ships themselves (although not depicted by counters)
have the ability to support Allied ground unit attacks in coast hexes
through US Tactical Bombardment. See 15.1.
Terrain Features: Terrain features include roads, trails, supply sources,
land mines, etc. They sometimes have an effect on ground unit movement (see 7.7) and combat (see 10.4). Terrain features that can be
attacked by Bombardment Points primarily refer to roads and bridges.
Strike: This air mission allows ground units to be moved
across the map by transport air and helicopter units. Paradrops and
helicopter assaults are Transport Strike missions. See 6.4.
US Intervention Level: In the Scenario Generation System (22.0),
restrictions as to where US units can move on the map are reflected
by the US Intervention Levels.
War Powers Act: In the Scenario Generation System (22.0), the willingness of the United States Congress to support US units fighting
in Central America is abstracted by the War Powers Act. Congress
may force US units to leave the area or it may declare war against
Nicaragua. See 22.5.
Zones of Control: Most ground units have Zones of Control, which
may limit the movement of enemy ground units. This concept
abstracts patrols that are sent out from main units to scout for the
enemy and to engage him in combat until reinforcements arrive.
See 7.3.
Transport
2.5 Abbreviations
The following abbreviation appear on the counters and in the rules:
COUNTRIES AND FACTIONS
ARDE: Revolutionary Democratic Alliance and
Army
CI: Communist International
CMA: Civilian Military Assistance
CO: Colombia
CR: Costa Rica
CU: Cuba
ERP: Peoples Revolutionary Army
ES: El Salvador
FDN: Nicaraguan Democratic Forces
FMLN: Farabundo Marti National Liberation
FSLN: Sandinista National Liberation Front
GN: Guardia Nacional (Somoza)
GU: Guatemala
HN: Honduras
IS: Israel
LI: Libya
M-19: Movement 19 (Colombian communists)
MRH: Revolutionary Movement of Honduras
MRP: Peoples Revolutionary Movement
(Costa Rican communists)
MX: Mexico
NI: Nicaragua (Sandinistas or FSLN)
PFLP: Popular Front for the Liberation of Palestine
SU: Soviet Union
UNO: Unified Nicaraguan Opposition
US: United States
1C: 1st Cavalry Division
6AC: 6th Air Cavalry Brigade
9: 9th Light Infantry Division
82: 82nd Airborne Division
CIA: Central Intelligence Agency
SC: Southern Command
TFB: Task Force Bayonet
USA: United States Army
USAF: United States Air Force
USMC: United States Marine Corps
(1st Marine Division)
USN: United States Navy
UNIT DESIGNATIONS
Allies
ARDE
CON: Nicaraguan Opposition Coalition
FARN: Revolutionary Armed Forces of Nicaragua
MDN: Nicaraguan Democratic Movement
Rama: Rama Indians
Sumo: Sumo Indians
COSTA RICA
CvGd: Civil Guard
R1Gd: Rural Guard
EL SALVADOR
INC: 1st Naval Commandos
Atl: Atlacatl
Atn: Atonal Immediate Reaction
ARCE: ARCE Immediate Reaction
Bel: Belloso Immediate Reaction
BIM: Battalion of Naval Infantrymen
(Battalon de Infanteria de Marina)
Cav: El Salvador Cavalry Regiment
Cay: Cayaguanca
Cob: Cobra
NG: National Guard
Ourg: Ouragon
RR: Ronald Reagan
SOG: Special Operations Group
TP: Treasury Police
FDN
078: 78th Commandos
ATrp: Air Troop
CIM: Military Instruction Center
COE: Special Operations Commandos
Cond: Condor
Cst: Andres Castro
Dir: Diriangen
ELN: National Liberation Army
Est: Jose Dolores Estrada
FAD: Democratic Armed Forces
FARC: Anti-Communist Armed Forces (FARAC)
FRPA: Patriotic Anti-Communist Front (FREPA)
IF: UDN Internal Front
JC: Juan Castro
KISN: United Villages of the Nicaraguan
Atlantic Coast (KISAN)
Leg: 15th of September Legion
M-3: Third-Way Movement
Meza: Santiago Meza
MLN. Nicaraguan Liberation Movement
Mskt: Miskito Indians
Nic: Nicarao
Panc: Task Force Pancasan
Qui: Quilali
RH: Rafael Herrara
Sag: Sagitario
Salz: Jorge Salazar
Seg: Segovia
SJac: San Jacinto Battle Unit
Ter: Task Force La Tercera
UDN: Nicaraguan Democratic Union
GUARDIA NACIONAL
1AS: 1st Armored (Somoza)
AMRC: Association of Somocista Retired
Soldiers, Workers, and Peasants (AMROCS)
BECT: Special Counter-Terrorist Brigade (BECAT)
CA: Blue Shirts (Somocista Paramilitary Youth)
Cas: The Rattlesnakes
Cmbt: The Combat Battalion
EEBI: Basic Infantry Training School
Gndm: Gendarmerie
OSN: National Security Office
SIM: Military Intelligence Service
HONDURAS
Cen: Centauros
CES: Special Security Corps
G: Presidential Guards
Rgr: Rangers
S. Myst: Super Mystere
Tac: Tactical Army Group
CENTRAL AMERICA, Conventional Rules Book: Page 9
ISRAEL
MRP
SOVIET UNION
Mosd: Mossad (Institute for Intelligence
and Special Assignments)
PVP: Popular Vanguard Party
NICARAGUA
Des: Desant (landing forces unit)
IL: Illyushin
M: Mikoyan (MiG)
S: Sukhoi
T: Tupolev
Y: Yakolev
VDV: Airborne Forces
(Vozdushno Desantnye Voysha)
UNITED STATES
C: Cavalry
CV: Aircraft Carrier
MAF: Marine Amphibious Force
MI: Military Intelligence
MLRS: Multiple Launch Rocket System
Rec: Reconnaissance
Rgr: Rangers
SF: Special Forces
Communists
FMLN
ERP: Peoples Revolutionary Army
FAC: Communist Armed Forces
FARN: Armed Forces of National Resistance
FPL: Popular Liberation Front
PCS: Salvadoran Communist Party
PRTC: Revolutionary Party of Central
American Workers
BLI: Internal Irregular Warfare
Battalion (Battalion Lempiesa Internal)
Brvo: Jorge Sinforoso Bravo
CDS: Sandinista Defense Committees
Cham: Camilo Chamorro
CODE: Specially Assigned Commandos
(Commandos de Destine Especial)
DGSE: Nicaraguan State Security
(Pablo Ubeda Troops)
DGSP: Nicaraguan State Police
Estr: Francisco Estrada
Lopz: Santos Lopez
MPS: Sandinista People's Militia
Oroz: Rolando Orozco
PCN: Nicaraguan Communist Party
Pom: German Pomares
SB: Simon Bolivar
TPF: Frontier Guard Troops
Turc: Oscar Turcios
Uman: Juan Pablo Umancor
Veng: Cristobal Venegas
GENERAL GAME ABBREVIATIONS
AA: Anti-Aircraft
AWACS: Airborne Warning and Control System
EW: Electronic Warfare
LSU: Logistics Supply Unit
Repl: Replacement Tank Unit
RP: Resource Point
SAM: Surface-to-Air Missile
VP: Victory Points
Conventional Game Rules
3.0 CONVENTIONAL GAME SEQUENCE OF PLAY
The scenarios in Sections 19.0, 20.0, and 21.0 list how
many Game Turns are played; scenarios using the Scenario
Generation System (22.0) have a variable number of Game
Turns. Each Game Turn consists of the Communist Ground
and Air Stage, the Allied Ground and Air Stage, and the End
of Turn Stage. Players perform all activities in strict accordance with the Sequence of Play outlined below.
3.1 Sequence of Play
The following Sequence of Play is used for all Conventional Game scenarios. Additional phases are added in
the Intervention Game. Note that the actions performed in
most phases of the Communist Air and Ground Stage are
almost identical to those performed in the Allied Air and
Ground Stage.
Communist Ground and Air Stage
SUPPLY PHASE
The players check the supply status of their units. Actions
are performed in the following sequence:
A. Any Communist player Supply Depot markers that provide supply to units are flipped over to their "Supply Exhausted sides.
B. The Communist player traces supply lines for all his units.
Any units that cannot trace supply lines have Out of Supply
markers placed on them.
C. The Communist player can create one or two new Supply
Depots from his allotted total. The new depots are placed in
cities, Supply Sources, or air facilities inside Nicaragua.
D. Any Allied player Supply Depot markers that provide
supply to units are flipped over to their "Supply Exhausted"
sides.
E. The Allied player traces supply lines for all his units. Any
units that cannot trace supply lines have Out of Supply
markers placed on them.
Note: Only step C occurs during the first Game Turn of all scenarios.
The rest of the steps are skipped since all units are considered in
supply throughout the first turn of a scenario. Each player will have
two opportunities to provide supply and trace supply lines. This is
the first; the second occurs at the start of the Allied Ground and
Air Stage.
GROUND UNIT REORGANIZATION PHASE
The Communist player can reorganize and rebuild eligible ground units. He performs these actions in the following
sequence:
A. Reorganization markers atop ground units on the map are
removed, and these units are flipped over to their full-strength
sides.
B. Half-strength regular ground units that meet the requirements for reorganization have Reorganization markers placed
on them. The Communist player expends Reorganization
Points for each unit (1 for infantry, 2 for armor). Depending
on the unit's nationality, FSLN or Communist Reorganization
Points will be expended.
C. Half-strength insurgency ground units that meet the requirements for reorganization have Reorganization markers
placed on them. For each unit reorganizing, the Communist
player expends either one Reorganization Point (FSLN or
Communist) or one Insurgency Command Point.
D. Eligible ground units can be rebuilt by expending 3 Reorganization Points per unit. Rebuilt units are placed on the
Game Turn Track three spaces ahead of the current turn.
A unit possessing a Reorganization marker cannot move
or attack for the remainder of the turn, and it defends at its
reduced strength.
REGULAR GROUND UNIT MOVEMENT PHASE
The Communist player can move his supplied regular infantry and armor units. Eligible ground units can be moved
by Boat and River Transport. Ground units must end movement when they enter a hex in an Allied Zone of Control.
Insurgency units can be moved like regular ground units in
this segment by forfeiting insurgency movement. The Communist player can place Armor Reserve markers on his armor
units that moved half their Movement Allowance or less.
INSURGENCY MOVEMENT PHASE
The Communist player can now move insurgency units
up to 4 hexes; the units do not use their Movement Allowance
during insurgency movement. He can place Insurgency
Reserve markers on units that moved 0, 1, or 2 hexes.
CENTRAL AMERICA, Conventional Rules Book: Page 10
INSURGENCY PLACEMENT PHASE
he Communist player can attempt to create insurgency
ground units from his pool of available units by expending
Insurgency Command Points. Successfully created insurgency units are placed on the map.
ALLIED AERIAL COUNTERINSURGENCY PHASE
The Allied player can attempt to eliminate communist
insurgency units just placed on the map in the previous phase
with Aerial Counterinsurgency missions. Allied air units and
helicopters that successfully complete an Aerial Counterinsurgency mission cause the communist insurgency unit to
be removed from the map.
No:•.: As with all air missions, the Allied counterinsurgency air units
are subject to communist air defense attacks and Interception
missions, while attack helicopters are subject to Interception missions
only.
FIRST INSURGENCY DISBANDMENT PHASE
The Communist player can attempt to have insurgency
units on the map disband. Successfully disbanded units are
placed back in his pool of available units, and the Communist
player receives one Insurgency Command Point per disbanded unit.
AIR MISSION PHASE
The Communist player can perform air missions with his
air and helicopter units. The air units or helicopters are
activated one at a time, singly or in a stack; air units can form
joint missions. The units must not have performed any
missions earlier in the turn. The Communist player can perform the following air missions in any order he wishes:
• Bombardment Strike (combat air units and attack
helicopters)
• Close Air Support (combat air units and attack helicopters)
• Ground Combat Support (attack helicopters)
• Transfer (all air units and helicopters)
• Transport Strike (transport air units and helicopters)
• Each of the above missions can be accompanied by an
Escort mission.
An air mission is performed in the following order:
A. A stack of helicopters or the Air Mission marker
representing the communist air units is moved across the map
to the target hex.
B. While moving across the map, communist units are subject to Allied air defense attacks and Interception missions.
C. Surviving communist air units and helicopters that reach
a target hex perform their air missions.
D. After completing their air missions, communist air units
return to a friendly air facility; helicopters may return to a
friendly, supplied hex.
GROUND COMBAT PHASE
The Communist player resolves ground combat. He
declares which of his units will attack enemy Allied units.
All defending units that are adjacent to an attacking unit must
be attacked. The following units can also participate in ground
combat:
• Attack helicopters on Ground Combat Support missions.
• Insurgency units possessing Insurgency Reserve markers.
The following units cannot participate in attack in ground
combat:
• Units possessing Out of Supply markers (they do defend
in combat).
• Armor units possessing Armor Reserve markers.
Once all ground combats have been resolved, all Close
Air Support markers are removed from the map.
RESERVE MOVEMENT PHASE
Communist armor units that possess Armor Reserve
markers can move up to half their Movement Allowance.
These units must stop when they enter a hex in an Allied
Zone of Control. Insurgency units that possess Insurgency
Reserve markers can move one or two hexes and do not have
to stop when entering an Allied Zone of Control. At the end
of this phase, all Reserve markers are removed from the map.
SECOND INSURGENCY DISBANDMENT PHASE
The Communist player can attempt to have insurgency
units on the map disband. Successfully disbanded units are
placed back in his pool of available units, and he receives
one Insurgency Command Point per unit disbanded.
HELICOPTER TRANSPORT PHASE
FSLN helicopter units that have not moved previously
in the turn can transport ground units or Supply Depots to
hexes not occupied by Allied units. The helicopters are subject to Allied Interception missions.
RETURN TO BASE PHASE
FSLN helicopters can be returned to air facilities or to
friendly, supplied hexes within their Movement Radius.
Helicopters that have completed all actions for the turn are
rotated 180 degrees at the end of this phase.
REINFORCEMENT PHASE
Communist reinforcements listed in the order of battle
for the scenario and rebuilt communist ground units on the
Game Turn Track are placed in friendly, controlled
Nicaraguan city hexes. Adjustments are made to markers on
the Information Record Track, if necessary.
Allied Ground and Air Stage
Note: The following phases are a repeat of the Communist player's
Ground and Air Stage, only the Allied player performs the actions
and the Communist player reacts.
SUPPLY PHASE
The players check the supply status of their units. Actions
are performed in the following sequence:
A. Any Allied player Supply Depot markers that provide
supply to units are flipped over to their "Supply Exhausted"
sides.
B. The Allied player traces supply lines for all his units. Any
units that cannot trace supply lines have Out of Supply
markers placed on them.
C. The Allied player can create one or two new Supply
Depots from his allotted total. The new depots are placed in
cities, Supply Sources, or air facilities inside Allied countries.
D. Any Communist player Supply Depot markers that provide supply to units are flipped over to their "Supply Exhausted" sides.
E. The Communist player traces supply lines for all his units.
Any units that cannot trace supply lines have Out of Supply
markers placed on them.
Note: Only step C occurs during the first Game Turn of all scenarios.
The rest of the steps are skipped since all units are considered in
supply throughout the first turn of a scenario.
GROUND UNIT REORGANIZATION PHASE
The Allied player can reorganize and rebuild his eligible
ground units. He performs these actions in the following
sequence:
A. Reorganization markers atop ground units on the map are
removed, and these units are flipped over to their full-strength
sides.
B. Half-strength regular ground units that meet the requirements for reorganization have Reorganization markers placed
on them. The Allied player expends Reorganization Points
for each unit (1 for infantry, 2 for armor). Depending on the
unit's nationality, US or Allied Reorganization Points will be
expended.
C. Half-strength insurgency ground units that meet the requirements for reorganization have Reorganization markers
placed on them. For each unit reorganizing, the Allied player
expends either one Reorganization Point (US or Allied) or one
Insurgency Command Point.
CENTRAL AMERICA, Conventional Rules Book: Page 11
D. Eligible ground units can be rebuilt by expending 3 Re-
GROUND COMBAT PHASE
organization Points per unit. Rebuilt units are placed on the
Game Turn Track three spaces ahead of the current turn.
A unit possessing a Reorganization marker cannot move
or attack for the remainder of the turn, and it defends at its
reduced strength.
The Allied player resolves ground combat. He declares
which of his units will attack communist units. All defending units that are adjacent to an attacking unit must be
attacked. The following units can also participate in ground
combat:
• Attack helicopters on Ground Combat Support Missions.
• Insurgency units possessing Insurgency Reserve markers.
The following units cannot participate in attacks in ground
combat:
• Units possessing Out of Supply markers (they do defend
in combat).
• Armor units possessing Armor Reserve markers.
Once all the ground combats have been resolved, all
Close Air Support markers are removed from the map.
REGULAR GROUND UNIT MOVEMENT PHASE
The Allied player can move his supplied regular infantry and armor units. Eligible ground units can be moved by
Boat and River Transport. Ground units must end movement
when they enter a hex in a communist Zone of Control.
Insurgency units can be moved like regular ground units in
this segment by forfeiting insurgency movement. The Allied
player can place Armor Reserve markers on his armor units
that moved half their Movement Allowance or less.
INSURGENCY MOVEMENT PHASE
The Allied player can now move insurgency units up to
4 hexes; the units do not use their Movement Allowance during insurgency movement. He can place Insurgency Reserve
markers on units that moved 0, 1, or 2 hexes.
INSURGENCY PLACEMENT PHASE
The Allied player can attempt to create insurgency
ground units from his pool of available units by expending
Insurgency Command Points. Successfully created insurgency units are placed on the map.
COMMUNIST AERIAL COUNTERINSURGENCY PHASE
The Communist player can attempt to eliminate Allied
insurgency units just placed on the map in the previous phase
with Aerial Counterinsurgency missions. Communist air units
and helicopters that successfully complete an Aerial Counterinsurgency mission cause the Allied insurgency unit to be
removed from the map.
Note: As with all air missions, communist counterinsurgency air units
are subject to Allied air defense attacks and Interception missions,
while attack helicopters are subject to Interception missions only.
FIRST INSURGENCY DISBANDMENT PHASE
The Allied player can attempt to have insurgency units
on the map disband. Successfully disbanded units are placed
back in his pool of available units, and the Allied player
receives one Insurgency Command Point per disbanded unit.
AIR MISSION PHASE
The Allied player can perform air missions with his air
and helicopter units. The air units or helicopters are activated
one at a time, singly or in a stack; air units can form joint
missions. The units must not have performed any missions
earlier in the turn. The Allied player can perform the following air missions in any order he wishes:
• Bombardment Strike (combat air units and attack
helicopters)
• Close Air Support (combat air units and attack helicopters)
• Ground Combat Support (attack helicopters)
• Transfer (all air units and helicopters)
• Transport Strike (transport air units and helicopters)
• Each of the above missions can be accompanied by an
Escort mission.
An air mission is performed in the following order:
A. A stack of helicopters or the Air Mission marker representing the Allied air units is moved across the map to the
target hex.
B. While moving across the map, Allied units are subject
to communist air defense attacks and Interception missions.
C. Surviving Allied air units and helicopters that reach a target hex perform their air missions.
D. After completing their air missions, Allied air units return
to a friendly air facility; helicopters may return to a friendly,
supplied hex.
RESERVE MOVEMENT PHASE
Allied armor units that possess Armor Reserve markers
can move up to half their Movement Allowance. These units
must stop when they enter a hex in a communist Zone of
Control. Insurgency units that possess Insurgency Reserve
markers can move one or two hexes and do not have to stop
when entering a communist Zone of Control. At the end of
this phase, all Reserve markers are removed from the map.
SECOND INSURGENCY DISBANDMENT PHASE
The Allied player can attempt to have insurgency units
on the map disband. Successfully disbanded units are placed
back in his pool of available units, and he receives one Insurgency Command Point for each unit disbanded.
HELICOPTER TRANSPORT PHASE
Allied helicopter units that have not moved previously
in the turn can transport ground units or Supply Depots to
hexes not occupied by communist units. The helicopters are
subject to communist Interception missions.
RETURN TO BASE PHASE
Allied helicopters can be returned to air facilities or to
friendly, supplied hexes within their Movement Radius.
Helicopters that have completed all actions for the turn are
rotated 180 degrees at the end of this phase.
REINFORCEMENT PHASE
If FDN or ARDE ground units control an air facility in
Nicaragua, an Allied Supply Source marker may be placed
in the hex. Any Allied reinforcements listed in the order of
battle for the scenario and rebuilt Allied ground units on the
Game Turn Track are placed on the map. Adjustments are
made to markers on the Information Record Track, if
necessary.
End of Turn Stage
If the last turn of the scenario has been completed, the
game ends and players check the victory conditions to
determine the winner and the level of victory. If the scenario
has not ended, players adjust their Victory Point markers for
VP gained or lost in the turn (as called for by the scenario).
Supply Depot markers on their "Supply Exhausted sides
are removed from the map. All counters that have been
rotated 90 or 180 degrees should be rotated back to their
normal facing.
Both players can move air units from the "Used" and
"Sitting" spaces on the Air Group Displays to the "Available"
space. They also place air units in the "Sitting" space of their
displays as necessary. Players should check their Air Group
Displays to make sure that air units at air facilities do not
exceed stacking limits (excess units must be eliminated).
The Game Turn marker is moved one space on the Game
Turn Track. Begin the next Communist Ground and Air Stage.
Note: If the Scenario Generation System is being used, players also
record Victory Points gained and lost, determine if victory objectives
have been achieved, and decide if the scenario will continue.
k
CENTRAL AMERICA, Conventional Rules Book: Page 12
3.2 The Phase Track
Printed on the mapsheet is the Phase Track, which lists
all the phases in each player's Air and Ground Stage. The track
is intended to help players remember the Sequence of Play.
The Phase marker should be placed on this track and moved along it as each phase is completed.
Note that the phases which appear in the Intervention
Game are printed in a different color. When playing a Conventional Game scenario, these phases are skipped.
Players may need to refer frequently to the Sequence of
Play in this section until they become familiar with the actions
that occur in each phase. Once a few scenarios are played,
they should find it simple to remember what happens during each phase.
3.3 The Information Record Track
Each player uses one of the Player Record cards during
the game. The card contains his Air Group Display on which
his air units are placed (see 4.2). In addition, each card has
an Information Record Track. A player keeps track of the
points he expends for various game functions during the turn.
As points are expended, the owning player moves the appropriate marker down the track. When the marker reaches
the "0" box, no more points of that type can be used (unless
he receives them as reinforcements; see 12.0).
In the Conventional Game, the Information Record Track
is used to keep track of Insurgency Command Points and Reorganization Points. In the Intervention Game, US Night
Naval Bombardment Points and FSLN Hidden Supply Points
markers are also used. When using the Optional Rules, US
Special Munitions (Smart Bombs, Cluster Bombs, and Incendiary Bombs), US and Soviet Standoff Air Attacks, Allied
and Communist Resource Points, and Communist Chemical
Weapons (Persistent and Non-Persistent) are recorded on the
track. In some scenarios in the Scenario Generation System,
Allied and FSLN Mobilization Points are also recorded.
Note: The markers placed on a player's Information Record Track
all have the same color type.
4.0 AIR UNITS
Air units perform a number of functions in the game.
They can be used to transport troops and supplies, attack
enemy ground units or support friendly ground units, and
intercept enemy air units before they can complete their
missions.
Each air unit counter represents one type of aircraft, and
there may be 4 to 10 aircraft per counter. Air units are kept
on a player's Air Group Display until they perform missions
on the map, and they are represented on the map by Air
Group markers. Rather than move air units themselves across
the map, the Air Mission marker moves across the map.
While air units move (that is, while the Air Mission marker
is moved) to perform combat or transport missions, they may
be interrupted by the opposing player in order to resolve air
defense attacks or Interception missions.
Most air units have two sides. All air units begin the game
on their front (full-strength) side. When an air unit suffers
damage, it takes a step loss and is flipped over to its reverse
(half-strength) side, with lower values. An air unit that does
not have a reverse side is destroyed when it takes one step
loss. An air unit with two sides is destroyed when it takes
two step losses in combat. A unit that has already been
damaged (that is, has been flipped to its reverse side) is
destroyed when it takes a second step loss.
Damaged and destroyed air units can never be repaired
(reorganized or rebuilt) in any version of the game.
•
4.1 Air Unit Values
Movement
Radius
Each air unit has a Movement Radius printed on its
counter, which is the distance in hexes that the unit can move
to perform an air mission. An air unit can move to any hex
that is within its Movement Radius and, after completing its
mission, it returns to a friendly air facility that is within its
radius. Air units with a Movement Radius of "U" have an
unlimited range and can move to any hex on the map and
then return. When performing some transport missions, an
air unit can move up to double its printed Movement Radius
(see 6.4).
•
USAF
F-16
•
Air Combat
Value
to 30
Each air unit has an Air Combat Value, which indicates
the effectiveness of its weapons in air combat. This value is
used to determine the ratio in air combat (see 10.4).
Each air unit has a rating letter (D, S, or J) following its
Air Combat Value that indicates what other air units, if any,
it can intercept (see 6.3). "D" (defensive) units are transport
and bomber aircraft and helicopters not equipped for air combat. "S" (slow) units are older and slower planes with limited
air combat capability. T (jet) units are fast jet aircraft usually
equipped with good to excellent weapons for air combat.
• "D" units can never intercept any other air units or helicopters. A stack comprised total of 'D" air units is always
the defender in air combat when attacked by enemy air
units, and they use the lowest Air Combat Value in the
stack. If a stack contains some 'ID" air units and other "S"
or "r units, the "D" units never contribute their Air Combat Value to air combat although they do count when
determining the Intensity Level of the air combat (see 10.3).
• "S" air units can intercept "D" and "S" air units and all helicopters. They cannot intercept a stack comprised entirely
of "J" air units, but they can intercept a stack containing
both T air units and "S" and/or "D" units (the T air units
will probably be acting as escorts).
• "J" combat air units can intercept all air units and helicopters. Air units with a 0"J" rating can never be used for
interception.
EXAMPLE: A stack of Nicaraguan air units contains two L-39z's
(2"S") on a Bombardment Strike mission, two M-19's (27") acting as
escorts, and a AN-12 1077 EW unit. Because there are "S" air units
in the stack, they can be intercepted by Allied "S" or T air units.
Another stack of Nicaraguan air units containing a P-61, T-28D,
and a Y-18 leach a 1"D") on a Bombardment Strike mission is intercepted by two Honduran A-37's (each a 1"S"). Because the
Nicaraguan stack contains "D" air units only, they are the defenders
in the air combat and they use the lowest Air Combat Value of any
unit in the stack (a 1 in this case/. If the Nicaraguan stack had contained an "S" air unit, say the SF-260 with a 2"S" Air Combat Value,
the intercepting Honduran A-37's would have air combat only with
the SF-260 and the three "D" air units would not add in their Air
Combat Values when determining the combat ratio. The three "D"
units would be considered when determining the Intensity Level of
the air combat, however.
•
Bombardment
Value
Most combat air units have a Bombardment Value, which is
used in Aerial Counterinsurgency, Bombardment Strike, and
Close Air Support missions. The number printed on the
counter is used when the air unit performs a Bombardment
Strike or Close Air Support mission; the letter that follows
the number is the Aerial Counterinsurgency Qualifier and is
taken into account only during Aerial Counterinsurgency
missions. The letters (A, B, C, and D) have . the following
CENTRAL AMERICA, Conventional Rules Book: Page 13
effects on each unit's printed Bombardment Value during an
Aerial Counterinsurgency mission:
A: The printed Bombardment Value is doubled on the mission.
B: The air unit uses the printed Bombardment Value on the
mission.
C: The printed Bombardment Value is halved (round fractions
up to the next whole number) on the mission.
D: The air unit cannot perform Aerial Counterinsurgency
missions.
■
or'ru
Load
Capacity
Transport air units have a Load Capacity, which indicates
how big a load each unit can carry during a Transport Strike
mission (see 6.4).
Notes on Air Unit Values
1. Attack helicopters use their "D" rated Air Combat Value during
air combat when escorting other helicopters (see 5.4 and 6.2).
2. All EW air units, the US E-3 AWACS unit, and some other air
units are rated 0"J". Even though these units may not all be jet aircraft, they either fly at high altitudes or have the ability to evade
enemy air units and therefore cannot be attacked by "S" rated units;
0"J" units can be intercepted if they are stacked with other "D" or "S"
rated units. If a stack composed entirely of 0"J" air units is attacked
by enemy T air units, no air combat takes place; the OT units are
eliminated. The 0"J" units contribute no combat value when determining the air combat ratio, but they are taken into account when
determining the Intensity Level (see 10.2).
3. Air units with a Bombardment Value of "0" can never perform
Bombardment Strike, Close Air Support, or Aerial Counterinsurgency
missions. Also, in the Intervention Game, the Bombardment Value
is used in US Marine Close Air Support and Merchant Shipping Raid
missions (see 14.4).
4.2 The Air Group Displays
Each player has an Air Group Display on his Player Display card on which he keeps his air units. The Communist
player has 8 boxes on his display and the Allied player has
12 boxes. All air units are kept off the map, on the Air Group
Display, until they are activated. A player splits up the air
units he receives at the beginning of the game and places them
on his Air Group Display as he wishes. Each player can form
as many air groups as he has boxes on his display. The Air
Group Display is always open to the view of the other player.
Each player also has a set of Air Group markers that are
numbered to correspond with the boxes on the Air Group
Display. These markers are placed on the map in hexes containing the air facilities where the air units are based. A player
selects the numbered Air Group marker that corresponds to
the box on the display containing the air units and places it
on the map in an air facility hex.
The backs of the Air Group markers says "Air Group &
EW." A player places this side face up if the air facility contains an EW or AWACS unit (see 4.7). Otherwise, the front
side of the marker is used if no EW or AWACS unit is based
at the air facility.
If a player transfers all air units at one facility to another,
he moves the corresponding Air Group marker to the hex
where the new facility is located. Should all air units at one
facility be split up and transferred to other facilities, the owning player removes the Air Group marker from the vacated
hex. He can use this marker to create a new air group.
Note: In the Intervention Game, the Allied player can have air units
on his Air Group Display and in the off-map holding boxes.
EXAMPLE: The Allied player receives the following Honduran air
units in a scenario: five A-37, three AC-47, two B-26, one Super
Mystere, and one C-47. He decides to base three A-37's, one AC-47,
and one B-26 at the airport in Comayagua 11508); he places these
air units in the "1" box of the Air Group Display and places the "Air
Group 1" marker on the map in Comayagua. The rest of the
Honduran air units are based at the airport in Tegucigalpa (17101;
in addition, he has the CIA EC-135 EW air unit at Tegucigalpa. The
air units are placed in the "2" box of the Air Group Display and the
Air Group 2 & EW" marker is placed in Tegucigalpa.
Later in the game, after the Honduran air units have taken a
number of losses, the Allied player decides to consolidate his air
units at Tegucigalpa after they perform their missions. Since there
are no more air units at Comayagua, the Air Group marker is
removed from the map and is available if another air group is created.
SPACES ON THE AIR GROUP DISPLAY
There are several spaces within each box of the Air Group
Display. The "Available Air Unite space is used to hold air
units until they perform a mission of some kind. Once an
air unit has performed a mission, it is placed in the "Used
Air Unite space. An air unit can perform only one mission
per Game Turn. A third space in each box reads "Sitting Air
Unite; this space is used to hold air units that cannot operate
from an air facility because of activation limitations or
because the facility is contested or damaged. Air units in the
"Sitting Air Unite space cannot perform missions on the map
during a turn.
During the End of Turn Stage, each player moves his air
units from the "Used" and "Sitting" spaces to the "Available"
space. In addition, the players must assign air units from the
"Available to the "Sitting" space as necessary. The number
of air units that must be assigned to the "Sitting" space depends
on the size of the air facility, its damage status, and whether
it is contested or not. The types of air units assigned to the
space can vary during each End of Turn Stage when all air
units are brought back to the "Available" space.
Note: In the Intervention Game, damage to air facilities can be
repaired and the number of air units in the "Available" space returned
to normal (see 16.3).
Overstacking: Each type of air facility has a maximum
capacity for the number of air units that can be based there.
Air units can never exceed the capacity of an air facility.
During the End of Turn Stage, players should check their Air
Group Displays to be certain that there are not more air units
at a facility than allowed. If a facility contains more air units
than allowed, the excess units must be eliminated. Step losses
to air units have no effect on the number of units that can
be based at a facility.
FA Airstrip
Airport
4.3 Air Facilities
There are two basic air facilities on the map: airstrips and
airports.
Airstrips: Airstrips have limited runway length and scant
repair facilities. A maximum of 4 air units (that is, playing
pieces) can be based at an airstrip at any one time; the number of air units that be activated is 4 unless the airstrip is
damaged or contested. Because of the limited runways, the
following air units can never be based at an airstrip:
US Air Units: US C-141, F-15, EF-111 (EW), E-3 AWACS
Communist Air Units: Cuban M-23, Soviet M-27 and T-22
Airports: Airports have longer runways and better repair
facilities. A maximum of 12 air units can be based at an airport at any one time. However, a maximum of 10 air units
can be activated per turn from a fully operational airport;
the other two units are considered to be 'sitting" at the facility
and are placed in the "Sitting" space of the Air Group Display during each End of Turn Stage. When an airport is
damaged or contested, fewer air units can be activated.
Punta Huete Airport: Puenta Huete Airport (hex 2218) is
a large airport and is heavily fortified. A maximum of 20 air
units can be based at at Puenta Huete at any one time. All
20 air units can be activated from this airport during a turn
unless it is damaged or contested at which time up to 15 can
CENTRAL AMERICA, Conventional Rules Book: Page 14
be activated in a turn (5 other units can be in the "Sitting"
space as well).
Notes on Air Facilities
1. The air units that can only be based at airports have a small airport symbol on the fronts and backs of their counters.
2. In the Intervention Game, US Navy carrier-based air units can
never operate out of air facilities on the map.
ACTIVATION LIMITATIONS OF AIR FACILITIES
Except for units in the "Sitting" space on the Air Group
Display, all air units at a fully operational air facility can be
activated to perform air missions during a turn. There is a
limitation, however, as to how many air units at a facility
can be activated to undertake a mission. Two air units can
be activated as a stack at an airstrip to perform a mission,
four at an airport, and six at Punta Huete. The number of
air units that can be activated at a facility is reduced if the
facility is damaged or contested (see below). The Air Facility
Chart lists the capacity and activation limits for facilities that
are fully operational and damaged and/or contested.
If an air facility is cannot trace a supply line during a
Supply Phase, an Out of Supply marker is placed in the hex.
No air units can be activated from the facility, and all air units
at the facility are placed in the "Sitting" space.
CONTESTING AIR FACILITIES
Each air facility begins under the full control of the owning player. During the game an air facility becomes contested
when enemy ground units move adjacent to it.
An air facility is contested as soon as enemy ground units
with a combined Defense Value of 2 or more (that is, units
exerting a Zone of Control) move adjacent to the facility's hex.
The capacity of the air facility is not affected when the hex
is contested, but the number of air units that can be activated
from a contested air facility in a turn is reduced:
• Airstrip: A maximum of 2 air units can be activated
(1 per mission).
• Airport: A maximum of 5 air units can be activated
(2 per mission).
• Punte Huete: A maximum of 15 air units can be activated
(4 per mission).
An air facility becomes contested as soon as enemy
regular ground units or insurgency units with a combined
Defense Value of 2 or more move adjacent to the facility's
hex. A Contested Air Facility marker is placed on the map
in the affected hex. The owning player must immediately
move air units from the 'Available" space to the 'Sitting" space
on his Air Group Display to conform with the reduced activation limit of the facility; air units in the "Used" space are
not affected in the turn that the facility is contested.
There is no additional effect to an air facility's activation
limit when it is both contested and damaged (see below).
CAPTURING AIR FACILITIES
An air facility is captured the moment it is occupied solely
by one or more enemy regular ground or insurgency units.
A facility can become captured during the Regular Ground
Movement, Insurgency Movement, or Reserve Movement
Phase when a ground unit enters the facility hex; during the
Air Mission Phase when paradrop or helicopter assault units
enter the hex; or during the Ground Combat Phase when a
ground unit pursues into the hex.
At the moment an air facility is captured, the owning
player can have some air units perform Transfer missions
to other friendly air facilities (the capacity of the facilities
cannot be exceeded). The owning player can transfer the
following units:
• Airstrip: A maximum of 2 air units.
• Airport: A maximum of 5 air units.
• Punta Huete: A maximum of 15 air units.
The units to be transferred can occupy any of the three
spaces on the Air Group Display. This Transfer mission must
occur at the moment the air facility is captured; the units that
transfer cannot be intercepted or be attacked by enemy air
defense attacks. Transferred air units are placed in the "Used"
space in the new box on the Air Group Display; they can perform no other mission during the turn. Any other air units
that do not or cannot transfer are destroyed. All helicopters
at the captured air facility whose counters are rotated 180
degrees are also destroyed.
A Damage marker is placed in a captured air facility
(unless US air units can use the facility; see below). In the
Conventional Game, an air facility cannot be repaired once
it is captured.
0J itlf 7
i
4..
The US E-3 AWACS Unit: If the US E-3 AWACS unit is
based at an airport that is captured, it can immediately
transfer to another Allied-controlled airport. This unit does
not count towards the maximum of units that can transfer
when an air facility is captured. The E-3 is placed in the "Used"
space until the End of Turn Stage. If no other friendly airport is available, the E-3 is removed from the game.
Using Captured Air Facilities: Only US air units can operate from a captured air facility. As soon as a Nicaraguan air
facility is captured by Allied ground units (including insurgency units), it becomes operational during the next turn
if an Air Group marker is placed in the hex.
An Air Group marker must be available to the Allied
player. It is placed in the hex as soon as the air facility is captured. The marker is rotated 180 degrees (it is rotated back
to its normal facing during the End of Turn Stage). US air
units cannot move to the facility during the turn in which
the Nicaraguan facility is captured.
In the turn after the air facility is captured, US air units
can move to the facility via Transfer mission during the Allied
Air Mission Phase. They can also land at the facility after performing a mission on the map. The captured air facility must
be within the Movement Radius of the US air units from the
hex where they performed their air missions. In both cases,
the US air units are put in the "Used" space on the Air Group
Display.
Before US air units can be activated from a captured air
facility, the Allied player must be able to trace a supply line
to the hex (see 9.4).
Notes on Capturing Air Facilities
1. In the Intervention Game, a captured air facility can be repaired
by the player who originally owned it once the hex has been recaptured by his ground units.
2. In some scenarios it is possible for units of both sides to jointly
occupy an air facility hex. In these cases, the air facility is considered
contested, but it is not captured until the air facility hex is occupied
only by the opposing player's ground units.
3. An FDN or ARDE ground unit that captures a Nicaraguan air
facility can use it as a Supply Source (see 9.6).
4. The number of US air units that can be activated from a captured
air facility depends on its damage status and whether or not the hex
is contested by communist ground units.
5. Attack helicopters performing defensive Ground Combat Support
missions in air facility hexes that are captured by enemy ground units
can move to other friendly, supplied hexes during the Return to Base
Phase (see 5.2).
EXAMPLE: Allied ground units capture the Nicaraguan airstrip at
Esteli 121151 on Game Turn 6. The Allied player places an Air
Group marker in the hex, rotating it 180 degrees. He cannot move
US air units into the hex until the next turn. The marker is rotated
back to its normal facing during the End of Turn Stage.
During the Allied Air Mission Phase of Game Turn 7, the Allied
player has two US A-10's and an F-16 based at Comayagua 115081
perform a Bombardment Strike mission against the airport in Leon.
At the conclusion of the mission, the US air units can return to
CENTRAL AMERICA, Conventional Rules Book: Page 15
Esteli because the hex is within the air units' Movement Radius. The
Allied player must be able to trace a supply line to Esteli during
Game Turn 8 before the US air units can be activated from the hex.
DAMAGING AIR FACILITIES
In the Conventional Game, air facilities can be damaged
by Bombardment Strike missions. A damaged air facility has
the same activation limits as a contested facility:
• Airstrip: A maximum of 2 air units can be activated
(1 per mission).
• Airport: A maximum of 5 air units can be activated
(2 per mission).
• Punta Huete: A maximum of 15 air units can be activated
(4 per mission).
When an air facility receives a damage result from a
Bombardment Strike mission, place a "Damage marker in
the hex containing the facility. If the Bombardment Strike
also calls for damage to air units at the facility, the owning
player decides which units will take the step losses; he can
assign losses to any air units (or helicopters) at the facility
(see 10.1). Units in the "Available" space on the Air Group
Display are immediately placed in the "Sitting" space if they
exceed the reduced activation limit of the damaged facility.
There is no additional effect to a damaged air facility if it
receives another damage result, although air units at the
facility may be damaged or destroyed. Damaged air facilities
cannot be repaired in the Conventional Game.
There is no cumulative effect if an air facility is both
damaged and contested. The air units at the facility can still
be activated at the reduced level.
The US E-3 AWACS Unit: The US E-3 AWACS air unit never
suffers damage if the air facility at which it is based is
damaged. The Allied player can immediately perform a
Transfer mission to move the AWACS to another airport, if
he wishes, placing it in the "Used" space until the End of
Turn Stage.
Note: In the Intervention Game, air facilities can also be damaged
by US Night Naval Bombardments and guerrilla attacks. Damage
to the facility and air units is assessed in the phase that the attack
occurs. See 15.1 and 16.1.
4.4 Activating Air Units
Air units in the Conventional Game can be activated during the Aerial Counterinsurgency Phase and Air Mission
Phase; Interception missions can also be performed during
the Helicopter Transport Phase. Each air unit can be activated
once in a turn to perform a mission. Air units are returned
to air facilities as soon as they complete their missions (see
4.6). Air units can be activated during the following phases:
• Aerial Counterinsurgency Phase: This phase occurs during
the opposing player's Ground and Air Stage. The opposing
player can perform Interception missions in this phase, and
the owning player can perform Escort missions to protect
the counterinsurgency air units.
• Air Mission Phase: The player whose Ground and Air Stage
is in effect performs most of his combat and transport
missions during this turn. The opposing player can perform
Interception missions during this phase.
• Helicopter Transport Phase: The player whose Ground and
Air Stage is in effect may have his transport helicopters
on Transport Strike missions intercepted during this phase
if they are detected.
Air units can be activated individually or in stacks. The
number of air units that can be activated as a stack depends
on the size of the air facility and whether it is damaged or
contested. Air units must begin and end their activation at
a friendly air facility. Usually, air units are activated from
one air facility at a time, although it is possible for units at
different facilities to form joint air missions (see below).
A stack of air units that undertakes a mission together
is limited in how far it can move across the map by the lowest
Movement Radius of any unit in the stack. A stack activated
from one air facility must move together and perform its
mission in the same hex. They do not have to return to the
same air facility, however.
When an air unit or stack is activated, the owning player
takes the air units from the "Available" space on the Air Group
Display and sets them aside. He then places his Air Mission
marker on the map in the hex containing the corresponding
Air Group marker. The Air Mission marker begins moving
from the hex where the air facility was located. The marker
can be moved across the map to any hex up to the lowest
Movement Radius of any air unit in the stack (in a Transfer
mission, the marker could move up to double the lowest
Movement Radius).
Note: Air units can immediately perform Transfer missions when
an air facility is captured by enemy ground units (see above). These
units cannot be intercepted by the opposing player. Also, in the
Intervention Game, the Allied player can perform an air mission during the Allied Reaction Air Mission Phase (see 14.4).
•
Movement
Radius
EXAMPLE: A stack of Nicaraguan air units based at Esteli (2115) is
activated. The stack contains an F-51D and a Y-18 (both with a
Movement Radius of 8) and an L-39z ¡Movement Radius of 15). The
Communist player sets the three units aside and places his Air
Mission marker in Esteli. He plans to perform a Close Air Support
against FDN ground units in Juticalpa 12207). He can perform this
mission because the target hex is within 8 hexes of Esteli and therefore within the 8-hex Movement Radius of the F-51D and Y-18.
JOINT AIR MISSIONS
A player can combine stacks from different air facilities
to perform a joint air mission. The ability to form joint
missions depends upon the presence of EW and AWACS units.
Masaya (hex 2220) acts like an AWACS air unit for the
Communist player.
• CIA EW/engineers ground units: The air facilities that will
form the joint mission must all be within 3 hexes of one
of these units. The EW/engineers ground unit itself does
not have to occupy an air facility.
• EW air units: All air facilities within 3 hexes of a facility
containing an EW air unit can form joint missions.
• AWACS air units: All air facilities within 10 hexes of a
facility containing an AWACS air unit can form joint
missions.
• Masaya: All air facilities within 10 hexes of Masaya can
form joint missions, as long as Masaya is not damaged. Note
that the 10-hex range of Masaya is printed on the map.
An EW air unit does not have to take part in the joint
air mission, although it may do so if the owning player wishes.
The EW unit can take part in the mission only if it is in the
"Available" space on the Air Group Display.
The owning player announces which air facilities will
take part in the joint air mission. He removes the air units
involved from the "Available" space on the Air Ground Display and sets them aside. Then he places the Air Mission
marker on the air facility that contains air units with the
lowest Movement Radius; if two or more facilities have air
units with the lowest Movement Radius, the marker is placed
in the facility farthest from the target hex. The joint mission
is considered to have formed over this air facility, and the
Air Mission marker is moved from the hex. After the air units
have performed their mission, they are returned to any
friendly air facilities within their Movement Radius from the
target hex and within capacity restrictions of the facilities at
the conclusion of the mission.
CENTRAL AMERICA, Conventional Rules Book: Page 16
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The Allied player has a CIA EC-135
EW air unit and three Honduran A-37's at the airport in
Tegucigalpa (1710), two US A-10's and one F-15 in Comayagua
11508), and two Honduran B-26's at Danli 120101. He decides to
combine all these air units together in a joint mission, which is permissible because Comayagua and Danli are within 3 hexes of
Tegucigalpa where the EW unit is based. The lowest Movement
Radius among the air units is 16 (the two A-10's at Comayagua).
These units are set aside, and the Air Mission marker is placed in
Comayagua, the facility containing the air unit with the lowest
Movement Radius and, coincidentally, the one most distant from the
target hex. (If the A-10's were based at Danli, the marker would be
placed there.) The Air Mission marker can be moved up to 16 hexes
from Comayagua to a target hex. After the mission is completed, the
air units are returned to air facilities within 16 hexes of the target
hex during the Return to Air Facility Phase and are placed in the
"Used" space on the Air Group Display.
EXAMPLE OF JOINT AIR MISSION:
Restrictions to Joint Air Missions: The following restrictions apply to joint air missions:
• Nicaraguan, Cuban, and Soviet air units can always
form joint missions.
• Salvadoran and Honduran air units can never be combined to form joint missions.
• US Air Force units can perform joint missions with
Allied air units.
• US Air Force units cannot perform joint missions with
US Navy and Marine air units. US Navy and Marine air
units can perform joint missions.
• CIA air units can perform joint missions with all US
and Allied air units.
4.5 Movement of Air Units
The Air Mission marker begins moving from the hex
where it has been placed. It moves from hex to adjacent hex
up to the limit of the lowest Movement Radius of any air unit
in the stack.
Movement of the marker across the map may be interrupted by the opposing player to resolve air defense attacks
(see 10.3). The opposing player can also perform Interception missions either during movement or in the target hex,
but not after the mission has been completed while the unit
return to air facilities.
Air units can move up to their Movement Radius to perform the following air missions (see 6.0):
• Aerial Counterinsurgency
• Bombardment Strike
• Combat Air Support
• Paradrop (Transport Strike)
• Escort to one of the above missions
• Interception
After completing one of the above missions, air units are
returned to air facilities within their Movement Radius from
the target hex. The counters are placed in the "Used" spaces
on the Air Group Display.
Air units can move up to double their Movement Radius
when performing the following air missions:
• Transfer
• Transport Strike from one air facility to another
• Escort for one of the above missions
Air units that have performed one of the above missions,
moving beyond their printed Movement Radius, must remain
at the air facility to which they moved.
4.6 Returning to Air Facilities
Once air units have performed their missions, they are
placed back on the Air Group Display in the "Used" spaces.
If an air unit has moved beyond its printed Movement Radius
during a transport mission, it is immediately placed in the
"Used" space for the air facility to which it moved. If the unit
moved up to its printed Movement Radius, it is returned to
any friendly air facility within its Movement Radius from the
hex where it performed its mission; the counter is placed in
the "Used" space on the Air Group Display for that facility.
An air unit does not have to return to the facility from which
it began its mission.
If an air facility has been vacated by all air units originally based there, the Air Group marker is removed from
the map or is placed in a new hex. Air units in a stack can
be split up as the owning player wishes and can be placed
in available facilities, within capacity restrictions. Note that
capacity restrictions for air facilities apply at all times during a turn. Air units that cannot reach a friendly air facility
are eliminated. Air units may be eliminated for the following reasons:
• There are no facilities within the unit's Movement
Radius that are not already at full capacity;
• The air units can land only at airports and there are no
airports available within their Movement Radius;
CENTRAL AMERICA, Conventional Rules Book: Page 17
• All the Air Group markers for a player are already on
the map and there are air units assigned to all the air facilities.
Note: It is important for a player to plan ahead when he wants to
relocate his air units to make certain that they will have a place to
land. The elimination of air units does not necessarily mean they
have been shot down; they are also considered to have crashed landed
at other air facilities or have become inoperable due to lack of fuel
and spare parts. Players should check their Air Group Displays during the End of Turn Stage to make certain no air facility contains
more air units than allowed.
4.7 Electronic Warfare Units
Electronic warfare units include EW and AWACS units:
Communists: Nicaraguan and Cuban AN-12 (EW); Soviet IL-14
(EW) and IL-18 (EW). Masaya (2220) has the capabilities of
an AWACS air unit while it is undamaged.
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Allies: CIA EW/engineers ground unit, CIA EC-135 (EW); US
Air Force 0-2 (EW), EF-111 (EW and combat), and E-3
AWACS; US Marine F-4 (EW); and US Navy EA-6 (EW) and
E-2 (AWACS).
All electronic warfare air units count towards stacking
restrictions in the air facilities they occupy. EW air units (including the E-3 AWACS unit) can use a Tranfer mission to
move from one air facility to another, but they cannot perform any electronic warfare functions in the new air facility
for the remainder of the current turn; place the EW/AWACS
air unit in the "Used" space of the new facility on the Air
Group Display until the End of Turn Stage, at which time
it is either placed in the "Available space or may be assigned
to the "Sitting' space.
EW air units fly orbit patterns around
air facilities. The limitation to EW units in the "Used"
or "Sitting" spaces reflects the limited fueling and
maintenance crews available at facilities.
Design Note:
Electronic warfare units perform four main functions in
the game:
1. They all allow air units at different air facilities to form
joint air missions.
2. They all allow friendly air units to intercept enemy air
units.
3. They all provide favorable die roll modifiers for air
missions.
4. The CIA EW units provide favorable column shifts for
ground combat.
EW air units (not the CIA EW/engineers or AWACS units)
can be activated with other air units and can move with those
units while they perform air missions. Each EW air unit can
partake in one air mission per turn, and it is placed in the
"Used" space when the air units return to an air facility. The
Air Group marker should be flipped over from the "& EW"
side as soon as this occurs (unless there is another EW unit
in the "Available" space at the facility). If a stack of air units
containing an EW air unit suffers step losses from combat,
the owning player can assign step losses to the EW unit if
he wishes.
An EW air unit in the "Used" or "Sitting" space on the Air
Group Display no longer gives the owning player any benefits
from the EW unit for the remainder of the turn. The Air
Group marker on the map should be flipped from its "& EW"
side to its front side as soon as the EW unit is placed in the
"Used" or "Sitting" space.
Joint Air Missions: Any EW unit can be used to form joint
missions. The air facilities that will participate in the joint
air mission must all be within 3 hexes of the EW unit. An
AWACS air unit and the EW complex at Masaya (2220) can
also form joint missions from all air facilities within 10 hexes.
The EW air unit does not have to take part in the joint air
mission unless the owning player wishes it to. An EW air unit
can form this function from the "Available" space on the Air
Ground Display, but not from the "Used" or "Sitting" space.
Interceptions: EW air and ground units have a range of 3
hexes for detecting enemy air units for interceptions; the hex
containing the EW unit is not counted. AWACS units and
Masaya (while it is undamaged) have a range of 10 hexes for
detecting enemy air units. When enemy air units enter a hex
within range of an EW, AWACS or Masaya, the owning player
can perform an Interception mission (see 6.3).
An EW air unit does not have to join the Interception
mission unless the owning player wishes it to. It can perform
this detection function while in the "Available" space on the
Air Group Display. If an EW air unit does take part in the
Interception mission, it is placed in the "Used" space as soon
as the air combat is resolved, but it can perform no other EW
functions for the remainder of the turn.
Note: Enemy air units can also be intercepted if they enter a hex
containing a friendly Air Group marker and there are eligible units
in the "Available" space for the facility.
Die Roll Modifiers for EW Units: EW air and ground units
provide die roll modifiers for the owning player for the
following reasons:
INTERCEPTION MISSIONS
EW air unit accompanies friendly air units on an Interception mission against enemy air units, or a friendly
EW air or ground unit is within 3 hexes of where the
Interception mission occurs (see 10.2).
+1: EW air unit accompanies friendly air units that are
attacked by an enemy Interception mission, or a friendly
EW air or ground unit is within 3 hexes of where the
Interception mission occurs (see 10.2).
-1:
AIR DEFENSE ATTACKS
EW air or ground unit is within 3 hexes of friendly units
performing an air defense attack (see 10.3).
— 1: EW air unit accompanies friendly air units that are
attacked by an enemy air defense attack, or a friendly
EW air or ground unit is within 3 hexes of the enemy
units performing an air defense attack (see 10.1).
Ground Combat Column Shifts: The CIA EW/engineers
units provide a favorable column shift to the Allied player
during the Ground Combat Phase for Allied units that are
attacking or defending (see 10.4). EW air units, AWACS units,
and Masaya have no effect on ground combat.
+ 1:
AWACS UNITS AND MASAYA
The US E-3 AWACS air unit and Masaya perform the same
functions listed for EW units except that each has a 10-hex
range. The AWACS unit never joins in air missions; it must
be based at an airport and it performs its functions there while
in the "Available" space. The AWACS never suffers step losses,
and it can immediately be transferred to another friendly controlled airport if its original facility is captured or damaged
(see 4.3). If no other friendly airport is available, it is removed
from the map and can never return.
Masaya retains its electronic warfare ability until it is
damaged or the hex is captured by Allied ground units. The
only way Masaya can be damaged is by a Bombardment
Strike mission. If an Allied ground unit occupies the Masaya
hex, the electronic warfare ability of Masaya is permanently
destroyed. The 10-hex detection range of Masaya is depicted
on the map.
CENTRAL AMERICA, Conventional Rules Book: Page 18
If Masaya is either damaged or captured, the Masaya EW
Destroyed marker is placed in the hex. Damage to Masaya
cannot be repaired in the Conventional Game.
Die Roll Modifiers for AWACS/Masaya: AWACS units and
Masaya provide the following die roll modifiers to the owning
player:
INTERCEPTION MISSIONS
+2: Friendly air units undertake an Interception mission
against enemy air units, and the air combat hex is within
10 hexes of a friendly AWACS unit or Masaya (see 10.2).
—2: Enemy air units undertake an Interception mission
against friendly air units, and the air combat hex is within
10 hexes of a friendly AWACS unit or Masaya (see 10.2).
AIR DEFENSE ATTACKS
+2: Friendly ground units perform air defense attacks against
enemy air units, and the attack hex is within 10 hexes
of a friendly AWACS unit or Masaya (see 10.3).
—2: Enemy units perform air defense attacks against friendly
air units, and the attack hex is within 10 hexes of a
friendly AWACS unit or Masaya (see 10.3).
BOMBARDMENT STRIKE MISSIONS
+ 1:
Friendly air units perform a Bombardment Strike mission against an enemy non-mobile SAM/AA site, and the
site is within 10 hexes of a friendly AWACS unit or
Masaya (see 10.1).
—1: Enemy air units perform a Bombardment Strike mission
against a friendly non-mobile SAM/AA site, and the site
is within 10 hexes of a friendly AWACS unit or Masaya
(see 10.1).
Notes on EW Capabilities
1. In the Intervention Game, US Navy E-2 (AWACS) air units perform the same functions as the E-3 AWACS, but they are placed in
the AWACS Detection Boxes on the edges of the map (see 14.1).
2. In the Interventional Game, the electronic warfare capability of
Masaya can be suppressed for a turn (see 14.5). Also, damage to
Masaya can be repaired (see 16.3). Destruction of the installation
due to occupation by an Allied ground unit can never be repaired
in any version, however.
3. A player receives the better die roll modifier for the detection
range of either an EW unit or an AWACS unit/Masaya; the benefits
are not cumulative. An EW air unit accompanying friendly air units
does provide another modifier.
A US 0-2 EW air unit is based at
Comayagua (1508). While the unit is at the facility, the Air Group
marker has the "& EW" side up. During the Communist Air Mission
Stage, a group of Nicaraguan air units fly to hex 1610 to perform a
Bombardment Strike against a Honduran ground unit. This hex is
within 3 hexes of Comayagua, so the Allied player interrupts the
enemy air mission to perform an Interception mission; he receives a
+1 die roll modifier when resolving the air combat.
During the Communist Ground Combat Phase, two FSLN
infantry brigades attack an FDN battalion in 2110. A CIA EW/
engineers unit in Silca (2107) is within 3 hexes of the FDN battalion,
and so the Allied player receives a one-column shift in his favor
when resolving the ground combat.
During the Allied Air Mission Phase, the 0-2 allows US air
units at Comayagua and Honduran air units at Minas de Oro (1606)
to form a joint air mission. The Allied player decides to include the
0-2 unit with the mission, so he flips the Air Group marker from its
"& EW" side to its front side. He will not be able to form another
joint mission with this 0-2 because it will not be available after it
returns from the mission.
As the Allied player moves his Air Mission marker across the
map, it passes over a Nicaraguan mobile AA unit in hex 1612, and
the Communist player announces he will perform an air defense
attack. This hex is outside the Masaya detection range so the
Nicaraguan does not receive any die roll modifier for the attack. The
Allied player receives a —1 modifier for the 0-2 unit. The attack is
resolved and no damage occurs to the Allied units.
The Allied Air Mission marker is moved into hex 1813 which is
within the undamaged Masaya detection range, and the Communist
player announces an interception. The hex is also within the 3-hex
range of an AN-12 EW unit at Esteli (2115). The Communist player
receives a +2 die roll modifier because the interception takes place
within 10 hexes of Masaya; he does not receive another +1 modifier
for the AN-12 unit in Esteli. The Allied player receives a —1 modifier for the 0-2. In the ensuing air combat, the Allied air units are
not damaged and they can continue their mission.
The Communist player can continue to perform Interception
missions in each hex the Allied Air Mission marker enters while it is
within the detection range of Masaya, and he continues to receive
the +2 die roll modifier. He launches two other Interception
missions, but neither damages the Allied air units. He has no other
available air units, and so the Allied units continue to Masaya. The
Allied player launches a Bombardment Strike against Masaya and
manages to damage it. The EW capability of Masaya is lost for the
remainder of the game (in the Intervention Game, it could be
repaired). The Communist player now has only his EW air units
available for detecting and intercepting Allied air units, and he no
longer receives the better die roll modifiers for Masaya.
EXAMPLES OF EW CAPABILITIES:
5.0 HELICOPTER UNITS
There are two types of helicopter units: attack and transport. Attack helicopters are used to prevent the appearance
of insurgency units (Aerial Counterinsurgency), to bomb
enemy ground units (Bombardment Strike), and to assist in
attack or defense during ground combat (Close Air Support
and Ground Combat Support). Transport helicopters are used
to move ground units and supplies across the map (Transport Strike). Each counter represents 10 to 50 helicopters.
Note: CIA helicopters have both transport and attack capabilities
(see 5.6).
5.1 Helicopter Unit Values
•
Movement
Radius
Like air units, helicopters have a Movement Radius, which
is the distance in hexes they can move to perform an air
mission. A helicopter can move to any hex within its Movement Radius to perform a combat mission (and up to double
the radius for some transport missions; see 6.4).
•
Air Combat
Value
All helicopters have the rating letter "D" after their Air
Combat Values. Helicopters can never intercept any air units
or other helicopters, and they are always the defenders when
intercepted by enemy air units (see 6.3). Unlike 'D" air units,
however, helicopters defend with the highest Air Combat
Value in a stack.
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Each attack helicopter has a Ground Combat Value, which
is used in offensive and defensive Ground Combat Support
missions (see 6.3). An "0" for this value means the attack
helicopter contributes no points towards the Attack or
Defense Values of the ground units, but it does provide the
owning player with a column shift when resolving the ground
combat (see 10.4).
•
Bombardment
Value
Attack helicopters have a Bombardment Value which is
used in Aerial Counterinsurgency, Bombardment Strike, and
Close Air Support missions. As with air units, the letter after
the Bombardment Value is the Aerial Counterinsurgency
Qualifier; all attack helicopters have an "A" qualifier, which
means that their Bombardment Values are doubled in Aerial
CENTRAL AMERICA, Conventional Rules Book: Page 19
Counterinsurgency missions. On Bombardment Strike and
Close Air Support missions, the helicopter uses its printed
Bombardment Value.
■
Load
Capacity
2
Transport helicopters have a Load Capacity, which
indicates how much material each can move during a Transport Strike mission (see 6.4).
Note: CIA helicopters have both Ground Combat Values and Load
Capacities.
ROTATION OF HELICOPTER COUNTERS
The facing of helicopters on the map is important and
helps players remember whether the units have completed
all activities for a turn or can still do something else. A
helicopter is rotated 180 degrees as soon as it has completed
certain missions and returns to a friendly, supplied hex (see
5.2). For example, an attack helicopter that performs an Aerial
Counterinsurgency mission or a transport helicopter that
moves beyond its printed Movement Radius is immediately
rotated 180 degrees as soon as the mission is completed.
A helicopter that performs a mission and is still permitted
to move later in the turn is rotated 90 degrees in the hex it
moved to. During the Return to Base Phase, the helicopter
may be allowed to move again, and it is rotated 180 degrees
as soon as it completes all actions for a turn. For example,
an attack helicopter that performs a Ground Combat Support mission in a hex is rotated 90 degrees; if it returns to
a hex during the Return to Base Phase, it is .rotated 180
degrees. Attack helicopters can perform a Ground Combat
Support mission during both Ground and Air Stages (a defensive mission in one stage and an offensive mission in the other
stage).
During the End of Turn Stage, both players rotate their
helicopters back to the normal facing for the next turn. When
helicopters are rotated 90 or 180 degrees is explained in sections 5.2 and in air mission descriptions in 6.0.
5.2 Activating Helicopter Units
Helicopter units are never placed on the Air Group Displays. Instead, they always remain on the map. Helicopters
never count towards the stacking or activation limits of air
units at an air facility; any number of helicopters can be
stacked at and be activated from an air facility hex.
Unlike air units, it is not necessary for helicopters to begin
and end their activation in an air facility. They can begin and
end their activation in either a friendly air facility or in a
friendly, supplied hex (see below). As long as the hex they
occupy is in supply, the helicopters are also supplied. Helicopters possessing Out of Supply markers have their capabilities severely limited (see 9.7).
Helicopter units perform their missions individually or
in stacks. Helicopters must be based in the same hex and must
be eligible to activate together to perform a mission as a stack.
Helicopters can never perform air missions with air units (and
vice versa) nor can they perform joint air missions with
helicopters in other hexes.
Each helicopter can perform one mission per turn. Attack
helicopters can perform missions during the Aerial Counterinsurgency Phase, the Air Mission Phase, and the Helicopter
Transport Phase (acting as escorts). Transport helicopters perform missions during the Air Mission Phase and the Helicopter Transport Phase.
Helicopters receive no die roll modifications or other
benefits from EW/AWACS units or Masaya.
Note: An attack helicopter can perform both an offensive and a defensive Ground Combat Support mission in the same turn; this is considered one mission (see 6.2 and 6.3(.
Restrictions on Helicopter Activation: Certain nationalities and armed forces use common procedures and equip-
ment. These units can be activated and perform missions
together. Helicopters of other nationalities which do not have
common procedures and equipment cannot perform missions
together, but they can stack in the same hex and perform
missions in the same target hex. The only stipulations are:
Missions performed in the same target hex must be of different types or have different targets, and helicopters of different
nationalities cannot be activated and moved as a stack.
The following groups can be activated together and perform the same missions in a target hex:
• Group 1: El Salvador, the US Army, and the FDN can be
activated together to perform air missions. Helicopters of
all other Allied nationalities can be stacked in the same hex
as Salvadoran, US Army, and FDN helicopters, but they
cannot be activated together.
• Group 2: CIA and CMA helicopters can be activated
together.
• Group 3: US Marine helicopters must be activated
separately from all other Allied helicopters.
The kinds of attacks that helicopters can perform in the
same hex is explained more fully in 6.1.
A CIA helicopter, two CMA transport helicopters, and
two US Army attack helicopters are based at the air facility at Silca
12107). The two CMA helicopter companies will be used to transport
an FDN battalion to the airstrip at La Constancia (3010) in
Nicaragua, which has been captured by other FDN units. The Allied
player sends the CIA helicopter with the CMA helicopters to act as
an escort. The Allied player cannot send one of the US Army attack
helicopters with the others (to act as escort, for example) because US
Army helicopters cannot be activated with CIA and CMA helicopters.
Now assume that the CIA helicopter will perform an offensive
Combat Support mission in hex 1910 against an FSLN infantry
brigade that will be attacked by Honduran ground units during the
Allied Ground Combat Phase. The CIA helicopter would be moved
into 1910 to perform the mission. The Allied player could then activate both US Army attack helicopters to perform a Bombardment
Strike mission in the same hex; the Army helicopters cannot move
with the CIA helicopter or perform a Ground Combat Support
mission in the same hex. As long as the CIA and Army helicopters
are activated separately, they can perform missions in the same hex
if the missions are different or if the targets of attack are different.
EXAMPLE:
BASING HELICOPTERS
Unlike air units, helicopters do not necessarily need to
be based at air facilities. They can also be based in friendly,
supplied hexes. As long as a hex is one of those listed below
and a supply line can be traced to it (see 9.4), it is considered
friendly and supplied for basing helicopters. A helicopter possessing an Out of Supply marker has its movement and combat values greatly reduced (see 9.7).
Friendly, supplied hexes include:
• An air facility
• A Supply Source
• A hex containing a Supply Depot
• An Entrenchment or Fortification
• A Nicaraguan logistics supply unit
• A Clear or Rough terrain hex containing friendly, supplied regular ground or insurgency units
A helicopter can begin in one of the hexes listed above
and can move up to its Movement Radius to perform a combat air mission (or up to double its radius for Transfer and
some Transport Strike missions). A helicopter that has performed a combat air missions can remain in the hex it
occupies, if that hex is friendly and in supply, or it can return
to another friendly, supplied hex within its Movement Radius.
If no friendly, supplied hex is available, the helicopter is
eliminated.
Notes on Basing Helicopters
1. Any number of helicopters can stack in a hex with an air facility,
Supply Source, Supply Depot, Entrenchment or Fortification, or FSLN
logistics supply unit. The hex can be any terrain type.
CENTRAL AMERICA, Conventional Rules Book: Page 20
2. An air facility must be able to trace a supply line before helicopters
based there are fully operational. A damaged or contested air facility
supplies all helicopters in the hex. Only US helicopters can use
captured Nicaraguan air facilities for supply (see 4.3); as for US air
units, a captured facility provides supply the turn after it is captured
if a supply line can be traced to the facility.
3. One helicopter (attack or transport) can stack in a hex per friendly,
supplied regular ground or insurgency unit in the hex. As long as
the ground unit is in supply, the helicopter is also in supply.
4. In the Intervention Game, USMC Beachhead and 82nd Airborne
Air Supply markers and Allied controlled ports are also considered
friendly, supplied hexes for helicopters (see 15.0). Also see 18.5 for
optional supply rules.
RETURNING TO BASE
When a helicopter returns to another friendly, supplied
hex depends on the mission the helicopter performed:
Aerial Counterinsurgency, Bombardment Strike, and Close Air
Support: As soon as an attack helicopter completes one of
these missions, it returns to a friendly, supplied hex that is
within its Movement Radius. The counter is immediately
rotated 180 degrees and cannot perform another mission for
the rest of the turn.
Ground Combat Support (Offensive): The attack helicopter remains in the hex it moved to during the Air Mission Phase
and is rotated 90 degrees. If the helicopter is forced to leave
the hex after ground combat is resolved or if the owning
player moves it during the Return to Base Phase, the unit
returns to a friendly, supplied hex and is rotated 180 degrees
(it can perform no other mission for the rest of the turn). If
the helicopter is allowed to remain in the hex after ground
combat is resolved, it remains rotated 90 degrees and may
perform a defensive Ground Combat Support mission in the
same turn.
Ground Combat Support (Defensive): If an attack helicopter remains in a hex after combat is resolved during the Ground
Combat Phase, it is rotated 90 degrees and may perform an
offensive Ground Combat Support mission in the hex. If the
helicopter is forced to leave the hex after combat, it moves
to a friendly, supplied hex and is rotated 180 degrees (it can
perform no other action in the same turn). In addition, an
attack helicopter that is forced to retreat after combat takes
a step loss (see 10.5).
Paradrops and Helicopter Assaults (Transport Strike): The transport helicopter remains in the hex it moved to during the Air
Mission Phase and is rotated 90 degrees. During the Return
to Base Phase, the helicopter can remain in the hex if the unit
it transported still occupies the same hex or it can be returned
to a friendly, supply hex; in either case, the helicopter is
rotated 180 degrees at the end of this phase.
Transport Strike: During the Air Mission or Helicopter Transport Phase, a helicopter that transports ground units or supplies to a hex within its Movement Radius remains in the hex
and is rotated 90 degrees. During the Return to Base Phase,
it can either remain in the hex or can move to another
friendly, supplied hex within its Movement Radius; in either
case, it is rotated 180 degrees at the end of this phase.
During the Air Mission Phase, a transport helicopter that
initially moves to a hex beyond its printed Movement Radius
(it could move up to double its Movement Radius) remains
in the hex and is immediately rotated 180 degrees.
Transfer: The helicopter completes this mission during the
Air Mission Phase and remains in the hex it moved to. It is
rotated 180 degrees and can perform no other mission for
the rest of the turn.
Escort: An attack helicopter acting as escort remains with the
helicopters it escorted and is rotated (as outlined above) with
the other helicopters in the hex they occupy. During the
Return to Base Phase, the escort helicopter may be allowed
to remain in the hex it moved to or it may return to a friendly,
supplied hex; in either case, it is rotated 180 degrees and can
perform no other mission for the rest of the turn.
Note: The Communist player can have attack helicopters perform
offensive Ground Combat Support missions during his Ground and
Air Stage and may be able to use the same helicopters to perform
defensive missions during the Allied Ground and Air Stage. The Allied
player can have attack helicopters perform defensive Ground Combat Support missions during the Communist Ground and Air Stage
and may be able to use the same helicopters to perform offensive
missions during his Ground and Air Stage.
5.3 Movement of Helicopter Units
Helicopters begin moving from the hex in which they are
situated. They move across the map one hex at a time. While
they move, they are subject to enemy Interception missions,
but they can never suffer enemy air defense attack.
Design Note: The effects of air defense on helicopters
has been factored into other combat procedures.
Helicopters can move up to their Movement Radius to
perform the following air missions (see 6.0):
• Aerial Counterinsurgency
• Bombardment Strike
• Close Air Support
• Ground Combat Support (offensive or defensive)
• Paradrops and helicopter assaults (Transport Strike)
• Escort for the above missions
After completing the above missions, helicopters may be
allowed to remain in the hex they occupy, or they may have
to return to air facilities or friendly, supplied hexes within
their Movement Radius (see below).
Helicopters can move up to double their Movement
Radius to perform one of these missions:
• Transfer
• Transport Strike (from one air facility or friendly, supplied
hex to another; see 6.4)
• Escort for one of these missions
A helicopter that has moved beyond its Movement Radius
cannot move for the rest of the turn. Its counter is rotated
180 degrees to indicate that it can no longer be activated.
DETECTING HELICOPTERS FOR INTERCEPTION
Helicopters are not directly detected for Interception by
EW/AWACS units or Masaya. A helicopter is detected for an
Interception mission in the following circumstances:
1. When a helicopter enters a hex containing an enemy
ground unit, it is detected for interception if the enemy unit
is within the detection range of either an EW unit (a 3-hex
range) or AWACS unit/Masaya (a 10-hex range). If the ground
unit is situated outside one of these detection ranges, it cannot be used to intercept the helicopter.
2. When a helicopter enters a hex containing an enemy Air
Group marker, it is detected and can be intercepted by the
air units in the air facility.
Notes on Intercepting Helicopters
1. The hex in which a helicopter is detected by enemy ground units
must also be within the Movement Radius of the air units that will
perform the Interception mission.
2. To intercept a helicopter that enters a hex containing an Air Group
marker, the facility must contain at least one "S" or 'J air unit in the
"Available space on the Air Group Display.
EXAMPLES OF MOVEMENT: A Nicaraguan transport helicopter battalion based in Esteli (21151 performs a paradrop (a Transport Strike
mission) with an FSLN parachute battalion into hex 1811, which
contains a Honduran infantry battalion. This mission can be performed because the target hex is within the helicopter's Movement
Radius of 5. The transport helicopter is rotated 90 degrees in the
target hex. Note that even though the helicopter entered a hex containing enemy ground units, these units are outside the detection
range of any Allied EW unit so no Interception mission can be performed.
The paradrop occurs in conjunction with an assault by other
FSLN infantry brigades, and the Honduran unit is forced to retreat.
The transport helicopter can either remain in this hex since it is
occupied by a friendly ground unit that is in supply, or it can be
returned to another friendly, supplied hex during the Return to Base
CENTRAL AMERICA, Conventional Rules Book: Page 21
Phase. In this case, the Communist player decides to move the transport helicopter back to Esteli rather than endanger it by leaving it on
the front line. Whether the helicopter moves or stays put, it is
rotated 180 degrees at the end of the Return to Base Phase.
In the next turn, the Communist player decides to use both
Nicaraguan transport helicopters to move an infantry brigade to La
Constancia (3010), which is threatened by advancing FDN infantry
units. This occurs during the Helicopter Transport Phase; neither the
helicopters nor the infantry brigade moved so far in the turn. La
Constancia is 9 hexes from Esteli, but within double the helicopters'
Movement Radius. The brigade is transported to La Constancia, and
the helicopters must remain there (rotated 180 degrees) since they
moved beyond their printed Movement Radius. Since the hex contains an airstrip, both helicopters can remain in the hex.
JOINTLY-OCCUPIED HEXES
A hex is jointly occupied when it contains units owned
by both players. Transport helicopters can move into a hex
containing enemy ground units and helicopters to perform
paradrops and helicopter assaults. Attack helicopters can
enter enemy-occupied hexes when escorting transport
helicopters or when performing offensive Ground Combat
Support missions.
It is thus possible for a hex to contain a number of opposing helicopters: one attack helicopter on a defensive
Ground Combat mission, up to two attack helicopters on an
offensive Ground Combat mission, several transport helicopters that performed paradrops or helicopter assaults, and
several attack helicopters that escorted transport helicopters.
By the end of the Return to Base Phase, a hex can contain
units of only one player, however. Attack helicopters on
Ground Combat Support missions may be forced to retreat
because of ground combat; other helicopters may be forced
to move to other friendly, supplied hexes during the Return
to Base Phase.
DAMAGE TO HELICOPTERS
All helicopters have two sides: full-strength and halfstrength. When a full-strength helicopter takes a step loss,
it is flipped to its half-strength side; a full-strength helicopter that takes two step losses is eliminated. A half-strength
helicopter that takes a second step loss is eliminated. Helicopters can never be repaired.
Helicopters take step losses for the following reasons:
• Air Combat: Helicopters intercepted by enemy air units
may suffer step loss from air combat (see 6.3).
• Defensive Ground Combat Mission: An attack helicopter performing this mission takes a step loss if it is forced to retreat
after ground combat is resolved (that is, an enemy ground
unit pursues into the helicopter's hex). See 6.3 and 10.5.
• Helicopter Assaults: Transport helicopters performing this
form of Transport Strike mission in hexes within enemy
Zones of Control or in hexes occupied by enemy ground
units may take step losses from the Paradrop and Helicopter Assault Table (see 6.4).
Helicopters never take step losses from air defense attack.
Transport helicopters do not take step losses when performing a paradrop (a type of Transport Strike mission). Attack
helicopters do not take step losses when performing offensive Ground Combat Support missions, even if the attack fails
and the helicopters are forced to retreat.
Eliminating Helicopters: Helicopters are eliminated for the
following reasons:
• All helicopters at captured air facilities are eliminated at
the moment an enemy ground unit solely occupies the
facility hex during either the Regular Ground Unit Movement, Insurgency Movement, or Reserve Movement Phase.
• A helicopter unit is eliminated if it does not occupy a
friendly, supplied hex by the end of the owning player's
Return to Base Phase.
• A helicopter is eliminated if it forced to return to a friendly,
supplied hex but no available hex is within is Movement
Radius.
An attack helicopter on a defensive Ground Combat
Phase is not eliminated when an enemy ground unit pursues
into the hex after ground combat. The helicopter does take
a step loss and must immediately move to a friendly, supplied hex.
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5.4 Attack Helicopters
These helicopters intercept the placement of enemy insurgency units (Aerial Counterinsurgency), bomb installations
and terrain features (Bombardment Strike), bomb enemy
ground units in support of attacking ground units (Close Air
Support), or take part in ground combat offensively or defensively (Ground Combat Support). They can also act as escorts
for other helicopter units, but never for air units. Attack
helicopters have three combat values: Bombardment, Ground
Combat, and Air Combat. The Bombardment Value is used
in Aerial Counterinsurgency, Bombardment Strike, and Close
Air Support missions; the Ground Combat Value is used in
offensive and defensive Ground Combat Support missions;
and the Air Combat Value is used to resolve Interception
missions.
All attack helicopters have an Aerial Bombardment Qualifier of "A." Their Bombardment Values are doubled during
Aerial Counterinsurgency missions.
Each attack helicopter can perform one mission per turn.
When an attack helicopter reaches a hex containing opposing ground units in which it will perform a combat mission,
the owning player must declare whether the unit is performing Bombardment Strike, Close Air Support, or Ground Combat Support. An attack helicopter that escorts other
helicopters must remain as an escort if the stack is intercepted
by enemy air units; if the stack is not intercepted, the attack
helicopter can use a combat value in the target hex.
Attack helicopters can perform both an offensive and a
defensive Ground Combat Support mission in a turn. As soon
as it performs one type of Ground Combat Support mission
in a turn, it can continue to perform only this mission for
the rest of the turn (see 6.2 and 6.3).
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5.5 Transport Helicopters
These units transport ground units and supplies across
the map (Transport Strikes). They cannot bombard or assist
in ground combat, but they may be involved in air combat
if they are intercepted. Each transport helicopter unit has a
Load Capacity printed on the front and back of its counter
(indicated by a colored box); the Load Capacity is a quantification of how much the helicopter can carry in a transport
mission. Several transport helicopters in the same hex can
be activated as a stack to provide sufficient Load Capacity
to transport a ground unit or Supply Depot that an individual
unit could not move. Transport helicopters can be activated
and can move with attack helicopters, but they can never
join in a mission with air units.
Paradrops and Helicopter Assaults: Transport helicopters
can move parachute-capable and special forces units (and,
for the Allied player, US Marine infantry and 6th Air Cavalry
cavalry units) into Clear or Rough terrain hexes within the
helicopters' printed Movement Radius. They are rotated 90
degrees when they enter the hex. These missions can be performed only during the player's Air Mission Phase (see 6.4).
During the Return to Base Phase, transport helicopters (and
escorting attack helicopters) may either remain in the hex
or be returned to friendly, supplied hexes; they are rotated
180 degrees during this phase.
CENTRAL AMERICA, Conventional Rules Book: Page 22
Transporting Ground Units and Supplies: Transport
helicopters can move infantry ground units and Supply
Depots from one air facility to another, from one friendly,
supplied hex to another such hex, or from an air facility or
friendly, supplied hex to an unoccupied Clear or Rough terrain hex. The helicopters can move up to double their Movement Radius to reach this hex. These missions can occur
during a player's Air Mission Phase or Helicopter Transport
Phase, as long as the helicopters and ground units have not
moved previously in the turn (see 6.4). If transport helicopters
moved beyond their printed Movement Radius, they must
remain in the hex and are rotated 180 degrees. If they moved
to a hex within their Movement Radius, they can either remain in the hex or be returned to other friendly, supplied
hexes during the Return to Base Phase; they are rotated 180
degrees at the end of this phase.
Note: If transport helicopters begin a Transport Strike mission with
sufficient Load Capacity to transport a unit and during the mission
they suffer step losses that reduce Load Capacity, they may be
allowed to continue their mission, but the load they carry must meet
the reduced Load Capacity (see 6.4). If helicopters receive a "return"
result from air combat, they must immediately return to friendly,
supplied hexes; they cannot take enhanced losses to continue an air
mission (see 10.2).
5.6 CIA Helicopters
CIA helicopters have both a transport and attack capability. During the Air Mission Phase, they can perform a
paradrop or helicopter assault Transport Strike mission to
move a ground unit into a hex containing enemy ground units
and they can remain in the hex to perform an offensive Ground
Combat Support mission (see 6.4). They can also transport
a ground unit up to 5 hexes into a hex containing friendly
ground units, unload the unit, and then move one more hex
into one containing enemy ground units to perform a Close
Air Support or offensive Ground Combat Support mission.
CIA helicopters alone can perform such a double mission during the Air Mission Phase.
CIA helicopters can also be used as either transport or
for attack. If used in on a Aerial Counterinsurgency mission,
it cannot transport units later in the turn. If it is used on a
Bombardment Strike mission during the Air Mission Phase,
it cannot be used for transport. Likewise, if the helicopter
transports material in the Air Mission Phase, it cannot perform a Bombardment Strike mission in the same turn. If used
to move units or supply during the Helicopter Transport
Phase, it must not have performed any other mission earlier
in the turn.
6.0 AIR MISSIONS
The air units in the 'Available Air Units" space of each
box on the Air Group Display can be used by the owning
player as he wishes. A given air unit can perform one air
mission per turn. An EW air unit can accompany friendly
air units to enhance the capabilities of those units on a
mission, but each EW unit can perform only one mission per
turn. EW and AWACS air units in the "Used" or Sitting spaces
cannot use their capabilities for the rest of a turn.
Each helicopter can perform one mission per turn. Note
that an attack helicopter can perform an offensive and defensive Ground Combat Support mission in a turn, which is considered one mission.
Combat air missions are of two basic types: offensive and
defensive. Offensive missions (6.2) consist of Aerial Counterinsurgency, Bombardment Strike, Close Air Support, Escort,
and Ground Combat Support (offensive). Defensive missions
(6.3) consist of Ground Combat Support (defensive) and
Interception.
Transport air missions (6.4) are used to move ground units
and supplies across the map and to relocate air and helicopter units.
6.1 General Procedure for Air Missions
The player performing a mission must have air units in
the "Available" space on the Air Group Display. He sets the
air units aside and places the Air Mission marker on the map
in the hex containing the facility where the units are based.
A player can form a joint air mission with air units from
different air facilities if an EW unit is within 3 hexes of the
facilities or an AWACS unit or Masaya is within 10 hexes of
the facilities. Restrictions in 4.4 for the Allied player must
be taken into account.
Helicopter units begin their activation on the map.
Helicopters stacked in the same hex can combine to undertake a mission (within the restrictions of 5.2), but they cannot combine with helicopters in other hexes. They cannot
combine with air units when performing their mission. Electronic warfare units never enhance the capabilities of helicopters. The helicopter or stack that will perform this mission
must not have been activated earlier in the turn.
The owning player moves the Air Mission marker or
helicopters from hex to adjacent hex to the target hex. Air
units are subject to enemy air defense attacks as they move
and to Interception missions while they move and in the target hex. Helicopters are subject to Interception missions while
they enter enemy-occupied hexes and in the target hex if it
contains an enemy Air Group marker; helicopters are never
subject to air defense attacks.
Any time during an air mission, the owning player can
choose to abort the mission. The Air Marker is removed from
the map and the air units are immediately returned to friendly
air facilities within their Movement Radius from the hex
where the mission was aborted. They are placed in the "Used"
space on the Air Group Display. Helicopters are returned to
friendly, supplied hexes within their Movement Radius, and
their counters are rotated 180 degrees to indicate that they
cannot be activated for the remainder of the turn. Units that
have aborted a mission cannot be attacked by enemy air
defense or Interception missions nor can they perform
another mission in the turn.
Air Defense Attacks: Air units are subject to air defense
attack each time they move through a hex containing enemy
units capable of performing such attacks. The procedure for
conducting air defense attacks is explained in 10.3.
Interception: Air units are subject to enemy Interception
missions each time they enter a hex that is within an EW,
AWACS or Masaya detection range (see 4.7). They are also
subject to an Interception mission if they enter a hex containing an enemy Air Group marker, even if this hex is outside any electronic warfare detection range. Air units may
be detected several times by different methods of electronic
warfare on their way to a target hex, and they may be intercepted a number of times by different units as they move.
Interception missions occur and are resolved one at a time.
Helicopters are detected for interception each time they
enter a hex occupied by enemy ground units, if those units
are within the detection range of an EW or AWACS unit or
Masaya. They are also detected if they enter a hex containing an enemy Air Group marker, even if this hex is outside
any electronic warfare detection range.
AIR MISSIONS IN THE SAME HEX
A given hex may be attacked several times in a turn by
air units and helicopters. Each target in the hex can be
attacked by only one air mission, however.
CENTRAL AMERICA, Conventional Rules Book: Page 23
• A stack of air units or attack helicopters can perform both
a Bombardment Strike and a Close Air Support mission at
the same time. Units performing the Bombardment Strike
can attack one ground unit, one installation or terrain
feature, or a combination of ground unit and installation
or feature. One unit in the stack can also perform a Close
Air Support mission after the Bombardment Strikes have
been resolved.
• Different stacks of air units and/or helicopters can perform
a number of Bombardment Strikes in a given hex. Each
target in the hex can be attacked only once per turn by
Bombardment Strike.
• An escort unit stack that is not involved in air combat can
use its combat value (Bombardment or Ground Combat
Support) in the same hex as the units it escorted. See 5.6
for CIA helicopters.
• An attack helicopter escorting transport helicopters can perform either a Bombardment Strike, Close Air Support, or
Ground Combat Support mission if it is not involved in air
combat.
• Any number of paradrops and helicopter assaults can be
performed in the same hex as long as ground unit stacking restrictions are met (see 7.5).
EXAMPLE: A stack of attack helicopters is intercepted when it
enters a hex containing enemy ground units within range of an EW
air unit. One attack helicopter becomes escort. Assuming that the
stack does not take a return result from air combat, it continues to
the target hex after taking any step losses. Once in the target hex,
the escorting attack helicopter cannot perform a combat mission.
The other helicopters could perform a combination Bombardment
Strike and Close Air Support mission at the same time (or just one
of these two missions) or an offensive Ground Combat Support mission.
If the attack helicopter escorts transport helicopters on a Transport Strike mission, it can perform no combat mission in the target
hex after the stack is intercepted. If the stack is not intercepted, the
attack helicopter could perform either a Bombardment Strike, a
Close Air Support, or an offensive Ground Combat Support mission
in the same hex as the transport units. After performing either a
Bombardment Strike or Close Air Support, the attack helicopter
would return to a friendly, supplied hex (the transport helicopters
would remain in the hex until the Return to Base Phase/. If the
attack helicopter performs a Ground Combat Support mission in the
hex, it remains in the hex (rotated 90 degrees/ until the Return to
Base Phase; if a friendly ground unit still occupies the hex, the
attack helicopter can remain to perform a defensive Ground Combat
Support mission.
Tela 115021 is a port and also contains a road, airport, and a
bridge across hexside 1502-1602. Assume that the hex also contains
two Honduran infantry battalions. The Communist player could
launch up to six different Bombardment Strike missions against Tela,
targeting each terrain feature and ground unit once per mission. A
given Bombardment Strike can attack one terrain feature and one
ground unit per mission, so the Communist could have one Bombardment Strike attack one feature and one ground unit, a second
strike attack the other ground unit and a different feature, and other
strikes attack the remaining three features. If he has ground units
adjacent to Tela ready to perform ground combat against the hex, he
could also have one unit lair unit or attack helicopter) perform a
Close Air Support mission in conjunction with one of the Bombardment Strikes. He could also have one or two attack helicopters move
into Tela to perform an offensive Ground Combat Support mission.
Finally, he could perform Transport Strike missions to land paradrop
or helicopter assault units in the hex. All these air missions against
the same hex are permissible because they are different missions
attacking different targets in the same hex.
6.2 Offensive Combat Air Missions
AERIAL COUNTERINSURGENCY MISSIONS
(Combat air units and attack helicopters)
Aerial Counterinsurgency missions are used to interrupt
the appearance of enemy insurgency units. These missions
occur only during a player's Aerial Counterinsurgency Phase,
which is part of the opposing player's Ground and Air Stage.
A unit that performs this mission cannot perform another
mission later in the turn. Friendly units on Escort missions
can accompany units performing this mission.
Note that air units capable of bombardment and attack
helicopters have an Aerial Counterinsurgency Qualifier after
their Bombardment Values. The qualifier is taken into
account only in Aerial Counterinsurgency missions, and it
has the following effects:
A: The unit's Bombardment Value is doubled on this mission.
B: The unit's printed Bombardment Value is used on this
mission.
C: The unit's Bombardment Value is halved on this mission
(round fractions down to a minimum of 1).
D: The unit cannot perform Aerial Counterinsurgency
missions.
Design Note: The qualifier simulates the ability of
slower units to remain over the target longer and to
inflict more damage against insurgency units. The
same unit may be less effective at bombing terrain
features or installations when having to dodge flak.
REQUIREMENTS:
1. The air units or helicopters must have a printed Bombardment Value and an Aerial Bombardment Qualifier of A, B,
or C.
2. The enemy insurgency unit that is the target of the mission
must have been placed on the map during the immediately
preceding Insurgency Placement Phase.
3. An air unit or attack helicopter can perform this mission
in any hex within its Movement Radius.
4. If the Allied player activates a stack of air units or helicopters to perform this mission, he must abide by the restrictions on Allied nationalities (see 4.4 and 5.2).
PROCEDURE:
1. The Air Mission marker or attack helicopter(s) moves
across the map to the target hex and may be subject to enemy
air defense attacks or Interception missions. Surviving units
that reach the target hex must have a combined, qualified
Bombardment Value of 3 or more. The mission automatically
succeeds in this case.
2. The enemy insurgency ground unit is removed from the
map and placed back in the owning player's pool of available units. The owning player does not receive an Insurgency
Command Point (see 8.3).
3. As soon as the mission is completed, air units are returned
to a friendly air facility within their Movement Radius from
the target hex and are placed in the "Used" space on the Air
Group Display.
Attack helicopters are returned either to an air facility
or a friendly, supplied hex that is within their Movement
Radius. The helicopter unit is rotated 180 degrees to indicate
that it cannot be activated for the rest of the turn.
EXAMPLE OF AERIAL COUNTERINSURGENCY: The Communist player
successfully places an FSLN insurgency ground unit in hex 2009 during his Insurgency Placement Phase. The FSLN unit threatens to cut
off the retreat route of a Honduran ground unit in 2110. During the
Allied Aerial Counterinsurgency Phase, the Allied player commits an
A-37 (Bombardment Value of 1"A") and a Super Mystere (Bombardment Value of 2"C") to an Aerial Counterinsurgency mission. The 'A"
Aerial Bombardment Qualifier doubles the A-37's Bombardment
Value to 2, and the "C" qualifier halves the Mystere's value from 2 to
1. The stack of Honduran air units has a combined, qualified Bombardment Value of 3, which is sufficient to undertake the mission.
The Aerial Counterinsurgency mission takes place outside the
detection range of Masaya and all communist EW air units, so the
Communist player cannot perform an Interception mission. The
Aerial Counterinsurgency mission automaticallysucceeds, and the
FSLN insurgency unit is removed from the map (the Communist
player does not get back an Insurgency Command Point/. Note that
if the Honduran units had been intercepted, the Super Mystere
would have to become involved in the air combat; even if no damage
was inflicted during the air combat, the Honduran units would no
longer have a qualified Bombardment Value of 3, so the counterinsurgency mission would not succeed.
CENTRAL AMERICA, Conventional Rules Book: Page 24
BOMBARDMENT STRIKE MISSIONS
(Combat air units and attach helicopters)
Bombardment Strike missions are used to attack enemy
ground units and terrain features during a player's Air Mission
Phase. A stack of units can perform a Bombardment Strike
mission (against one or two targets) plus a Close Air Support
mission in the same target hex. The unit's printed Bombardment Value is used to resolve this mission (the Aerial Counterinsurgency Qualifier is ignored). Friendly units on Escort
missions can accompany units performing this mission.
REQUIREMENTS:
1. The air units or attack helicopters must have a Bombardment Value of 1 or more printed on their counters.
2. The target of the mission can be a terrain feature (road,
bridge, port, airport or airstrip, or Masaya), a single enemy
ground unit in a hex (including non-mobile SAM/AA sites),
or a combination of one terrain feature and one ground unit.
A given ground unit or terrain feature can be attacked only
once in a turn by a Bombardment Strike mission, but several missions can be performed in a turn against different targets
in the same hex.
3. The target hex must be within the Movement Radius of
the attacking air units or attack helicopters.
PROCEDURE:
1. The Air Mission marker or attack helicopter(s) moves
across the map to the target hex; air units may be subject
to enemy air defense attacks and Interception missions as
they move, while helicopters are subject to Interception
missions only. When surviving air units or attack helicopters
reach the target hex, the attacking player selects the target(s)
of the attack and adds up the Bombardment Values of the
units. The owning player must announce which units will
perform Bombardment Strike and which one unit, if any, will
perform Close Air Support.
2. The combined Bombardment Value applied to the Bombardment Strike(s) is split up as the attacking player wishes.
The attack(s) is resolved on the appropriate Bombardment
Table (see 10.1). Any damage from bombardment is resolved
against the target(s).
3. Once the strike is concluded, the owning player returns
air units to "Used" spaces on the Air Group Display. The air
facilities must be within the units' Movement Radius from
the hex where the mission occurred.
Attack helicopters that performed the mission are immediately returned to friendly, supplied hexes within their
Movement Radius from the target hex. They are rotated 180
degrees after they return.
Notes on Bombardment Strike
1. A Close Air Support mission does not have to be performed in
conjunction with a Bombardment Strike, but can be performed
separately.
2. An individual air or helicopter unit can perform either a Bombardment Strike or a Close Air Support mission when activated; it
cannot split up its Bombardment Value to perform both missions at
the same time.
3. Units originally intended to act as escorts can contribute to a
Bombardment Strike (or one unit to a Close Air Support) if the stack
is not intercepted while moving.
4. The Allied player faces restrictions when activating air units and
attack helicopters to perform Bombardment Strike missions (see 4.4
and 5.2).
CLOSE AIR SUPPORT MISSIONS (Offensive)
(Combat air units and attach helicopters)
An offensive Close Air Support mission is used to enhance
the ability of friendly ground units when attacking enemy
units during the ensuing Ground Combat Phase. The mission is performed during a player's Air Mission Phase. One
unit in a stack can perform a Close Air Support in conjunction with other units performing Bombardment Strikes (see
above), or an individual unit can perform this mission
separately from all Bombardment Strikes. A player does not
have to announce that a unit will perform a Close Air Support mission until it reaches the target hex.
REQUIREMENTS:
1. Only one air unit or attack helicopter in a stack can be
assigned to perform this mission.
2. The air unit or attack helicopter must have a Bombardment Value of 1 or more printed on its counter (the Aerial
Counterinsurgency Qualifier is ignored).
3. Only one Close Air Support mission can be performed per
turn against a group of enemy ground units. The target of
the attack can be one enemy ground unit or stack in a hex
or several hexes containing enemy units. An air unit and an
attack helicopter cannot each perform a Close Air Support
mission against the same hex.
EXAMPLE OF BOMBARDMENT STRIKE: The Allied player decides to
underake a Bombardment Strike mission against hex 1910 which
contains two Nicaraguan tank regiments threatening Tegucigalpa.
From the airport in La Lima (1304), he activates two A-10's (Bombardment Value of 4 each), an EF-111 (Bombardment Value of 4,
and an EW air unit as well/, and an F-15(Bombardment Value of 3).
He sets these units aside and moves the Air Mission marker across
the map to hex 1910 without being intercepted, since it is outside the
detection range of Masaya and all communist EW air units. (The
F-15, which could have been used as an escort, can contribute its
Bombardment Value in this mission since the stack was not intercepted).
When the marker is in hex 1910, the Allied player announces he
will use the A-10's and EF-111 (a combined Bombardment Value of
12) to make Bombardment Strikes against one of the tank regiments
and against the bridge connecting 1910 to 1810. The F-15 will perform a Close Air Support mission with its 3 Bombardment Points.
The strike against the tank regiment is resolved first, and the
Allied player applies 6 Bombardment Points to this attack. He
obtains a step loss against the unit on the Ground Unit Bombardment Table and one tank regiment is flipped over. The remaining 6
Bombardment Points are applied against the bridge, and he damages
the bridge. He places a Bridge Out marker adjacent to the hexside
1910-1810.
The Allied player places a +3 Close Air Support marker in the
hex for the F-15. He receives a +3 die roll modifier when he attacks
the tank regiment during the Allied Ground Combat Phase.
The four US air units are now placed back on the Air Group
Display in any "Used" spaces at air facilities that are within units'
Movement Radius from 1910. Note that the EF-111 and F-15 must
return to airports.
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CENTRAL AMERICA, Conventional Rules Book: Page 25
4. The enemy ground unit(s) must be attacked by friendly
ground units in the ensuing Ground Combat Phase or the
benefit of the mission is lost.
5. The target hex must be within the Movement Radius of
the air unit or attack helicopter.
PROCEDURE:
1. Air units or helicopters on a Bombardment Strike mission
in the target hex perform their mission first. Once the strike
is completed, the owning player selects one unit that did not
take part in the strike to perform the Close Air Support mission. The mission is performed against all enemy ground units
that will later be attacked in a given ground combat.
2. The attacking player declares how many Bombardment
Points (to a maximum of 3) the unit will contribute to the
attack. Each Bombardment Point from a Close Air Support
mission gives the owning player a +1 die roll modifier when
resolving combat against the enemy units or stack during his
Ground Combat Phase. A Close Air Support marker ( +1, +2,
or + 3, depending on the number of Bombardment Points
applied) is placed on the enemy ground unit(s).
3. An air unit that performed the mission is returned with
other air units in the hex, if any, to air facilities. The facility
must be within the units Movement Radius from the target
hex. The units are placed in the "Used" spaces on the Air
Group Display.
An attack helicopter performing this mission is immediately returned to a friendly, supplied hex and is rotated 180
degrees. If accompanying other helicopters performing a
Bombardment Strike, it can return to the same hex as the
others or to a different hex.
Notes on Close Air Support
1. A Close Air Support mission can be performed by a single air unit
or attack helicopter and does not necessarily have to be performed
in conjunction with a Bombardment Strike.
2. A stack of attack helicopters cannot perform a Close Air Support
mission in conjunction with a Ground Combat Support mission; the
helicopters would have to be activated separately to perform these
two missions.
3. It is possible for a friendly stack of ground units to attack several
hexes containing enemy units in the same ground combat. However,
only one Close Air Support mission benefits a given ground attack.
4. A unit cannot contribute some Bombardment Points to the Close
Air Support mission and some to another mission in the hex. Any
excess Bombardment Points not used by the unit in this mission are
ignored. For example, a unit with a Bombardment Value of 4 could
only apply three of these points to the Close Air Mission; the fourth
point would be ignored.
5. A maximum of +4 can be applied to any die roll made to resolve
a given ground combat.
6. The Allied player faces restrictions when activating air units and
attack helicopters for Close Air Support missions (see 4.4 and 5.2).
ESCORT MISSIONS
(Combat air units and attach helicopters)
Escort missions allow units with better Air Combat
Values to accompany friendly units performing other combat missions and to protect them if an enemy Interception
mission is launched. Air units can escort other air units and
attack helicopters can escort other helicopters. If a units Air
Combat Value is not used while escorting other units, it may
be able to use its Bombardment Value (for combat air units
and attack helicopters) or Ground Combat Value (attack
helicopters) in the target hex. Once a unit has used its Air
Combat Value as an escort, it continues for the rest of the
mission in this role and can no longer use another combat
value. Escorts may be involved in air combat several times
in a turn if the stack they accompany is attacked by more
than one Interception mission.
REQUIREMENTS:
1. A maximum of four air units can be used for escort; these
units can be part of a joint mission formed from different air
facilities.
EXAMPLE OF CLOSE AIR SUPPORT: The Communist player activates
one attack helicopter based at Esteli (2115) for a Close Air Support
mission. He moves the helicopter to hex 1811 which contains a 1-2-4
Honduran ground unit. When the helicopter reaches the hex, the
Communist player announces that it will perform a Close Air Support mission (note that the helicopter could also perform a Bombardment Strike or Ground Combat Support mission in this hex). The
helicopter's Bombardment Value of 2 is applied to the mission. He
places a +2 Close Combat Support marker in the hex, which will
negate the —2 die roll modifier for the FSLN ground unit in hex
1912 attacking across a river hexside. The attack helicopter is
returned to a friendly, supplied hex after the mission is completed
and is rotated 180 degrees to indicate that it can perform no other
mission in the turn. During the Communist Ground Combat Phase,
the +2 modifier is applied to the combat resolution die roll.
2. One attack helicopter can be used for escort with other
helicopters.
3. Escorts can move up to their Movement Radius when
escorting other air units or helicopters on combat missions
and paradrop or helicopter assault Transport Strike missions.
They can move up to double their Movement Radius when
escorting other units on Transfer and some Transport Strike
missions (see 5.5 and 6.4).
4. Escorting air units must have either an "S" or "r Air Combat Value. An attack helicopter uses its "D" Air Combat Value.
PROCEDURE:
1. The player performing the air mission does not announce
which units are performing escort until the opposing player
announces an Interception mission.
2. As soon as the opposing player announces an Interception mission, the owning player designates up to four friendly
air units or one attacklelicopter to act as escort. These units
are moved aside from the units that are performing other air
missions, if any.
CENTRAL AMERICA, Conventional Rules Book: Page 26
3. The opposing player then forms his Interception mission
and places his Air Mission marker in the hex where the interception will occur.
4. Air combat is resolved between the opposing units. Step
losses from combat are applied to both sides' units.
5. The intercepting air units are immediately returned to air
facilities within their Movement Radius and are placed in the
"Used" space.
If air units were intercepted and received a retreat result
from air combat, they and their escorts must return to air
facilities unless the owning player is willing to take enhanced
losses (see 10.2). If the units take enhanced losses or did riot
receive a return result, they can continue their air mission,
and the escort units continue to move with them. If additional
Interception mission are launched against the friendly units,
only the unit(s) originally designated as escorts can be used
to resolve air combat. The escort(s) continues with the
friendly units until the stack is forced to abort or until the
air mission is completed. The air units return to air facilities
either from the hex where they were forced to abort their
mission or from the hex where they performed their air
mission.
If helicopters were intercepted and received a retreat
result from combat, the stack must immediately return to
friendly, supplied hexes within their Movement Radius, and
their counters are rotated 180 degrees. If the stack did not
receive a retreat result, it can continue its mission. The attack
helicopter continues to act as escort for the other helicopters
until the stack is forced to abort or until the air mission is
completed.
6. If the air mission is not intercepted, all air units in the
stack can use their Bombardment Values during the mission.
An attack helicopter can use its Bombardment Value or
Ground Combat Value in the same hex as the other helicopters it escorted.
7. At the end of a mission, escort air units are moved with
the other air units to air facilities within their Movement
Radius and they are placed in the "Used" space on the Air
Group Display.
At the end of a mission, an escort attack helicopter faces
several situations:
• If it moved more than its printed Movement Radius during
a Transfer or Transport Strike mission, it is rotated 180 as
are the other helicopters.
• If it moved its printed Movement Radius or less during a
Transfer or Transport Strike, it is rotated 90 degrees and
may move again up to its Movement Radius during the
Return to Base Phase. In either case, it is rotated 180
degrees at the end of this phase.
• If it performed an Aerial Counterinsurgency, Bombardment
Strike or Close Air Support mission in the target hex, it is
immediately returned to a friendly, supplied hex within
its Movement Radius and is rotated 180 degrees.
• If it performed an offensive Ground Combat Support
mission in the target hex, it is rotated 90 degrees until the
ground combat is resolved. If it is forced to leave the hex
after ground combat, it returns to a friendly, supplied hex
and is rotated 180 degrees. If the owning player wishes,
he can also have it return to a friendly, supplied hex during the Return to Base Phase and it is rotated 180 degrees.
If the attack helicopter can still perform a defensive Ground
Combat Support mission in the target hex, it remains in
the hex rotated 90 degrees.
Notes on Escort
1. Air units with "D" rated Air Combat Values cannot perform Escort
missions. Air units with "D" values never contribute their Air Combat Values in air combat when being escorted by other "S" and/or
T air units.
2. Air units with OT Air Combat Values cannot be escorts. They can
be escorted by "S" rated units (in which case they can be intercepted
x4
Allied
Air
Group
•
Air Combat
Value
1
•
Bombardment
Value
EXAMPLE OF ESCORT: Two Nicaraguan air units (an A-33 and P-61)
are activated to perform an Aerial Counterinsurgency mission
against a newly placed FDN insurgency unit in 2308. The stack
moves to hex 2309 where it is detected by the CIA EW/engineers
ground unit in Silca (21071, and the Allied player announces he will
perform an Interception mission.
The Communist player decides to use the A-33 unit (Air Combat
Value of 2"S") as the escort, since the P-61 can perform the Aerial
Counterinsurgency mission on its own. The Allied player has two
Honduran A-37's (each with an Air Combat Value of 1"S") at Silca
perform the Interception mission. The A-37's can perform the Interception mission because both they and the A-33 have "S" ratings for
their Air Combat Values. In the ensuing air combat, the Honduran
air units take a step loss and are forced to return to an air facility.
The Nicaraguan units move into hex 2308 and the Allied player
announces another Interception mission with two other A-37's based
in Silca. The Honduran air units are moved into 2308 and another
air combat is resolved. The A-33 continues its role as escort and
again it forces the Honduran units to abort. The P-61 successfully
completes its Aerial Counterinsurgency mission in the hex, and the
FDN insurgency unit is removed from the map. The Nicaraguan air
units are then returned to a friendly air facility and are placed in the
"Used" space on the Air Group Display.
by enemy "S" and T units) and T rated units (in which case they
can be intercepted only by enemy J units).
3. When an attack helicopter acts as escort, the single highest "D"
value in a stack is used when determining air combat ratios due to
Interceptions (see 6.3).
4. The activation limitations of air facilities and the lowest Movement Radius of any air unit must be taken into account when forming a joint mission.
5. The Allied player faces restrictions when activating air units and
attack helicopters to perform Escort missions (see 4.4 and 5.2).
GROUND COMBAT SUPPORT MISSIONS (Offensive)
(Attack helicopters)
An offensive Ground Combat Support mission allows attack helicopters to enter a hex occupied by enemy units and
contribute their Ground Combat Values to friendly ground
units in combat. An attack helicopter can perform both an
offensive and defensive Ground Combat Support mission in
CENTRAL AMERICA, Conventional Rules Book: Page 27
one turn (an offensive mission in the owning player's Ground
and Air Stage and a defensive mission in the opposing player's
Ground and Air Stage).
Nicaraguan attack helicopters can move to perform an
offensive Ground Combat Support mission during the Communist Ground and Air Stage and then it may remain in the
hex to perform a defensive mission during the Allied Ground
and Air Stage. Allied attack helicopters can perform a defensive Ground Combat Support mission during the Communist
Ground and Air Stage and then move to another hex to perform an offensive mission during the Allied Ground and Air
Stage. An attack helicopter can move only once per turn.
REQUIREMENTS:
1. The attack helicopter must have a Ground Combat Value
of "On or more printed on its counter (the Bombardment Value
is never used on this mission).
2. The attack helicopter contributes its value only to one
attack in ground combat made by friendly units per turn. One
or two attack helicopters can contribute to a single ground
combat.
3. A helicopter can contribute its Ground Combat Value to
friendly ground units only if those units are in supply.
4. Attack helicopters on this mission must move into the hex
containing the enemy ground units (and helicopters) that are
to be attacked. The target hex must be within their printed
Movement Radius.
PROCEDURE:
1. Attack helicopters that survive any enemy Interception
missions while moving or in the hex containing enemy
ground units (and attack helicopters) can perform their mission. The owning player declares his units are performing
an offensive Ground Combat Support mission. The attack
helicopters are rotated 90 degrees.
2. During the Ground Combat Phase, the owning player
adds in the attack helicopters' Ground Combat Values when
determining the initial combat ratio for the ground combat
(see 10.4). In addition to their Ground Combat Values, attack
helicopters provide the owning player with a one-column shift
in his favor when resolving ground combat.
3. After the ground combat is resolved, the attack helicopter(s) faces several possible situations, depending on
whether the hex it occupies has been vacated or not:
• If the hex is occupied by a friendly, supplied ground unit
which has pursued into the hex, one attack helicopter can
remain in this hex rotated at 90 degrees. Other helicopters
in the hex must return to friendly, supplied hex during the
Return to Base Phase and are rotated 180 degrees.
• If the hex still contains enemy ground units or if the hex
remains vacant, all helicopters must move to a friendly,
supplied hex during the Return to Base Phase, and they
are rotated 180 degrees. Attack helicopters take no step
losses when returning after an offensive Ground Combat
Support mission.
• The owning player can always have the helicopters return
to another friendly, supplied hex during the Return to Base
Phase; their counters are rotated 180 degrees.
Notes on Offensive Ground Combat Support
1. A stack of attack helicopter can never perform a Ground Combat Support mission in conjunction with a Aerial Counterinsurgency,
Bombardment Strike, or Close Air Support mission. An attack helicopter in a stack can be used as escort during air combat; if the stack
is not attacked, up to two attack helicopters can perform the Ground
Combat Support mission.
2. One attack helicopter can escort transport helicopters. If the stack
is not intercepted, the attack helicopter can perform a Ground Combat Support mission while the transport helicopters perform a
▪paradrop or helicopter assault in the target hex; the attack helicopter
could otherwise perform a Bombardment Strike or Close Air Support mission in the target hex.
3. An attack helicopter with a Ground Combat Value of 0 does not
contribute anything when determining the ground combat ratio, but
EXAMPLE OF OFFENSIVE GROUND COMBAT SUPPORT Two 3-3-4 FSLN
infantry brigades in hex 1910 are adjacent to a 2-3 4 Honduran infantry regiment in hex 1809. Two Nicaraguan attack helicopters
(Ground Combat Value of 2 for each) in Ocotal (hex 2012) undertake an offensive Ground Combat Support mission in support of the
upcoming ground combat. The Communist player moves the helicopters into hex 1910 to participate in the combat; the helicopters
are rotated 90 degrees. The combined combat value of the
Nicaraguan units is 10 (3 +3+2 +2 =10) for an initial combat ratio
of 3 to 1. In the ground combat, the helicopters also provide the
Communist player with a one-column shift in his favor.
The Honduran regiment takes a step loss and retreats; the Communist player advances one of his 3-3-4 brigades into the hex. This
unit is in supply and so one attack helicopter can remain in the hex
to perform a defensive mission during the Allied Ground and Air
Stage; the helicopter that remains stays rotated at 90 degrees. The
other helicopter must return to a friendly, supplied hex during the
Return to Base Phase and is rotated 180 degrees.
it does give the owning player a one-column shift in his favor. There
is a maximum of one column shift per combat, not one per helicopter
involved (see 10.4).
4. Helicopters moved to friendly, supplied hexes during the Return
to Base Phase cannot perform any other mission (including a defensive Ground Combat Support mission) for the rest of the turn.
5. The Allied player faces restrictions when activating helicopters
to perform Ground Combat Support missions (see 5.2).
6. In the Intervention Game, US AV-8B air units can perform Ground
Combat Support missions, but they do not give the Allied player a
one-column shift when resolving the ground combat (see 14.3).
6.3 Defensive Combat Air Missions
GROUND COMBAT SUPPORT MISSIONS (Defensive)
(A ttach helicopters)
Defensive Ground Combat Support missions allow one
attack helicopter to contribute its Ground Combat Value to
friendly ground units which are being attacked by enemy
ground units. An attack helicopter can perform a defensive
and offensive Ground Combat Support mission in the same
turn, but the helicopter cannot perform another mission.
Nicaraguan attack helicopters can move to perform an
offensive Ground Combat Support mission during the Communist Ground and Air Stage and may remain in the hex to
perform a defensive mission during the Allied Ground and
Air Stage. Allied attack helicopters can perform a defensive
Ground Combat Support mission during the Communist
Ground and Air Stage and then move to a hex to perform
CENTRAL AMERICA, Conventional Rules Book: Page 28
an offensive mission during the Allied Ground and Air Stage.
An attack helicopter can move into a hex only once per turn
to perform this mission.
REQUIREMENTS:
1. The attack helicopter must be in the same hex as friendly,
supplied ground units that are being attacked by enemy units.
2. If two or more attack helicopters occupy the same hex,
only one can contribute its Ground Combat Value. If attack
helicopters occupy different hexes that are all attacked in a
single ground combat, one attack helicopter per attacked hex
can add in its Ground Combat Value.
3. An attack helicopter must not have performed a different air mission in the turn (that is, its counter cannot be
rotated 180 degrees). An attack helicopter can perform one
Ground Combat Support mission (offensive or defensive) in
one player's Ground and Air Stage and the same mission
(defensive or offensive) in the other player's Ground and Air
Stage.
• If at least one defending ground unit remains in the hex,
the helicopter can remain in the hex with that unit. One
helicopter can remain in the hex per friendly, supplied
ground unit. The helicopters remain rotated at 90 degrees.
• If all friendly ground units in the hex were destroyed or
were forced to retreat, but no enemy ground unit enters
the hex, the helicopter immediately is moved to a friendly,
supplied hex that is within its Movement Radius. It is
rotated 180 degrees and can perform no other mission for
the rest of the turn.
• If an enemy ground unit has moved into the hex through
pursuit, the attack helicopter is immediately moved to a
friendly, supplied hex that is within its Movement Radius
and is rotated 180 degrees. In addition, the helicopter takes
one step loss in addition to any losses suffered by the
ground units.
Design Note: Retreat losses for helicopters represent
cumulative flak hits.
PROCEDURE:
1. When a ground attack is declared against a hex that contains friendly ground units and an attack helicopter, the
defending player declares that the helicopter is performing
a defensive Ground Combat Support mission. The helicopter
is either rotated 90 degrees or remains rotated 90 degrees.
2. The defending player adds in the attack helicopter's
Ground Combat Value when determining the ground combat ratio. If the ground combat involves multiple hexes, one
attack helicopter per hex can add in its Ground Defense Value.
In addition, the defending player receives a one-column shift
in his favor when resolving combat; he receives only one shift
in the combat, no matter how many helicopters are involved
in defending against the attack.
3. After the ground combat is resolved, the defending attack
helicopter(s) faces several situations:
EXAMPLE OF DEFENSIVE GROUND COMBAT SUPPORT: Two Nicaraguan
attack helicopters (each with a Ground Combat Value of 2) performed an offensive Ground Combat Support mission during the
Communist Ground and Air Stage, moving into hex 1911 which contained a Honduran 1-2-4 infantry battalion. The Honduran battalion
was forced to retreat, and a Nicaraguan 2-3-4 infantry brigade involved in the combat pursued from hex 1912 into the vacated hex.
One of the Nicaraguan attack helicopters was allowed to remain in
the hex, since the infantry brigade was friendly and was in supply.
• The owning player can always have the helicopter move
to another friendly, supplied hex during his Return to Base
Phase. It is rotated 180 degrees.
If there are several helicopters, attack and transport, in
a hex or hexes that were attacked, they must abide by the
above restrictions for remaining in the hex or moving to a
friendly, supplied hex. Only one attack helicopter takes a step
loss, however, no matter how many were involved in the
combat. All helicopters that retreat are rotated 180 degrees.
Notes on Defensive Ground Combat Support
1. An attack helicopter performing a defensive Ground Combat Support mission is never subject to enemy Interception missions.
2. An attack helicopter with a Ground Combat Value of 0 does not
contribute anything when determining the ground combat ratio, but
it still gives the owning player a one-column shift in his favor.
Its counter was rotated 90 degrees, and it remained in the hex to
perform a defensive Ground Combat Mission during the Allied
Ground and Air Stage. The other attack helicopter moved to hex
2012 during the Communist Return to Base Phase and was rotated
180 degrees.
During the Allied Ground and Air Stage, the Allied player commits two Honduran 2-3-4 infant?), regiments and a US 9th Light Infantry Division attack helicopter (Ground Combat Value of 3) to
attack the Nicaraguan 2-3-4 brigade in 1911. The US helicopter
moves into the hex containing the Nicaraguan brigade and attack
helicopter and is rotated 90 degrees. The Nicaraguan helicopter can
now perform a defensive Ground Combat Support mission, since its
counter has been rotated only 90 degrees. The combined attack value
of the Allied units is 7 (2+2+3= 7), and the combined defense value
of the Nicaraguan units is 5 (3+2=5). The initial combat ratio is
1-to-1. The ground combat is resolved. Each player receives a onecolumn shift in his favor for the helicopters, which cancel each other out.
Suppose that the attack forces the Nicaraguan brigade to retreat.
The Nicaraguan attack helicopter would also have to retreat to a
friendly, supplied hex. If one of the Honduran ground units pursues
into the vacated hex, the Nicaraguan attack helicopter would take a
step loss when retreating. After retreating, the helicopter is rotated
180 degrees. The US helicopter can remain in the hex if the
Honduran unit pursues (remaining rotated at 90 degrees); if the
Honduran unit does not pursue, it would have to move to a friendly,
supplied hex during the Return to Base Phase and be rotated 180 degrees.
Now suppose the Nicaraguan brigade won battle, forcing the
Honduran units to retreat. The Nicaraguan brigade as the defender
cannot pursue after combat. The US helicopter would have to move
to another friendly, supplied hex during the Return to Base Phase,
but it would not take a step loss doing so. It would be rotated 180
degrees after moving.
Note that in the above example, the US attack helicopter could
have been used in a defensive Ground Combat Support mission during the Communist Ground and Air Stage, in which case it could
only perform an offensive mission during the Allied Ground and Air
Stage. The counter would be rotated 90 degrees after the defensive
mission; it could then move to an enemy-occupied hex within its
Movement Radius to perform its offensive mission.
CENTRAL AMERICA, Conventional Rules Book: Page 29
3. A helicopter that moves to a friendly, supplied hex forfeits its
ability to perform any other mission (including an offensive Ground
Combat Support mission) for the rest of the turn.
4. An Allied helicopter that performs this mission during the Communist Ground and Air Stage can move up to its Movement Radius
to perform an offensive Ground Combat Support mission during the
Allied Air and Ground Stage. It can perform no other kind of mission
(including escorting transport helicopter).
5. In the Intervention Game, US AV-8B air units can perform Ground
Combat Support missions (see 14.3).
INTERCEPTION MISSIONS
(Combat air units)
Interception missions are used to attack enemy air and
helicopter units while they move and is intended to prevent
enemy air missions from reaching their target. Air units from
different air facilities can combine in a joint Interception
mission. Helicopters can never perform these missions.
Interception missions occur during the opposing player's
phases (Aerial Counterinsurgency, Air Mission, and Helicopter Transport Phases) after he activates air units or helicopters and moves them across the map. An air unit can perform
one Interception mission per turn, and it is placed in the
"Used" space on the Air Group Display as soon as the air combat is resolved.
Before an Interception mission can be launched, the
enemy air units must first be detected by EW or AWACS units
or by Masaya. It is possible that enemy air units may be
detected several times by different electronic warfare
methods. Each time the enemy air units enter a hex that is
within the detection range of a friendly electronic warfare
unit, an Interception mission can be launched against them.
An• Interception mission can also be launched at the
moment enemy air or helicopter units enter a hex containing a friendly Air Group marker (even if this hex is not the
target of the enemy air units). There must be air units in the
"Available space for the air facility and these units must be
able to intercept the units that enter the hex.
Interception missions cannot be intercepted. Intercepting units are never subject to air defense attacks. Only one
Interception mission can be launched at a time (although it
can be a joint mission), and it must be resolved before another
mission can be undertaken.
REQUIREMENTS:
1. The distance at which air units can perform Interception
missions against enemy air units depends on the detection
range and proximity of friendly electronic warfare units:
• For the Allied player, a US AWACS air unit has a 10-hex
detection range. Communist air units that move within 10
hexes of the AWACS unit are detected for interception, and
Allied air units at air facilities within 10 hexes of the
AWACS unit can perform Interception missions.
• For the Communist player, Masaya (2220) acts like an
AWACS unit while the hex is undamaged, and it has a
10-hex range. Allied air units that move within 10 hexes
of Masaya are detected for interception, and communist
air units at air facilities within 10 hexes of Masaya can perform Interception missions.
• An EW air unit at an air facility or a CIA EW/engineers
ground unit has a 3-hex detection range. Enemy air units
that move within 3 hexes of the EW-capable unit are detected for interception. Friendly air units based at air
facilities within 3 hexes of the EW unit can perform Interception missions.
• If enemy air units are not detected by AWACS or EW units,
they can be intercepted only when they enter a hex containing a friendly Air Group marker (friendly air units must
be in the "Available space).
2. Helicopters are not directly detected for Interception
mission by EW or AWACS units. Instead, enemy helicopters
are detected if they move into a hex containing friendly
regular ground or insurgency units and the ground units are
within the detection range of a friendly EW unit (3 hexes)
or an AWACS unit/Masaya (10 hexes). Do not count the hex
containing the EW/AWACS unit or Masaya when determining range. Enemy helicopters are also detected when they
move into a hex containing a friendly Air Group marker.
3. Air units can perform only one Interception per turn, but
enemy units can be attacked several times in a turn by different Interception missions. Each time the enemy units enter
a hex in which they are detected, they are subject to an Interception mission.
4. Air units from different air facilities can combine to form
a joint Interception mission. A maximum of 4 combat air units
and one EW air unit can take part in an Interception mission.
5. The hex where the Interception mission will occur must
be within the Movement Radius of all intercepting air units.
6. Air units that will perform the Interception mission must
have an Air Combat Value rating that allows them to intercept:
• Air units with a "r Air Combat Value of 1 or more can perform Interception missions against all other air units and
helicopters.
Air
units with an "S" value of 1 or more can perform Inter•
ception missions against all other "S" and "D" rated units;
they cannot intercept a stack of enemy units composed entirely of "r rated units. "S" rated air units can attack a stack
containing "r units and "S" and/or "D" units. The "S" rated
intercepting units can inflict step losses on enemy "J" units
in this case (the enemy "r unit will probably be escorting
the other units).
• Air units with "D" values can never perform Interception
missions.
PROCEDURE:
1. When enemy air and helicopter units are detected, the
intercepting player can declare an Interception mission. The
enemy units temporarily stop movement in the hex the
occupy when the mission is declared.
2. The opposing player announces which units, if any, will
act as escorts, and he separates these units from any other
units in the stack.
3. The intercepting player sets his intercepting air units
aside. He places his Air Mission marker on the map in the
hex with the enemy Air Mission marker or helicopters. Intercepting air units are not subject to enemy air defense attack or enemy Interception missions.
4. When the opposing units are in the same hex, the players
resolve air combat between the opposing units (see 10.2)
Combat results are immediately applied.
5. Surviving interception air units are immediately returned
to a friendly air facility within their Movement Radius and
are placed in the "Used" space on the Air Group Display.
6. Enemy units that abort their mission are immediately
returned to air facilities within their Movement Radius and
are placed on "Used" spaces on the Air Group Display. Enemy
air units that were not forced to abort their mission continue
moving to the target space and are subject to additional Interception missions (enemy air units are also subject to air
defense attacks).
Notes on Interception
1. The US E-3 AWACS unit never joins in air missions and remains
at the air facility where it is based. EW air units can take part in
an Interception mission and provide a die roll modifier in the air
combat. Once an EW unit is placed in a "Used" box, it no longer provides the owning player its EW capability for the remainder of the
turn (see 4.7).
2. The detection range for Masaya is printed on the map. In the Conventional Game, Masaya cannot be repaired if it is damaged or
destroyed. In the Intervention Game, Masaya's EW capability can
be suppressed (see 14.5).
CENTRAL AMERICA, Conventional Rules Book: Page 30
3. A stack composed entirely of OT air units is eliminated if it is
intercepted by enemy T air units. If stacked with other °S° or T units,
the 01" units contribute nothing when determining the ratio for the
air combat, but they do count when determining the Intensity Level
(see 10.2).
4. When air units intercept enemy units, the hex where the air combat will be resolved must be within the lowest Movement Radius of
any unit in the intercepting stack.
5. A stack of enemy units that suffers a return result from air combat can still continue its mission if the owning player takes enhanced
losses (see 10.2). Intercepted helicopters that receive a return result
must immediately abort their mission.
6. The Allied player faces restrictions when activating air units to
perform Interception missions (see 4.4).
7. In the Intervention Game, US Navy E-2 AWACS units are deployed
in AWACS Detection Boxes and project a 10-hex detection range from
these boxes. Unless the optional AWACS rule in 18.7 is being used,
all Allied air units can use the US Air Force E-3 and the US Navy
E-2 for detecting enemy units, forming joint air missions, and receiving die roll modifiers.
8. In the Intervention Game, communist air units can perform Interception missions against US Marine air units during the Allied
Reaction Air Mission Phase (see 14.4).
EXAMPLES OF INTERCEPTION: The Allied player has a CIA EW/
engineers ground unit in Tegucigalpa (1710) with two Honduran
A-37 air units. The Communist player launches a Close Air Support
mission from Esteli (2115) with a P-61 (Air Combat Value of 1"D")
and an escorting Y-28 (a value of 17"). When he moves his Air
Mission marker into hex 1812, which is within 3 hexes of
Tegucigalpa, the Allied player announces an Interception mission.
6.4 Transport Missions
There are two kinds of transport missions: transfer and
transport strike.
TRANSFER MISSIONS
(All air units and helicopters)
Transfer missions are used to move air units from one
air facility to another and helicopters from one friendly, supplied hex to another. Transferring units cannot perform
attacks during their movement; they can be escorted during
a transfer.
REQUIREMENTS:
1. The air facility to which transferring air units move or
the friendly, supplied hex to which tranferring helicopter
move must be within double the units' Movement Radius.
2. The air facility to which.the air unit is moving must be
friendly and functioning (it cannot be captured or destroyed,
but it may be contested). The hex to which the helicopter
is moving must be friendly and supplied. Transport units can
be escorted throughout this mission.
3. Air units can form joint missions with units from different
air facilities. The air facility to which the stack moves must
be within double the lowest Movement Radius of any unit
in the stack.
4. When performed during the Air Mission Phase by air units
based at facilities on the map, the units must be in the 'Available" space of the Air Group Display. Helicopters on the map
cannot have performed a mission previously in the turn.
PROCEDURE:
1. The owning player sets the air unit(s) aside and places
the Air Mission marker on the map in the hex containing the
air facility. Helicopters begin their movement from the space
where they are located.
2. The Air Marker or stack of helicopters is moved across
the map to the new air facility (air units) or friendly, supply
hex (helicopters). Air units are subject to enemy air defense
attack and Interception missions as they move, while helicopters are subject to enemy Interception missions only.
3. Transferring air units that receive a return result from air
combat must return to the air facilities from which they
The Communist player declares that the Y-28 will provide escort.
The "S" rated A-37's are allowed to intercept because of the "D"
rated P-61 in the Nicaraguan stack.
The Allied player decides to commit both A-37's (each with an
Air Combat Value of 1) to the Interception mission. He takes the
A-37's from the Air Group Display and sets them aside, and then he
places his Air Mission marker in hex 1812; he does not have to
trace out a path across the map because his units cannot be
attacked by communist air defense or Interception missions. Air
combat is resolved between the A-37's and the Y-28.
In a different situation, the Allied player has two US F-15's and
an F-16 (all are rated 7") based in Tegucigalpa. He decides to perform a Bombardment Strike mission against the airstrip in Esteli
(2115). When the US units reach hex 1912, the Communist player
can declare an Interception mission, if he has 7 rated air units
available, because the US units are now within 10 hexes of Masaya.
The US units can be attacked by intercepting communist 7 rated
air units in each hex they move into on the way to Esteli. If Masaya
is damaged, then the US units can be detected for interception by
communist EW air units or in Esteli itself if communist 7 rated air
units are based there. Note that the US units cannot be intercepted
by Nicaraguan "S" rated units.
In a third situation, the Communist player launches a Close Air
Support mission into hex 3106. The Allied'player has one Honduran
A-37 unit in Rus Rus (3107), but no electronic warfare unit at the
air facility or within three hexes of it. The communist Air Mission
marker moves across the map to hex 3106 without entering 3107
and the air units perform their mission. The Allied player cannot
launch an Interception mission because he lacks an electronic
warfare unit. If the FSLN units had entered Rus Rus, then the Allied
player could perform an Interception mission in that hex if the communist stack contains "D" or "S" units.
started, unless the owning player is willing to take enhanced
losses to continue the mission (see 10.2). Transferring helicopters that receive a return result from air combat must immediately return to the hex from which they began moving;
they are rotated 180 degrees and can perform no other function for the remainder of the turn.
4. Air units that reach a new air facility on the map already
containing an Air Group marker are placed in the *Used" space
for that facility on the Air Group Display. If there is no marker
on the map in the new facility, an available marker is placed
in the hex and the air unit(s) is placed in the "Used" space
on the Air Group Display.
Transferring helicopters (including escorting attack
helicopters) that move beyond their printed Movement
Radius are rotated 180 degrees in the new hex. If the friendly,
supplied hex to which they moved is within their printed
Movement Radius, any escort attack helicopters are rotated
90 degrees and may move to another friendly, supplied hex
within their Movement Radius during the Return to Base
Phase (it is rotated 180 degrees at the end of this phase
whether it moves or not); other than the escort helicopters,
the other transferring helicopters are immediately rotated 180
degrees when they reach the new hex.
Notes on Transfer
1. Some air units at an air facility that is captured are allowed to
make Transfer missions at the moment the facility is captured. These
units are not subject to Interception missions or air defense attacks
while they move (see 4.3).
2. To intercept transferring units, the air units that will take part
must have an Air Combat Rating that allows them to attack the enemy
units (see 6.3).
3. To create a new Air Group for transferring air units, the owning
player must have an Air Group marker available; otherwise, the transfer cannot take place (see 4.3).
4. Transferring air units must abide by the capacity of the air facility
to which they move. They cannot transfer to an air facility whose
capacity will be exceeded by additional air units.
5. The Allied player faces restrictions when activating air units and
helicopters for Transfer missions (see 4.4 and 5.2).
6. In the Intervention Game, US air unit reinforcements may enter
by Transfer mission. They can form joint missions with other air
units already on the map when they enter the map.
CENTRAL AMERICA, Conventional Rules Book: Page 31
TRANSPORT STRIKE MISSIONS
(Transport air units and helicopters)
Transport Strike missions are used to move ground units
and Supply Depots across the map. Transport air units can
move units and supply from one air facility to another and
can perform paradrops. Transport helicopters have the
additional ability to perform helicopter assaults.
Transport air units perform Transport Strikes only during the player's Air Mission Phase. Transport helicopters perform paradrops and helicopter assaults during the Air Mission
Phase, but they can transport units and supply in both the
Air Mission Phase and the Helicopter Transport Phase.
Escort air units can accompany transport air units. One
attack helicopter can escort other helicopters in the Air
Mission and Helicopter Transport Phases.
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REQUIREMENTS:
1. The air unit (s) to be used must be one of the following
types: AN-2, C-47, C-123, C-130, C-141, and IL-76.
2. Air units transporting ground units and supply must begin
and end their movement in a friendly air facility; they must
be in the "Available" space on the Air Group Display. They
perform Transport Strike missions during the Air Mission
Phase.
3. Helicopters transporting ground units and supply must
begin and end their movement in a friendly, supplied hex.
They must not have performed another mission previously
in the turn.
4. Helicopters can perform Transport Strike missions (including paradrops and helicopter assaults) during the Air Mission
Phase. During the Helicopter Transport Phase, transport
helicopters can move units and supplies across the map, but
they cannot perform paradrops and helicopters assaults in
this phase. Each helicopter can perform only one transport
mission per turn.
5. Transport air units and helicopters must abide by their
Load Capacities when transferring units.
PROCEDURE:
1. The ground unit or supply depot to be transported must
begin the phase in the hex with the transporting unit. A
ground unit cannot move in the same turn in which it will
be transported. A Supply Depot can be created during the
Supply Phase and can be transported during a later phase.
2. If air units are being used, the ground unit or Supply
Depot is placed under the Air Mission marker in the hex
where the air facility is located. If helicopters are being used,
the unit or depot is placed under the helicopters.
3. The Air Mission marker is moved across the map and is
subject to enemy air defense attack and Interception missions
as they move. Helicopters are subject to Interception missions only.
4. If an air unit or helicopter suffers adverse combat results
from enemy air defense attack or an Interception mission,
the units they transport may also suffer losses. Air units that
abort a mission are returned to friendly air facilities within
their Movement Radius from the hex where they aborted
their mission; the air units are placed in "Used" spaces on the
Air Group Display, and the load they carried is placed back
on the map. Helicopters that abort their mission are returned
to a friendly, supplied hex within their Movement Radius and
are rotated 180 degrees.
5. Transport air units that reach their target hex either
unload their ground unit or Supply Depot at the new air
facility hex or they paradrop their load into a target hex.
Transport helicopters in addition can perform helicopter
assaults in a target hex.
6. What the unit does after it completes its mission depends
on which phase the mission occurred in and how far the unit
moved.
Air Unit Transport: During the Air Mission Phase, transport air units can move up double their Movement Radius
to move a load from one friendly air facility to another. Units
that move beyond their printed Movement Radius to reach
the new air facility are immediately placed in the 'Used" space
on the Air Group Display.
If the transport air unit moved to a friendly air facility
that is within its printed Movement Radius, it unloads its
cargo in the hex. The unit can either remain in the hex containing the facility or it can immediately be moved to another
air facility within it Movement Radius. An Air Group marker
is placed on the map if the transport air unit is moved to a
facility that does not already possess a marker. The air unit
is placed in the "Used" space on the Air Group Display.
An air unit used to paradrop a ground unit or Supply
Depot moves to the target hex, which must be within the
unit's Movement Radius. The hex must contain Clear or Rough
terrain. The paradrop procedure is followed to land the unit
or depot (see below), and the transport air unit is immediately returned to a friendly air facility within its Movement
Radius. The air unit is placed in the "Used" space on the Air
Group Display.
Helicopter Transport: During the Air Mission Phase and
Helicopter Transport Phase, a transport helicopter can move
up to double its Movement Radius to move a ground unit or
Supply Depot from one friendly, supplied hex to another. If
it moves beyond its printed Movement Radius, the helicopter
must remain in the hex to which it moved and its counter
is rotated 180 degrees to indicate that it cannot move later
in the turn. If it moves up to its Movement Radius, its counter
is rotated 90 degrees and it can move to another friendly, supplied hex during the Return to Base Phase; it is then rotated
180 degrees.
A transport helicopter can move its load to a Clear or
Rough hex in an enemy Zone of Control if there is a friendly
ground unit in the hex. Since this is not a paradrop or helicopter assault, the procedure using the Paradrop and Helicopter Assault Table is not used (see below). If it moves its load
from one friendly, supplied hex to another, the hex can be
in an enemy Zone of Control (if the hex is occupied by enemy
ground units, a paradrop or helicopter assault must be performed). The friendly, supplied hex can be in any type of
terrain.
During the Air Mission Phase only, transport helicopters
can move up to their Movement Radius to perform paradrops
and helicopter assaults (see below). The transport helicopter
is rotated 90 degrees. During the Return to Base Phase, the
helicopter may either stay in the hex it occupies if it is a
friendly, supplied hex, or it may return to another friendly,
supplied hex within its Movement Radius. In either case, it
is rotated 180 degrees during the Return to Base Phase.
Notes on Transport Strike
1. Interception missions can be launched against Transport Strike
missions if the air units involved have an Air Combat Value rating
that allows them to intercept the transport mission.
2. Transport air units can enter damaged and contested air facilities to unload (see 4.3). The Transport Strike mission has no effect
on the activation limit of the facility.
3. Transport air units must always begin and end their activation
at a friendly air facility.
4. Allied transport units (air and helicopter) can move US ground
units to a captured Nicaraguan air facility the turn after it becomes
operational (that is, after the Air Group marker is no longer rotated
at 180 degrees). Other Allied ground units may be allowed to enter
the hex if a scenario allows them to enter Nicaragua.
5. Transport units can enter hexes containing enemy Air Group
markers only to perform paradrops and helicopter assaults. The transport missions may be subject to enemy air defense attack and an
Interception mission in the hex.
CENTRAL AMERICA, Conventional Rules Book: Page 32
6. If a stack of transport helicopters is used to move a large load
to a hex that is not friendly and supplied, some or all of the units
may be out of supply in the next Supply Phase if no supply line can
be traced into the hex (see 9.4). Only paradrop and helicopter assault
units are in supply after a successful Transport Strike mission; other
units moved by transport must trace supply lines.
7. CIA helicopters have both transport and attack capability (see 5.6).
8. The Allied player faces restrictions when activating air units and
helicopters for Transport Strike missions (see 4.4 and 5.2).
9. In some scenarios of the Intervention Game, the Allied player
is allowed to use Transport Strike missions to bring on US reinforcements from a mapedge during the Allied Air Mission Phase and then
to exit the map to bring on additional reinforcements. Only US C-130
and C-141 air units can leave the map and return. Allied C-47 and
CMA C-123 air units can never leave the map to bring on US reinforcements. No transport helicopter can ever leave the map once it
has been brought on (unless it is part of a US withdrawal from the
map; see 15.6).
PARACH
UNIT T
STEP
PARADROPS
During the Air Mission Phase, transport air units or
helicopters can move up to their Movement Radius to
paradrop a Supply Depot into a hex containing friendly
ground units in any terrain or into an unoccupied hex in Clear
or Rough terrain. Transport units can also paradrop
parachute-capable ground units into an unoccupied hex or
a hex containing enemy ground units; the hex must be either
Clear or Rough terrain. While an air unit is moving to the
target hex, it is subject to enemy air defense attack and
Interception missions; helicopters are subject to Interception
missions only.
If the target hex contains no enemy ground units and is
not in an enemy ZOC, the paradrop automatically succeeds
and the parachute unit and/or Supply Depot is placed on the
map. If the target hex does contain enemy ground units or
is in an enemy ZOC, the player performing the paradrop must
roll on the Paradrop and Helicopter Assault Table. A + 1 die
roll modifier is applied if loads paradrop into a hex in an
enemy ZOC, and a +2 modifier is applied if they paradrop
into a hex containing one or more enemy ground units (the
modifiers are not cumulative).
The player adds up the Defense Values of all enemy
ground units either exerting a ZOC into the paradrop hex or
occupying the hex. He rolls the die and cross-references the
modified die roll with the combined Defense Value of the
enemy units. A result of "-" means no effect and the paradrop
succeeds without step losses. A result of "1" or "2," indicates
that the units dropped into the hex take 1 or 2 step losses.
A single parachute ground unit is eliminated on a result of
2; if several parachute ground units are involved, the owning player can split up a 2 result between two ground units
as he wishes. A Supply Depot marker can be used to absorb
one step loss, but the marker is considered destroyed and
is removed from the map.
When performing paradrops, the transport air units or
helicopters involved never take step losses on the Paradrop
and Helicopter Assault Table. Air units are returned to air
facilities within their Movement Radius from the paradrop
hex as soon as the paradrop is completed. A transport helicopter remains in the paradrop hex until ground combat in the
hex (if any) is resolved; the counter is rotated 90 degrees. During the Return to Base Phase, the helicopter can remain in
the hex if a friendly, supplied ground unit occupies the hex;
otherwise, the helicopter returns to another friendly, supplied
hex. In either case, the helicopter is rotated 180 degrees at
the end of this phase.
Paradrops can occur in hexes containing Clear and Rough
terrain only. Supply Depots can be paradropped into hexes
containing cities, but not parachute-capable ground units.
Paradrops can be made into hexes containing Entrenchment
and Fortification markers; if the defending ground units in
either of these hexes is not eliminated (ground units are never
forced to retreat from Entrenchments or Fortifications; see
EXAMPLE OF PARADROP: During the Air Mission Phase, the Communist player decides to use his FSLN 2-2-4 parachute infantry
battalion to make a paradrop into hex 1611 to cut off the retreat
route of a 2-3-4 Honduran infantry regiment in hex 1712. The
parachute battalion and a transport helicopter (Load Capacity of 2)
begin the turn in Somotillo 118151. The helicopter moves to hex 1611
without being detected for an Allied Interception mission.
The Honduran 2-3-4 regiment is the only enemy unit that exerts
a ZOC into 1611. The Communist player rolls a 4 and applies a +1
die roll modifier for paradropping into a hex in an enemy ZOC.
Cross-referencing the modified roll of 5 with the "3-4" column on the
Paradrop and Helicopter Assault Table, the result is I. The
parachute battalion must take one step loss, and then it is placed in
1611. The helicopter does not take a step loss because transport
units performing paradrops never take step losses. It is rotated 90
degrees in the hex until the Return to Base Phase. If after ground
combat is resolved, the helicopter could remain in the hex or it could
be returned by the Communist player to a friendly, supplied hex. In
either case, it would be rotated 180 degrees at the end of this phase.
Note that the parachute battalion could not paradrop directly
into hex 1712 because it is a Forest hex, and paradrops can occur
only in Clear and Rough hexes.
10.5), the paradropped unit must retreat from the hex, even
if not forced to as a result of combat, and takes an additional
step loss.
Parachute-capable units are in supply throughout the turn
in which they are paradropped and throughout the next turn.
The owning player places an In Supply marker on his units
in the hex (assuming the units survive the drop and any
ground combat). Thus it is possible for helicopters to remain
in the hex with paradropped units, since the hex is friendly
and supplied. The In Supply marker is removed during the
End of Turn Stage in the turn after the units were paradropped, and the units must trace a supply line normally in
subsequent turns.
Notes on Paradrop
1. Note that it is possible for a unit to transport both a ground unit
and a Supply Depot in the same mission if the unit has sufficient
Load Capacity. Both the ground unit and Supply Depot must be trans-
CENTRAL AMERICA, Conventional Rules Book: Page 33
ported to the same hex. A ground unit and Supply Depot cannot be
paradropped into a city because the ground unit cannot perform this
mission in a city hex.
2. A paradrop in a hex containing an enemy Air Group marker is
subject to interception by air units at the facility and air defense attacks before the paradrop occurs.
3. A paradrop that occurs in an enemy-occupied hex has +2 die roll
modifier applied; enemy units adjacent to the drop hex are not taken
into account when determining the Defense Value to be applied to
the die roll on the Paradrop and Helicopter Assault Table.
4. It is possible for a hex to contain both units possessing an In Supply marker (those that entered via paradrop) and units possessing
an Out of Supply marker (those that were out of supply before the
paradrop occurred). The owning player should keep the appropriate supply markers atop the two different units. A paradrop does
not automatically supply all units in a hex.
5. The Allied player faces restrictions when activating air units or
helicopters to perform paradrops (see 4.4 and 5.2).
HELICOPTER ASSAULTS
Transport helicopters can move all parachute-capable
units, special forces units, US Marine infantry ground units,
and the US 6th Air Cavalry cavalry battalion into Clear and
Rough terrain hexes to perform helicopter assaults. If Load
Capacity allows, one or more Supply Depots can accompany the ground units.
If the hex does not contain enemy units and is not in an
enemy ZOC, the assault automatically succeeds. If the hex
contains enemy ground units or is in an enemy ZOC, the owning player must roll on the Parachute and Helicopter Assault
Table. No modifier is applied if the assault occurs in a hex
in an enemy ZOC; a +2 die roll modifier is applied to this
roll if the units assault a hex occupied by enemy ground units.
A result of "-" on the table means the assault succeeded
without step loss; a result of "1" or "2" means the assaulting
units take one or two step losses, respectively. Transport
helicopters take a similar number of step losses equal to the
step losses suffered by the ground units. The owning player
can split up step losses as he wishes. A Supply Depot can
be used to absorb one step loss, and the marker is removed
from the map.
Helicopter assaults can take place in Clear and Rough
terrain hexes. They can be performed in hexes containing
cities or an Entrenchment or Fortification; the transported
units must retreat and take one step loss if a defending ground
unit still occupies the hex after ground combat is resolved
and they are eliminated in they cannot retreat (see 10.5). As
with paradrops, a ground unit is in supply through the turn
it enters the hex via helicopter assault and throughout the
next turn; an In Supply marker is placed on the assault units
and is removed during the End of Turn Stage in the turn after
the assault was made. The units must trace a supply line
normally in subsequent turns.
The helicopter that performed the assault remains in the
hex until ground combat (if any) is resolved in the hex. Its
counter is rotated 90 degrees. During the Return to Base
Phase, the helicopter can remain in the hex if a friendly, supplied ground unit also occupies the hex; otherwise, it returns
to another friendly, supplied hex. In either case, it is rotated
180 degrees.
Notes on Helicopter Assault
1. A helicopter assault in a hex containing an enemy Air Group
marker is subject to interception by air units at the facility before
the assault takes place.
2. CIA helicopters can perform both a helicopter assault and a combat
mission when activated (see 5.6).
3. It is possible for a hex to contain both units possessing an In Supply marker (those that entered via helicopter assault) and units
possessing an Out of Supply marker (those that were out of supply
before the assault occurred). The owning player should keep the
appropriate supply markers atop the two different units. A helicopter
assault does not automatically supply all units in a hex.
4. The Allied player faces restrictions on activating helicopters for
helicopter assaults (see 5.2).
EXAMPLE OF HELICOPTER ASSAULT: During the Allied Air Mission
Phase, the Allied player decides to perform a helicopter assault with
two 3-2-4 US Marine infantry battalions which began the turn
stacked in hex 1612 with two Marine transport helicopters. In addition, the Allied player also decides to include a Supply Depot in the
hex with the assault. The target of the assault is a 3-3-4 Nicaraguan
infantry brigade in Somotillo 0814 The US units move to hexes
1613, 1614, 1715, and into 1815; when they enter 1815, they can be
intercepted, but all communist air units have already been used in
the turn.
The Allied player must roll on the Parachute and Helicopter
Transport Table. He rolls a 3 and applied the +2 die roll modifier
for making a helicopter assault into an enemy-occupied hex, for a
modified die roll of 5. He cross-references the modified die roll with
the "3-4" column and finds that the result is "1." The Allied player
decides to have the Supply Depot take the step loss, and it is
removed from the map. In addition, one of the transport helicopters
must take a step loss. The helicopters remain in the hex until the
Return to Base Phase.
TRANSPORT LOAD CAPACITIES
The Air Load Transport Chart indicates by air unit and
helicopter type any restrictions to loads that can be carried,
the Load Capacity of each type, and the type of air facility
(if any) the unit can land at. Several transport units of the
same type (air or helicopter) can combine to provide enough
Load Capacity to move something that one unit alone could
not carry. Transport units can never transport other air or
helicopter units.
On the chart, "Load Restriction? indicate which kinds
of ground units the air unit or helicopter can transport. All
transport units can carry Supply Depots. "Full Load Capacity'
is the number of load points the unit can carry when it is
on its full-strength side, and 'Half Load Capacity' is the number it carries after it takes a step loss. "Air Facility Landing
Restriction" indicates whether the unit can use airstrips or
airports during the mission (for example, a C-141 must begin
and end its movement at an airport and can unload only at
an airport).
Each unit in the game is rated in size as to how many
Load Points it costs to move the unit by air or helicopter transport. Note that it costs fewer Load Points to move a ground
unit after it has taken a step loss.
CENTRAL AMERICA, Conventional Rules Book: Page 34
Damage to Transport Units and Their Loads: If a transport air unit or helicopter suffers damage from enemy air
defense or Interception, whatever the unit is transporting may
also suffer a loss. If a transport unit suffers damage from
enemy air defense or Interception, whatever the unit is transporting may also suffer a loss. A transport unit is destroyed
when it takes two step losses (one step loss destroys the AN-2),
and whatever it is transporting is also destroyed. A halfstrength unit that suffers a step loss is destroyed along with
its load. A full-strength transport unit that takes one step loss
is flipped to its half-strength side, and whatever it is carrying must still be within the unit's reduced Load Capacity. If
the object being transported is worth more Load Points than
the damaged transport unit can carry, the owning player must
either have the load take a step loss or eliminate it, as long
as the reduced Load Capacity of the transport unit is not
exceeded.
If several transport units combine to carry a large ground
unit and the transport units take step losses, the ground unit
must also take a step loss or be eliminated to meet the reduced
Load Capacity of the transport units.
Notes on Load Capacity
1. Salvadoran and Honduran C-47's have a Load Capacity of 2 on
their full-strength side. Other C-47s have a capacity of 1.
2. Step losses to transport units may occur from Interception missions, air defense attacks, and the Paradrop and Helicopter Assault
Table. The transported ground units or Supply Depots must meet
the Load Capacity of their transport units throughout the mission.
Transport air units performing a paradrop can continue the mission
after receiving a return result from air combat if the owning player
USAF
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SUPPLY
DEPOT
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Load Capacity
A full-strength C-141 (with a Load
Capacity of 3) carries a US parachute infantry battalion (2 Load
Points) and a Supply Depot (1 Load Point). During movement the
C-141 is intercepted and takes a step loss; its reduced Load Capacity
is 2. The Allied player must either eliminate the Supply Depot or
have the parachute infantry battalion take a step loss to meet the
reduced Load Capacity of the C-141. If the C-141 takes two step
losses, it is eliminated as are the US battalion and the Supply Depot.
EXAMPLE OF LOAD CAPACITY:
is willing to take enhanced losses (see 10.2); the load being transported must also take losses, as necessary, to meet a reduced Load
Capacity. Helicopter assaults that are intercepted and receive a return
result must abort their mission. The units in the mission return to
a friendly, supplied hex, the helicopters are rotated 180 degrees, and
the load is placed on the map.
3. Air units that will intercept transport missions must have the
appropriate Air Combat Value rating to attack the units (see 4.1).
4. The Allied player faces restrictions on activating air units and
helicopters from transport missions (see 4.4 and 5.2). Unless specified in a scenario, transport air and helicopters of El Salvador and
Honduras can never combine to carry a load. Also, combat air units
of one country cannot be used as escorts for transport units of the
other country.
5. In scenarios where they appear, the FSLN Treasury and Government markers each has a Load Point cost of 1. In the Intervention
Game, an 82nd Air Supply marker has a Load Point cost of 4.
7.0 GROUND UNITS
The most important units in the game are the ground
units whose task it is to take territorial objectives or to prevent
the enemy from doing so. The functions of the majority of
ground units is discussed in this section; the special abilities
of insurgency units is discussed in Section 8.0.
types and across hexsides on the map. Infantry units move
at a different rate than armor units. Insurgency units can
either move as regular infantry units, or they can use insurgency movement (see 8.4).
Note: In the examples in the rules and in the set-ups for scenarios,
7.1 Ground Unit Types
ground units are listed by three numbers (e.g., 2-3-3). The first number
is the Attack Value, the second is the Defense Value, and the third
is the Movement Allowance.
Ground units are considered to be one of three types:
armor, infantry or insurgency. Armor units are those which
have Movement Point Allowances of 7 or 8; infantry units
are those with Movement Point Allowances of 6 or less. Insurgency units have special capabilities (see 8.0) although they
can be used as normal infantry units. Ground units that are
not capable of insurgency movement are referred to as regular
ground units.
Armor Units: Tank, Mechanized Infantry, Armored Cavalry;
US Mobile SAM, Self-propelled Artillery, Anti-tank, Multiple Launch Rocket System, and some Mobile AA; Nicaraguan
Logistics Supply and SS-20.
Infantry Units: Infantry, Special Forces, Marines (and Naval
Infantry), Engineers, CIA EW/engineers, some Mobile AA,
Artillery, Military Police.
Non-mobile SAM/AA sites and FSLN urban (CDS) infantry units are included in the game. They cannot move, but
they are considered ground units.
11
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Movement Allowance
■ Attack Value
Defense Value
Ground units have three values on their counters: Attack
Value, Defense Value, and Movement Allowance. The Attack
Value is used when the unit is attacking enemy units during
the Ground Combat Phase. The Defense Value is used when
the unit is defending against attack in the Ground Combat
Phase. The Movement Allowance is used to determine how
quickly a unit can move through hexes of various terrain
7.2 Ground Unit Movement
Each ground unit has a Movement Allowance, which is
the number of Movement Points it has available in a turn.
Armor and infantry units move at different rates through
terrain and across certain terrain hexsides. Printed on the map
is a Terrain Key, which lists the number of Movement Points
each type of unit must expend to enter a given terrain type
or to cross certain hexsides. The Terrain Effects Chart in each
player's Charts and Tables booklet includes both movement
costs and special effects of all terrain types and features.
Infantry units pay "Infantry' Movement Point (MP) costs;
armor units pay "Armor" Movement Point (MP) Costs.
Most movement of ground units occurs during the
Regular Ground Unit Movement Phase. Armor units that
move half their Movement Allowance during the Regular
Ground Unit Movement Phase can have Armor Reserve
markers placed on them to indicate that they can move during the Reserve Movement Phase. Armor units can move up
to half their Movement Allowance during this phase. Defending ground units may be forced to retreat as a result of ground
combat, and attacking units may be allowed to pursue after
combat (see 10.5).
A ground unit can use its full Movement Point Allowance
only once during a turn. A ground unit moves from hex to
adjacent hex, paying the cost in Movement Points to cross
a hexside (if necessary) and to enter the hex. A unit can never
expend more Movement Points than allowed it; a unit cannot save Movement Points from one turn to another. A unit
CENTRAL AMERICA, Conventional Rules Book: Page 35
can always move one hex in a turn unless the terrain prohibits the unit from entering the hex.
A ground unit's Movement Allowance may be reduced
if it possesses an Out of Supply marker (see 9.7). A unit possessing an Out of Supply marker can always move into
another hex even if it would not otherwise have sufficient
Movement Points to enter the hex (unless prohibited by the
terrain in the hex).
LIMITATIONS TO REGULAR GROUND UNIT MOVEMENT
1. Regular ground units cannot move into Water hexes or
cross all-water hexsides unless they use Air or Boat Transport (see 7.4).
2. A regular ground unit must end its movement when it
enters an enemy Zone of Control (see 7.3).
3. Regular ground units can move off the map, but they can
never re-enter the map.
4. Regular ground units can usually move through friendlyoccupied hexes in excess of stacking restrictions, but they
can never end movement overstacked in a hex.
5. Armor units face a number of restrictions when moving
through Swamp, Jungle, and Mountain Jungle hexes (see 7.7).
Notes on Movement
1. Insurgency units can either move either during the Regular
Ground Unit Movement Phase or during the Insurgency Movement
Phase, not in both phases.
2. In some scenarios in the Intervention Game, Nicaraguan ground
units can move off the south mapedge, which limits US reinforcements that enter from the south (see 16.6). Once off the map, the
Nicaraguan units cannot re-enter.
3. In the Scenario Generation System, withdrawn US units may be
allowed to re-enter the map (see 22.6).
7.3 Zones of Control
A ground unit or stack with a combined Defense Value
of 2 or more exerts a Zone of Control (ZOC) into the six
adjacent hexes surrounding the hex it occupies. Both insurgency units and regular ground units exert a ZOC if they have
a combined Defense Value of 2 or more.
A regular ground unit that moves into an enemy ZOC
must end its movement for the turn. A unit can exit an enemy
ZOC by expending one Movement Point in addition to the
cost for entering a hex outside an enemy ZOC. A unit can
move from one enemy ZOC into an adjacent ZOC by expending its full Movement Point Allowance.
ZOC's restrict the retreat of enemy ground units after
combat (see 10.4). They also affect supply lines (see 9.4).
Limitations on Zones of Control: The following limitation
apply to Zones of Control:
• ZOC's do extend across river hexsides but not across allwater hexsides.
• ZOC's do not extend into Jungle or Mountain Jungle hexes
except along roads and trails.
• Unless specified by scenario instructions, ZOC's do not
extend beyond a country's set-up boundary printed on the
map at the start of a game. Once a country's neutrality has
been violated by an enemy regular ground unit, ZOC's do
extend into both countries.
1816
Villa
Salvadorit
OF CONTROL: An Honduran 2-3-4 infantry regiment in Juticalpa (2207) exerts a Zone of Control because it has a
Defense Value of 3. It exerts a ZOC into hexes 2108, 2208, 2308,
2307, and 2206, but not into hex 2107. Even though hex 2307 is a
Jungle hex into which a ZOC would normally not extend, there is a
road connecting 2207 with 2307. There is no road or trail connecting
2207 with 2107, so no ZOC extends into this the Mountain Jungle hex.
A ground unit in hex 2909 would exert no ZOC because it is
totally surrounded by Jungle hexes and there are no roads or trails
connecting this hex with others.
EXAMPLES OF ZONES
At the beginning of a scenario, a Nicaraguan 2-3-3 infantry
brigade in Puerto Morazan (1615) exerts a ZOC into hexes 1616 and
1716. It does not exert a ZOC into hexes 1515, 1614, or 1715
because the hexes are beyond Nicaragua's set-up boundary, nor does
it exert a ZOC into hex 1516 because an all-water hexsides separates
the two hexes. As soon as a Nicaraguan regular ground unit crosses
the set-up boundary into Honduras, all eligible Nicaraguan units
exert ZOC's across the set-up boundary (the same applies for
Honduran units). Therefore, the Nicaraguan brigade in Puerto
Morazan would extend a ZOC into hexes 1614 and 1715 when
another Nicaraguan regular ground unit enters Honduras, but still
not into hex 1515 because of the all-water hexside.
CENTRAL AMERICA, Conventional Rules Book: Page 36
No
ZOC
No ZOC Markers: To help players keep track of which
enemy units exert ZOC's, a number of No ZOC markers are
included in the game. After supply lines to units have been
checked during the Supply Phase, the player whose Ground
and Air Stage is in effect may wish to place No ZOC markers
on enemy ground units that exert no ZOC (e.g., units with
Defense Values of 1 and units in Jungle and Mountain Jungle
hexes where no roads or trails are present).
Notes on Zones of Control
1. Ground units that are out of supply still exert ZOC's if they have
a combined Defense Value of 2 or more.
2. Insurgency units are not restricted in their movement by the
presence of ZOC's (see 8.4).
3. If the weather option is being used (see 18.1), rain and heavy rain
negate the effects of ZOC's extending along trails.
7.4 Transportation
There are several ways in which ground units can be
transported across the map: Air Transport, Boat Transport,
and River Transport. Transport allows a ground unit to move
farther than it normally could by foot.
AIR TRANSPORT
Air transport by Transport Strike mission allows the
greatest movement across the map. A ground unit must begin
the Air Mission Phase or Helicopter Transport Phase in a hex
with transporting air units or helicopters. The unit to be transported must not have moved so far in the turn. Transport
by air follows the procedure outlined under Transport Strike
missions (see 6.4).
BOAT TRANSPORT
Allied battalion or company-size infantry units and communist brigade-size (or smaller) infantry units can use Boat
Transport during the Regular Ground Unit Movement Phase.
A ground unit using Boat Transport must not have moved
previously during the turn. Insurgency units moving during
the Regular Ground Unit Movement Phase can use Boat
Transport, but not during the Insurgency Movement Phase.
REQUIREMENTS:
1. The ground unit must begin the Regular Ground Unit
Movement Phase in a friendly, undamaged port or in a coast
or island hex within 5 contiguous hexes of such a port. The
5-hex range cannot be traced through land hexsides.
2. The port that provides the Boat Transport cannot be
damaged or be in the Zone of Control of enemy ground units.
3. Each eligible port can transport one ground unit in a turn.
4. Infantry units only can use Boat Transport. Armor and
helicopter units never use Boat Tranport.
5. The presence of a CIA EW/engineers unit or an AWACS
air unit limits the Boat Transport capability of the Communist
player.
PROCEDURE:
1. The owning player indicates which ground unit will use
Boat Transport and which port will provide the transport.
2. The owning player can move the ground unit that is in
the port or within 5 hexes of the port to any other coast or
island hex not occupied by enemy ground units. The hex
moved to must be within 5 contiguous coast hexes of the port.
Do not include the hex that contains the port but do include
the hex where the ground unit is located when counting the
5 hexes. The ground unit cannot move through a land hex
or hexside while moving.
3. A CIA EW/engineers ground unit occupying Tiger Island
(1414) can detect communist ground units using Boat Transport that move within 3 hexes of the unit. The Communist
player must roll a die as soon as his unit or stack attempts
to cross an all-water hexside or enters a Water hex within
3 hexes of Tiger Island to determine if the Boat Transport
succeeded.
DIE
ROLL
1
2-6
RESULT
The Communist unit slipped through undetected and
completes its movement.
The unit was detected and was attacked; it takes a
step loss and is forced to return to the port or coast
hex from which it began movement. The unit cannot use ground movement after it returns to port or
coast hex.
Boat Transport is never restricted in Lake Nicaragua for
the Communist player as long as the internal ports of Granada
and San Carlos are undamaged.
Infantry units can use Boat Transport across the
Caribbean Sea, the Pacific Ocean, and the Lake of Nicaragua.
The hex to which the ground unit is transported can be
adjacent to enemy units (the unit cannot begin transportation from a hex in an enemy ZOC, however). The ground unit
must end its movement in a hex that contains land (coastal
or island). Either player can use Boat Transport.
Notes on Boat Transport
1. The port of Rama (3319) cannot be used for Boat Transport.
Granada (2321) and San Carlos (2924) can be used to transport units
across the Lake of Nicaragua.
2. Insurgency units can attempt to cross the Gulf of Fonseca by using
insurgency movement (see 8.4).
3. In the Intervention Game, a US carrier-based E-2 (AWACS) unit
in a Pacific or Caribbean AWACS Detection Box projects a 10-hex
range for detecting communist Boat Transport, and the same procedure for determining the success of the movement is used (see 14.1).
EXAMPLES OF BOAT TRANSPORT: An FSLN infantry brigade begins
the Communist Movement Phase in Rio Grande (3615). The Communist player declares that the port of El Bluff (3520), which is
undamaged and is controlled by Nicaraguan units, will provide Boat
Transport for the infantry battalion. This is permissible because Rio
Grande is 5 hexes away from El Bluff The infantry unit can be
transported anywhere along the eastern Nicaraguan coast from hex
3615 as far south as San Juan del Norte 13525), which is 5 hexes
south of El Bluff The unit cannot be transported further north than
Rio Grande, because that village is already 5 hexes away from El Bluff
A US infantry battalion in San Lorenzo (1613), which is
undamaged and in Allied control, can use Boat Transport to move
as far west as hex 1114 or as far south as 1517. Note that the unit
must could follow the path 1514, 1414, 1415, 1416, and 1517; the
unit cannot go directly through hex 1516 because it contains land.
A Nicaraguan infantry brigade in Puerto Morazan 11615)
attempts to use Boat Transport to reach Tiger Island. As soon as the
unit moves into hex 1515, the Communist player rolls the die to
determine if his unit can continue. On any roll but a 1, the unit
takes a step loss and is forced to return to Puerto Morazan. Likewise, an FSLN unit from Corinto 11718) that tries to move north by
Boat Transport would have to stop in hex 1517 while the Communist player rolls the die.
RIVER TRANSPORT
River Transport allows an infantry unit at Bluefields
(3420) or El Bluff (3520) to move to Rama (3319) and vice
versa, before employing its Movement Allowance in the
Regular Ground Unit Movement Phase. The unit using River
Transport must not have moved previously in the turn. Both
players can use River Transport if the requirements listed
below are met. Note that the boundaries of River Transport
are marked on the map.
REQUIREMENTS:
1. An infantry unit of any size can use River Transport.
Armor and helicopter units cannot use River Transport.
2. The infantry unit must occupy Bluefields/E1 Bluff or
Rama.
3. The ports where the unit begins and ends River Transport must be undamaged and they cannot be in enemy ZOC's.
There can be no enemy units in hexes adjacent to the river
CENTRAL AMERICA, Conventional Rules Book: Page 37
that connect the ports (that is, hexes 3319, 3320, 3419, 3420,
or 3520). Both ports must be in supply.
4. One infantry unit can use River Transport per turn.
PROCEDURE:
1. The owning player declares that an eligible infantry unit
will use River Transport from El Bluff/Bluefields to Rama or
vice versa. He checks to see that the requirements listed
above are fulfilled.
2. The owning player moves the infantry unit from one hex
to the other. The infantry unit can now use its printed Movement Allowance to continue moving.
Note: El Bluff can provide both Boat and River Transport in the same
turn if it is undamaged.
A given hex can contain a maximum of 5 stacking points,
but only 4 units. A hex containing both US and Allied units
abides by the stacking limits above. A hex containing only
US ground units can have a maximum of 4 battalions.
Support units consist of special forces, engineers, artillery,
self-propelled artillery, anti-tank, mobile AA and SAM, multiple launch rocket system, CIA EW/engineers, Nicaraguan
logistics supply, SS-20, and urban (CDS) infantry units.
Armor Unit Restrictions: Armor units must move one at
a time through Swamp and Mountain Jungle hexes (that is,
they cannot move as a stack or with infantry units). However,
armor units can end their movement together in the same
hex as long as they are within stacking limits.
Notes on Stacking
1. Insurgency units are considered support units for stacking purposes (see 8.0).
2. Armor units can enter Mountain Jungle hexes only along roads
and trails (see 7.7).
3. In the Intermediate Game, USMC Beachhead and 82nd Airborne
Airhead markers do not count towards ground unit stacking limits
(see 15.0).
At the end of the Movement Phase, the
Allied player has a Salvadoran brigade, battalion, and special forces
in a hex. The units are worth 5 stacking points 12 each for the
brigade and battalion and 1 for the special forces), which is the
maximum points he can have in a hex. He could also have a company and three support units in a hex or four support units teach
worth 1 stacking point); another company or support unit cannot be
stacked in this hex because a hex can contain no more that four
units. The Allied player can have four US battalions in a hex since a
maximum of four US units can be stacked in the same hex.
EXAMPLE OF STACKING:
7.6 Reserve Movement
EXAMPLE OF RIVER TRANSPORT: The Communist player has a
Nicaraguan 3-3-4 infantry brigade in El Bluff During the Ground
Unit Movement Phase, he declares the unit will use River Transport
to move the unit to Rama. Both ports are in his control. There is an
FDN 1-1-4 insurgency ground unit in hex 3418, but it is not adjacent
to the river nor does it exert a ZOC into 3419, so the Communist
player can move the brigade to Rama. The brigade can now use its
full Movement Allowance.
7.5 Stacking
Stacking occurs when 2 or more friendly ground units
occupy a hex at the end of movement. Except for movement
through Mountain Jungle and Swamp hexes, ground units
can freely move through other friendly units. Stacking restrictions apply at the end of movement. Units in a stack can
be moved individually or as a whole. If a stack contains armor
and infantry units and is moved as a stack, then it uses the
lowest Movement Allowance of any unit in the stack and it
pays armor Movement Point costs when entering hexes and
crossing hexsides.
Air units, helicopters, and non-mobile SAM and AA units
do not count towards ground unit stacking limits, nor do Fortification and Entrenchment markers or other game information markers. In scenarios that allow ground units of both
sides to stack in a hex, the enemy units in a hex do not count
towards friendly stacking limits.
STACKING LIMITS
At the end of movement, a hex can contain a limited number of friendly ground units. For all nations except the United
States, the ground units have the following stacking points:
UNIT
Brigade
Regiment
Battalion
Company
Support
STACKING
POINTS
2
2
2
1
1
During the Regular Unit Movement Phase, a player can
move supplied armor units up to half their Movement
Allowance and then can place an Armor Reserve marker on
them so they can be used later to exploit a break in the enemy
lines. The armor units must not end their initial movement
in an enemy Zone of Control, nor can they take part in combat during the Ground Combat Phase.
During the Reserve Movement Phase, if the armor units
possessing an Armor Reserve marker are still in hexes not
in enemy ZOC's, they can again move up to half their Movement Allowance. They can end their movement in an enemy
ZOC. Armor units pay their normal Movement Point costs
when moving during this phase. The Armor Reserve markers
are removed from the map at the end of the Reserve Movement Phase.
Note: Insurgency units that have Insurgency Reserve markers on
them can also move during the Reserve Movement Phase (see 8.4).
7.7 Terrain Features
The Terrain Key on the map and the Terrain Effects Chart
in each Charts and Tables Booklet list the various Movement
Point costs for regular ground units to enter hexes and to cross
certain hexsides. Movement Point costs differ for armor and
infantry units. Insurgency units using insurgency movement
do not pay Movement Point costs for terrain in hexes.
CLEAR AND ROUGH HEXES
These are the only kinds of hexes where paradrops and
helicopter assaults can occur. Paradrops of ground units cannot be done in hexes containing cities, but Supply Depots can
be paradropped in them. Helicopter assaults can be performed in city hexes.
JUNGLE HEXES
A unit's ZOC extends into these hexes only if a road or
trail connects the unit's hex and the adjacent Jungle hex.
Armor units can enter these hexes only along roads or trails
during a Movement Phase or pursuing after ground combat.
Salvadoran infantry brigades, Honduran infantry regiments,
and Nicaraguan 3-3-4 and 3-4-4 infantry brigades can enter
CENTRAL AMERICA, Conventional Rules Book: Page 38
these hexes during the Regular Ground Unit Movement
Phase, but they can pursue into these hexes after ground combat only if they move along roads or trails (see 10.4).
MOUNTAIN JUNGLE HEXES
and remain usable. A unit entering a hex with a Road Out
marker along a road must expend Movement Points for the
terrain in the hex. Note that damage to roads does not affect
any bridges leading into and out of the hex; bridges must be
attacked separately to be damaged.
Units face the same restrictions for movement and pursuit in Mountain Jungle hexes as they do for Jungle hexes.
In addition, armor units must move through Mountain Jungle
hexes one at a time. They cannot move in stacks or with infantry units. They can, however, end movement stacked with
other units.
Armor units cannot attack enemy units in adjacent Mountain Jungle hexes unless a road or trail connects the armor
units' hex and the enemy units' hex. They can pursue after
ground combat into Mountain Jungle hexes only along roads
and trails.
A road or trail that crosses a river hexside contains a
bridge. A ground unit pays no extra Movement Points to cross
a bridge. A bridge can be attacked and damaged; when a
bridge is damaged, place a Bridge Out marker in a hex next
to the bridge with the arrow pointing to the bridge that was
damaged. A unit crossing a river hexside at a damaged bridge
must pay the cost for moving across an unbridged river hexside (see below). Note that a bridge still can be used to cross
a river into a hex even if the roads in the hex are damaged.
SWAMP HEXES
RIVER HEXSIDES
Armor unit must move through Swamp hexes one at a
time. They cannot move in stacks or with infantry units. They
can, however, end movement stacked with other units in a
Swamp hex.
A unit crossing a river hexside on a bridge pays no extra
Movement Point cost for the bridge. A unit crossing a river
hexside that does not contain a bridge must expend Movement Points in addition to those spent for entering the hex.
Special forces units pay no extra Movement Point cost to
cross a river hexside; all other regular infantry units must
expend 1 additional Movement Point to cross a river hexside.
An armor unit must expend 2 additional Movement Points
to cross the hexside. A unit crossing a river hexside at a
destroyed bridge must expend the additional Movement
Points listed above.
A friendly engineers unit in a hex on either side of an
unbridged river hexside or a hexside with a Bridge Out
marker negates the additional Movement Point cost for crossing the river. In effect, the engineers unit acts like a bridge
(using floating barges to ferry troops across).
ISLANDS
Ground units can be moved to islands through Boat
Transport and Transport Strike air missions. Regular ground
units cannot use their Movement Allowance to move directly
across all-water hexsides to islands. Tiger Island (1414) and
Isle Meanguerra (1315) belong to Honduras; all other islands
belong to Nicaragua. Honduran and US units are the only
Allied air and ground units that can occupy Tiger Island. See
10.4 for attacking islands.
ROADS AND TRAILS
A unit that enters a hex by moving through a hexside containing a road or trail pays a lower Movement Point cost.
Entering a hex by road or trail negates the Movement Point
cost of the terrain in the hex. Infantry units expend 1 Movement Point to enter a hex by road or trail; armor units expend 1 Movement Point to enter by trail and 1/2 Movement
Point to enter by road.
Roads can become damaged during the course of a game.
When a hex containing one or more roads receives a damage
result, place a Road Out marker in the hex. All roads in that
hex are considered unusable; trails in the hex are not affected
A US tank battalion in El
Progresso (1404) would spend 6 Movement Points to reach El
Rosario (2006). It would spend 1/2 Movement Point each to enter
hexes 1505, 1504, 1604, and 1705 by moving along the road and
then 1 Movement Point to move along the trails into 1805, 1905,
2005, and 2006.
EXAMPLE OF ROAD AND TRAIL MOVEMENT:
BRIDGES
WATER HEXES
Ground units cannot enter these hexes unless using Boat
Transport or being moved by Transport Strike missions. Insurgency unit can use insurgency movement to enter these
hexes.
ALL-WATER HEXSIDES
All-water hexsides are found along coasts and in lakes.
Regular ground units cannot move across these hexsides
unless they use Boat. Transport or a Transport Strike air
Now suppose there is a Road Out marker in hex 1705. The US
tank battlion would only be able to reach hex 1905. It would spend
1/2 Movement Point each to enter hexes 1505, 1504, and 1604 (11/2
MP total), four Movement Points to enter hex 1705 (51/2 MP total),
and one Movement Point each to enter hexes 1805 and 1905 (71/2
MP total).
CENTRAL AMERICA, Conventional Rules Book: Page 39
mission. ZOC's do not extend across these hexsides. Insurgency units can use insurgency movement to cross all-water
hexsides (see 8.4).
CITIES
There is no additional Movement Point cost to enter a
hex containing a city. Paradrops of ground units cannot be
made in hexes containing cities, but Supply Depots can be
paradropped. Helicopter assaults can be made into cities.
Note that national capitals (Managua, Tegucigalpa, and San
Salvador) are all cities. Cities also have an important effect
on ground combat (see 10.4).
ENTRENCHMENTS AND FORTIFICATIONS
A scenario will list where Entrenchment and Fortification markers are placed on the map. Once on the map, the
markers cannot be moved. A marker remains on the map
until it is occupied solely by enemy ground units, at which
time the marker is removed and can never appear again in
the game. Entrenchments and Fortifications offer benefits
during combat (see 10.4). There is no additional Movement
Point cost for an Entrenchment or Fortification when entering the hex.
Notes on Terrain
1. Armor units can attack into Jungle hexes even if no road or trail
connects the two hexes, but they can pursue into Jungle hexes only
along roads or trails.
2. Damage to roads and to bridges cannot be repaired in the Conventional Game, but can be repaired in the Intervention Game (see
16.3).
3. Insurgency units that end movement in an enemy-controlled city
may have to perform combat in the hex (see 8.5 and 10.4).
4. In the Intervention Game, US Marine units can enter Water hexes
and cross all-water hexsides during amphibious assaults (see 15.2).
5. If the weather option is being used, the movement benefits of trails
are negated by rain and heavy rain (see 18.1).
7.8 Special Ground Units
45
50Q4
4
1-1
M
l
a
SPECIAL FORCES UNITS
These units can cross unbridged river hexsides without
having to expend an additional Movement Point. Parachutecapable special forces units can be paradropped during Transport Strike missions; all special forces units can perform
helicopter assaults (see 6.4). All special forces units are insurgency capable. Special forces units can trace supply lines
through Water hexes and across all-water hexsides (see 9.4).
The presence of a special forces unit among attacking or
defending ground units gives the owning player a one-column
shift when resolving ground combat. In addition, since special
forces units are insurgency capable, the owning player also
receives a + 1 or —1 die roll modifier when resolving the
ground combat (see 10.4).
During the
Allied Air Mission Phase, the Allied player successfully attacked the bridge hexside at
1613-1714 with a Bombardment Strike mission
to slow the advance of Nicaraguan troops into
Honduras. During the Communist Regular
Ground Unit Movement Phase, a Nicaraguan
tank regiment in El Tempisque (2119) is sent
north to assist in an attack against Tegucigalpa.
If the tank unit took the path depicted in the
example, it would stop in San Lorenzo (1613),
having spent 4 Movement Points to reach
Choluteca 117141 by the road. It would have to
spend 2 Movement Points to cross the now
unbridged river hexside at 1613-1714 plus 2
Movement Points to enter the Clear terrain in
hex 1613. The tank regiment would have spent
all 8 of its Movement Points to reach this hex.
In the example given above for road and
trail movement, the US tank battalion moving
from El Progresso to La Rosario crosses the
bridge between hexes 1805 and 1905 at no extra
cost. If a Bridge Out marker is adjacent to this
hexside, the US tank unit cannot cross into hex
1905 because armor is prohibited from entering
a Mountain Jungle hex except along a road or
trail and the Bridge Out marker negates the trail
leading into the hex. If an Allied engineers unit
was in either 1805 or 1905, the effects of the
destroyed bridge would be negated, and the tank
battalion would spend 1 Movement Point to
enter the Mountain Jungle hex along the trail.
EXAMPLES OF BRIDGES AND RIVERS:
CENTRAL AMERICA, Conventional Rules Book: Page 40
PARACHUTE UNITS
Parachute-capable units are denoted by small wings on
the counters. These units can either move like regular ground
units or they can be moved by Transport Strike air missions.
They can be moved into Clear and Rough terrain hexes with
or without enemy units by paradrop or helicopter assault during the Air Mission Phase (see 6.4). Parachute units may take
step losses from the Transport Strike mission.
In the ensuing Ground Combat Phase, parachute units
in a hex with enemy ground units must attack these units.
Unlike the restrictions on other ground units, the parachute
units attack only the units in a jointly-occupied hex, not
enemy units in adjacent hexes. If the enemy units are eliminated or forced to retreat, the parachute unit can remain in
the hex. If a parachute unit or stack is forced to retreat
because of ground combat, it takes one additional step loss
before retreating; the unit or stack is destroyed if no retreat
route is available (see 10.5).
During the Air Mission Phase, parachute units can be also
transported to any unoccupied or friendly-occupied hex,
assuming the transport units survive all enemy air defense
and Interception missions. During the Helicopter Transport
Phase, parachute units can be transported to unoccupied or
friendly-occupied hexes by available transport helicopters (no
paradrops or helicopter assaults are allowed in this phase).
Parachute units moved by Transport Strike mission are
considered in supply in the turn they land and also throughout the next turn. An In Supply marker is placed on the transported units in a hex. Thus, a helicopter unit could remain
stacked with a parachute unit since the hex is considered
friendly and supplied.
SAM
1NC
AntiAircraft
NON-MOBILE SAM AND AA SITES
A scenario will list where non-mobile SAM and AA
markers are placed on the map. Once on the map, they cannot be moved. A site remains on the map until it is damaged
or until the hex where the site is situated is occupied solely
by enemy ground units. SAM and AA sites perform air
defense attacks in ground-to-air combat (see 10.3).
Non-mobile SAM and AA sites can be attacked by Bombardment Strike air missions. The attacking player rolls on
the Ground Unit Bombardment Table when resolving these
attacks. In the Conventional Game, a damage result to a site
eliminates it for the rest of the game, and the counter is removed from the map.
Notes on Special Ground Units
1. All special forces units are insurgency capable. In a turn they can
move either as regular ground units or as insurgency units. Special
forces units (because of their special training) can be reorganized but
not rebuilt (see 11.0).
2. Parachute units can perform helicopter assaults into city hexes
but not paradrops. Paradrops and helicopter assaults can be performed in hexes containing Entrenchment and Fortification markers.
3. In the Intervention Game, paradropped or helicopter assaulting
units negate the doubling of communist ground units defending in
coast hexes against US Marine amphibious assaults (see 15.2).
4. In the Intervention Game, non-mobile SAM and AA sites are
flipped to their damaged sides; damaged sites can be repaired (see
16.3). The sites are permanently destroyed when an Allied ground
unit is alone in the hex with the site. The sites can also be damaged
by US Night Naval Bombardment (see 15.1).
8.0 INSURGENCY UNITS
Insurgency ground units have a color band across their
counters to indicate their insurgency capability. In a given
turn these units can act either like regular ground units or
they can use their insurgency capabilities. Scenarios will indicate which insurgency units begin the game set up on the
map and which are available to the owning player for later
placement.
Several phases in the game deal only with insurgency
units (Insurgency Movement Phase, Insurgency Placement
Phase, and two Insurgency Disbandment Phases which occur
in each player's Ground and Air Stage in the Conventional
Game; in the Intervention Game, there is also a Guerrilla
Attack Phase for each player). The Aerial Counterinsurgency
Phase allows a player the opportunity to eliminate enemy
insurgency units that were just placed on the map.
8.1 Placement of Insurgency Units
Each player receives a pool of insurgency ground units
as called for by a scenario and a number of Insurgency Command Points, which are used to bring insurgency units on
to the map. The Insurgency Command Point marker is placed
in the appropriate box on the Information Record Track; as
a player expends Insurgency Command Points, the marker
is moved down the track until it reaches the 'V box. It is possible that a player will receive additional Insurgency Command Points during his Reinforcement Phase, and the marker
should be adjusted on the track to reflect the new points
received.
Each hex containing a friendly ground unit or stack (including other insurgency units) can be used to place new insurgency units of the same nationality on the map.
During the Insurgency Placement Phase, a player can attempt to create new insurgency units from his pool of available units if the following requirements are met.
1. The player must have insurgency units available. If all
his insurgency units are already on the map, he can create
no new ones until others are eliminated or disbanded (see
below).
2. The player must have Insurgency Command Points still
available. If all points have been expended, the player can
no longer create new insurgency units.
3. Each hex containing a friendly ground unit or stack can
attempt to place one insurgency unit of its nationality. Insurgency units already on the map can be used to create new
insurgency units.
4. In this phase, a player can make as many attempts as there
are hexes containing friendly units and hexes where the insurgency units can be placed.
5. A player can use his Insurgency Command Points to
create any friendly insurgency units that are included in the
scenario's Order of Battle.
Insurgency units are in supply throughout the turn in
which they appear on the map. They must trace supply normally starting with the turn after they appear on the map
(see 9.5). An In Supply marker can be placed on newly created
insurgency units to help the owning player remember that
they are supplied in their turn of placement.
PROCEDURE
1. The player announces that he will attempt to place an insurgency unit on the map. He indicates which friendly unit
or stack will make the attempt and then he indicates in which
hex the unit will appear. Restrictions on placement are listed
below.
2. He immediately expends one Insurgency Command Point
for making the attempt.
3. He consults the Insurgency Command Table and rolls the
die, applying any applicable die roll modifiers. He crossreferences the modified die result with the terrain in the hex
in which the insurgency unit is to be placed. On a result of
'Yes,' the insurgency unit is placed on the map in the indicated
CENTRAL AMERICA, Conventional Rules Book: Page 41
hex. On a result of 'Yes ( + 1)," the insurgency unit is placed
on the map, but the player must expend an extra Insurgency
Command Point (if no point is available, the unit cannot be
placed and the initial point is lost). On a result of "-," the
attempt failed and no insurgency unit is placed.
4. The player continues to attempt placements until he has
exhausted his Insurgency Placement Points, he has placed
all the insurgency units in his available pool, or he no longer
wishes to make attempts.
Die Roll Modifiers: If the attempt is made in the home
country of the insurgency unit, a +1 die roll modifier is
applied to the attempt. For US insurgency capable units, a
+2 die roll modifier is applied to the attempt. Note that these
two modifiers are not cumulative (for example, the Allied
player does not get a +3 modifier when trying to place a US
insurgency unit inside Honduras). If a placement attempt is
made in a town or port outside the insurgency unit's home
country, a -1 modifier is applied to the die roll.
Design Note: The additional Insurgency Command
Point that must be expended simulates the extra
effort and resources expended to have a guerrilla
force appear where it is needed.
RESTRICTIONS ON PLACEMENT
Insurgency units face the following restrictions when
they are placed on the map:
• A regular ground unit or stack can place an insurgency unit
up to two hexes away. Insurgency units can place other
insurgency units in the hexes they occupy or in adjacent
hexes.
• Insurgency units can be placed in a hex adjacent to enemy
units but never in a hex containing an enemy unit (ground,
helicopter, air, non-mobile SAM/AA site, Entrenchment,
or Fortification).
• They can never be placed in cities outside their home
countries.
• If an insurgency unit is placed in a town or port outside
its home country, a -I die roll modifier applies to the roll
on the Insurgency Command Table. If the unit does appear,
it must have combat during the Ground Combat Phase if
the hex is controlled by the opposing player (see below).
• An insurgency unit can be placed in a hex containing
friendly units, but not in excess of stacking limits.
HOME COUNTRIES
The following nations are considered home countries for
insurgency units:
Allied Insurgency Units
Nicaraguan Democratic Forces (FDNJ: Anywhere in
Nicaragua, and in Honduras east of hex row 1900 (hexes
1902 through 1911).
Revolutionary Democratic Alliance and Army (ARDEI: Anywhere in Nicaragua, and in Costa Rica east of hex row
2700 (hexes 2725 through 2727).
United States, Civilian Military Assistance (CMA), and
Israel: Anywhere in Honduras, E1 Salvador, or Costa Rica.
El Salvador: Anywhere in El Salvador.
Honduras: Anywhere in Honduras.
Guardia Nacional (Somoza): Anywhere in Nicaragua.
Communist Insurgency Units
Sandinista National Liberation Front (FSLN), Soviet Union,
People's Revolutionary Movement (MRP) and Movement 19
(M-19): Anywhere in Nicaragua.
Faribundo Marti National Liberation (FMLN): Anywhere in
El Salvador, and any forest hex in Honduras within two
hexes of the Salvadoran border, but not in a hex containing a village or airstrip.
Revolutionary Movement of Honduras (MRHJ: Anywhere in
Honduras and Nicaragua.
Notes on Insurgency Placement
1. In the rare event that a player has more than 100 Insurgency Command Points available, the back of the Insurgency Command Point
marker is printed with "+ 100." This side is used until the total of
points falls below 100, at which time the marker is inverted to its
front side.
2. All communist regular and insurgency ground units can attempt
to create any other communist insurgency unit (they are all considered one nationality). The Allied player must use units of an Allied
country or faction to create insurgency units of the same nation or
faction. For example, only Honduran ground units can create the
Honduran special forces (Rgr) insurgency unit, only FDN regular
ground or insurgency units can create FDN insurgency units, and
so forth.
3. CMA and Israeli insurgency units can be placed by any Allied
ground units.
4. Special forces units, which are all insurgency capable, cannot be
brought back onto the map once they are eliminated (see 8.5).
5. When a scenario calls for insurgency units to be placed on the
map at the beginning of the game, they are not considered available
for placement until after they have been disbanded or eliminated
during the course of the game.
8.2 Disbanding insurgency Units
A player can attempt to disband friendly insurgency units
on the map during the First or Second Insurgency Disbandment Phase. An insurgency unit on the map can have two
disband attempts made for it during the owning player's
Ground and Air Stage, one per phase. For each successful
disbandment of an insurgency unit, the owning player gets
back one Insurgency Command Point, moving the marker
up one box on his Information Record Track.
PROCEDURE:
1. The owning player announces that he will make the disband attempt, pointing to the insurgency unit he wishes to
disband.
2. He rolls the die and applies any applicable die roll
modifiers listed with the Insurgency Command Table. On
any "Yes" result, the owning player can disband the insurgency unit, removing it from the map and placing it in his
pool of available units. He also receives one Insurgency Command Point. On an "-" result, the attempt fails and the unit
remains on the map.
Die Roll Modifiers: The owning player receives a + 1 die
roll modifier when trying to disband an insurgency unit in
its home country. The Allied player receives a +2 modifier
when trying to disband a US insurgency unit.
RESTRICTIONS ON DISBANDMENT
• The insurgency unit must be in supply before it can
disband.
• It must be within three hexes of a friendly regular ground
unit or insurgency unit; the friendly unit does not have to
be the same nationality as the insurgency unit.
• Only one disbandment attempt can be made for an insurgency unit per Insurgency Disbandment Phase, although
a spearate attempt can be made for it in each phase.
• Each insurgency unit that the owning player wishes to disband must have a separate attempt made for it.
Note: Any communist ground unit can attempt to disband any other
communist insurgency unit. Any Allied ground unit can attempt to
disband an insurgency unit of any Allied nation or faction; the only
restriction is that unit attempting the disband attempt must belong
to a country that is an active ally (units of neutral countries cannot
make disband attempts).
8.3 Aerial Counterinsurgency
During the Aerial Counterinsurgency Phase, a player can
attempt to interdict the placement of enemy insurgency units.
If air units or attack helicopters successfully deliver 3 Bombardment Points into a hex containing a newly placed insurgency unit, the unit is removed from the map; note that the
Bombardment Value is modified by the Aerial Counter-
CENTRAL AMERICA, Conventional Rules Book: Page 42
insurgency Qualifier (see 6.2). The removed insurgency unit
is placed back in the owning player's pool of available units,
but the player does not get back the Insurgency Command
Point(s) he expended to create the unit.
Note: Units on an Aerial Counterinsurgency mission are subject to
enemy air defense attacks and Interception missions.
8.4 Movement of Insurgency Units
Insurgency units cannot move in the turn they are placed
on the map, but they may participate in ground combat. They
can move during the Regular Ground Unit Movement Phase
or the Insurgency Unit Movement Phase of the turn after
placement. If an insurgency unit uses regular ground unit
movement, it cannot use insurgency movement in the same
turn (and vice versa).
Note: In the Intervention Game, insurgency units cannot perform
guerrilla attacks in the turn they are placed on the map, but they
can attempt to perform demolitions (see 16.0).
INSURGENCY UNITS MOVING LIKE REGULAR GROUND UNITS
Insurgency units that are stacked with regular ground
units and that move with them during the Regular Ground
Unit Movement Phase pay all normal costs to enter hexes
and to cross hexsides and they face all other restrictions the
regular ground units face (see 7.2). Insurgency units not
stacked with regular ground that move during this phase pay
the normal costs of regular infantry units to enter hexes and
cross hexsides, with the following exceptions:
• Insurgency units pay no extra Movement Point to cross an
unbridged river hexside.
• The first time an insurgency unit or stack ends movement
in a city, town, or port controlled by the opposing player,
the owning player must perform combat during his Ground
Combat Phase (see below). Insurgency units can freely
move through cities, towns, and ports controlled by the
opposing player, but they must have combat if they end
their movement in such a hex. Note that this restriction
does not apply if the enemy city, town, or port has already
been captured by a player or if the insurgency unit(s) is
stacked with a regular ground unit when it ends movement
in the hex.
• Insurgency units using regular ground movement must stop
when they enter an enemy Zone of Control.
• Insurgency units using regular ground movement cannot
have Insurgency Reserve markers placed on them.
Insurgency
units can use Boat and River Transport during
•
the Regular Ground Unit Movement Phase.
Note: Insurgency units that begin moving with regular ground units
must remain stacked with those units. They cannot split off from
the other ground units to receive the benefits listed above.
INSURGENCY MOVEMENT
During a player's Insurgency Movement Phase, he can
have individual insurgency units or stacks use insurgency
movement. Insurgency units can move up to four hexes in
a turn using this form of movement, and they ignore normal
movement costs to enter hexes and cross hexsides. They cannot use Boat or River Transport during this phase. Insurgency
units have the following abilities when using insurgency
movement:
• During the Insurgency Unit Movement Phase, an insurgency unit can move up to four hexes. If the unit does not
move at all or moves one or two hexes in this phase, an
Insurgency Reserve marker can be placed on it; the unit
can move another one or two hexes during the Reserve
Movement Phase. An insurgency unit can move one or two
hexes into a hex with friendly ground units, have an Insurgency Reserve marker placed on it, and take part in
ground combat. As long as the insurgency unit does not
suffer an adverse effect from combat (retreat or a step loss),
it retains the Insurgency Reserve marker and can move
during the Reserve Movement Phase.
• Insurgency units can freely move through enemy Zones
of Control, but not through hexes containing enemy units.
They do not have to end movement when entering an
enemy ZOC, nor do they pay an extra Movement Point to
exit an enemy ZOC.
• An insurgency unit that begins and ends movement in a
hex containing land can move through Water hexes and
cross all-water hexsides. Each Water hex entered counts
as one of the four hexes an insurgency unit can enter via
insurgency movement. The unit cannot have an Insurgency
Reserve marker placed on it while in a Water hex. If the
unit does not end its movement in a hex containing land
(including islands), it is destroyed. Note that the presence
of a CIA EW/engineers unit on Tiger Island (1414) or a communist ground unit in Potosi (1415) can affect the movement of insurgency units across the Gulf of Fonseca.
• Insurgency units that end insurgency movement in a city,
town, or port controlled by the opposing player must perform combat during the owning player's Ground Combat
Phase (see below). Insurgency units can freely move
through cities, towns, and ports controlled by the opposing player while using insurgency movement, but they
must have combat if they end movement in such a hex.
Note that this restriction does not apply if the city, port,
or town has been captured previously by the owning
player.
• An insurgency unit possessing an Insurgency Reserve
marker cannot pursue as a support unit into a vacated hex
after ground combat (see 10.5).
Notes on Insurgency Movement
1. An insurgency unit or stack that moves one or two hexes during
the Insurgency Movement Phase and ends movement in a city, town,
or port controlled by the opposing player cannot have an Insurgency
Reserve marker placed on it.
2. Insurgency units can enter an island hex during either movement
phase. See 10.4 for attacking enemy units on an island.
EXAMPLES OF MOVEMENT: An FSLN 1-1-4 insurgency unit is stacked
with a Nicaraguan 3-3-4 infantry brigade in Condega (2114). During
the Regular Ground Unit Movement Phase, the stack moves to hexes
2013, 2012, 2011, and ends movement in 2010 (Danli). The insurgency unit can end in the town because it is stacked with another
regular ground unit. If it had moved into this hex by itself it would
have to perform combat during the Ground Combat Phase. Since the
insurgency unit has moved using regular ground unit movement during the phase, it cannot use insurgency movement later.
An FDN 1-1-4 insurgency battalion is stacked with a regular
FDN infantry battalion in Valencia (2707). To move into hex 2807,
the stack expends 3 Movement Points (2 to enter the Jungle hex and
1 to cross the unbridged river hexside). The insurgency unit cannot
continue moving because it must expend the same Movement Point
costs as the regular ground unit it is stacked with.
Now suppose two FDN 1-1-4 insurgency battalions are in
Valencia. If these unit move during the Regular Ground Unit Movement Phase, they could reach hex 2908. They would spend 2 Movement Points to enter each Jungle hex, but they would ignore the
additional Movement Point for crossing the unbridged river hexsides.
If these same units were to move during the Insurgency Movement
Phase, they could move to hex 3009, since they can move up to four
hexes using insurgency movement, ignoring the terrain costs for
entering hexes and crossing hexsides.
In another situation, an FSLN 1-1-4 battalion in hex 2509 uses
insurgency movement to move to hex 2407, which contains two
Nicaraguan infantry brigades poised to attack an FDN infantry
battalion in Catacamas (2406). Because the insurgency unit has
moved only two hexes, an Insurgency Reserve marker can be placed
on it. During the Ground Combat Phase, the insurgency unit can
take part in the attack on the FDN unit. Assume that the attach
results in the FDN unit retreating. One of the Nicaraguan brigades
can pursue into the hex. The town hex is no longer controlled by the
Allied player, so the FSLN insurgency unit can use reserve movement
to move into the hex. If the Nicaraguan brigade did not move into
the town, the FSLN insurgency unit could still use reserve movement
to move through the town hex, but it could not end its movement
there (see below). Also, because the FSLN unit possesses an Insurgency Reserve marker, it cannot pursue into the vacated hex after
combat is resolved.
CENTRAL AMERICA, Conventional Rules Book: Page 43
COUNTERINSURGENCY IN THE GULF OF FONSECA
The presence of a CIA EW/engineers unit on Tiger Island
or a communist ground unit in Potosi (regular or insurgency
unit) may interfere with insurgency units moving through
the Gulf of Fonseca during the Insurgency Movement Phase.
As soon as an insurgency unit or stack crosses an all-water
hexside in the Gulf, the opposing player rolls the die and consults the Gulf of Fonseca Counterinsurgency Table.
Notes on Counterinsurgency in the Gulf on Fonseca
1. A player attempting to move insurgency units across the Gulf of
Fonseca during the Regular Ground Unit Movement Phase uses the
procedure outlined in 7.4. The Gulf of Fonseca Counterinsurgency
Table is used only during the Insurgency Movement Phase.
2. In the Intervention Game, US Navy E-2 AWACS units cannot be
used to detect insurgency units moving across the Gulf of Fonseca
during the Insurgency Movement Phase (see 14.1).
EXAMPLE: Three FSLN 1-1-4 insurgency battalions in Potosi use insurgency movement to enter hex 1315. A CIA EW/engineers unit
occupies Tiger Island. As soon as the FSLN units enter 1315, the
Allied player can roll on the Gulf of Fonseca Counterinsurgency
Table. In this case, the Allied player rolls a 4. One step loss is taken
by an FSLN insurgency unit, and the stack is placed back in hex
1415 where it started movement. The units cannot move again in the turn.
Design Note: Insurgency units are considered to be
using canoes and other small transport vessels during the Insurgency Movement Phase and to be using
motor torpedo boats and larger transport vessels during the Regular Ground Unit Movement Phase.
RESERVE MOVEMENT
During the Reserve Movement Phase, an insurgency unit
possessing an Insurgency Reserve marker can move one or
two hexes, ignoring normal movement costs to enter hexes.
The unit uses insurgency movement during this phase. The
restrictions on reserve movement as are follows:
• The unit cannot end movement in a city, town, or port controlled by the opposing player.
• The unit cannot end movement in a Water hex.
• If the unit crosses an all-water hexside in the Gulf of
Fonseca, the opposing player rolls on the Gulf of Fonseca
Counterinsurgency Table (see above).
8.5 Insurgency Units and Combat
Insurgency units that take part in ground combat give
the owning player a die roll modifier when resolving combat and, if an insurgency unit is also a special forces unit,
a one-column shift. Insurgency units must perform ground
combat if they end movement via regular or insurgency
movement in a city, town, or port controlled by the opposing player; they can move through such a hex without having
combat.
ENDING MOVEMENT IN A POPULATION CENTER
During the Regular Ground Unit Movement Phase, insurgency units can freely enter and end movement in cities,
towns, and ports in enemy countries when they are stacked
with regular ground units (the hex comes under the owning
player's control when his units enter or move through the
hex). However, when an insurgency unit or stack ends movement in a city, town, or port controlled by the opposing player
during the Regular Ground Unit Movement or Insurgency
Movement Phase and it is not stacked with regular ground
units, the insurgency unit or stack must perform combat in
the hex during the Ground Combat Phase. The insurgency
units do not have to attack adjacent enemy units, only the
population center hex. Note that insurgency units cannot
enter cities, towns, and ports that contain enemy ground units
(unless a scenarios allows this). Insurgency units using insurgency movement when they enter one of these hexes cannot have Insurgency Reserve markers placed on them.
The city, town or port has an intrinsic Defense Value of
1 (the local police and militia). All normal die roll modifiers
for combat are in effect; the insurgency unit or stack receives
a +1 die roll modifier in the combat (see 10.4).
If the result of the combat calls for a a retreat or step loss
to the population center, the insurgency unit or stack is
allowed to remain in the hex. A retreat or step loss result to
the insurgency unit or stack forces it to retreat from the hex
(see 10.5).
Note: If a hex begins the game under the control of a player, is captured by the opposing player, and is later recaptured by the original
owning player, the intrinsic Defense Value returns to the hex.
GROUND COMBAT
Insurgency units abide by all restrictions for regular
ground combat. If they take part in the ground combat, then
all adjacent enemy units to which they are adjacent must be
attacked during the combat. An insurgency unit receives a
+ 1 die roll modifier when attacking and a —1 modifier when
defending; these modifiers apply whether the insurgency
units are alone or are stacked with regular ground units.
If the insurgency unit is a special forces unit, it additionally gives the owning player a one-column shift in his favor
when resolving the ground combat.
An insurgency unit or stack possessing an Insurgency
Reserve marker can take part in the ground combat. If there
EXAMPLE OF INSURGENCY UNITS AND COMBAT: A FSLN 1-1-4 insurgency battalion and the FSLN 2-2-4 Simon Bolivar (SB) special
forces battalion use insurgency movement to move from hex 2509 to
hex 2308, and an Insurgency Reserve marker has been placed on the
stack. A Nicaraguan 2-3-4 infantry brigade in hex 2310 is attacking
an FDN 1-2-4 infantry battalion in hex 2309; there is an FDN 1-1-4
insurgency battalion in hex 2307.
During the Ground Combat Phase, the Communist player
decides to attack the FDN battalion in 2309 with the Nicaraguan
brigade and the special forces unit. The combined Attack Value is 4
(2{2=4), which results in a 2-to-1 combat odds against the FDN
unit. The Communist player receives a one-column shift for the
special forces unit and a +1 die roll modifier because it is any insurgency unit. The combat results in the FDN being eliminated, and the
Nicaraguan brigade pursues into the vacated hex.
The FSLN 1-1-4 insurgency unit must now attack the FDN insurgency battalion in 2307 (all adjacent enemy units must be
attacked). The initial combat ratio is I-to-1. Because both are insurgency units, the Allied player receives a —I die roll modifier and the
Communist player a +1 modifier, which cancel each other out.
However, the FSLN unit is attacking across an unbridged river hexside, so a —2 die roll modifier is applied to the combat. The Communist player rolls the die to resolve the combat. In this case, the
FSLN unit takes a step loss and is forced to retreat. The Insurgency
Reserve marker remains on the special forces battalion because it
was not affected negatively by its combat, and it can move one or
two hexes during the Reserve Movement Phase.
CENTRAL AMERICA, Conventional Rules Book: Page 44
is no negative result from the ground combat (retreat or step
losses), the Insurgency Reserve marker remains on the unit
or stack, and it is allowed to move during the Reserve Movement Phase.
LOSSES TO INSURGENCY UNITS
Except for special forces units, insurgency units eliminated through ground combat become available to the owning player 2 turns after they are destroyed. Eliminated units
are placed on the Game Turn Track two spaces ahead of the
one containing the Game Turn marker. During the owning
player's Reinforcement Phase of that future turn, insurgency
units on the Game Turn Track are placed back in the owning player's pool of available units, and they can be placed
normally during upcoming turns. A player does not receive
an Insurgency Command Point when an insurgency unit is
eliminated in combat.
Insurgency units that have taken a step loss can be reorganized by expending either an Insurgency Command Point
or a Reorganization Point (see 11.2).
Special forces units can be reorganized but they can never
be rebuilt.
INSURGENCY UNITS AND PURSUIT
If a stack of attacking ground units contains both regular
and insurgency units, the owning player can have one insurgency unit accompany a regular ground units pursuing into
a vacated hex as the support unit (see 10.4); the insurgency
unit that pursues cannot possess an Insurgency Reserve
marker. A stack composed solely of insurgency units cannot
use pursuit into a vacated hex after combat. An insurgency
unit or stack possessing a Insurgency Reserve marker cannot pursue after combat; it can move during the Reserve
Movement Phase.
9.0 SUPPLY
A11 units must be in supply before they can perform game
actions at full capability. They draw supply by tracing supply lines to friendly sources of supply (Supply Sources, Supply
Depot markers, FSLN logistics supply units). Units that are
out of supply have severe restrictions placed upon them. Note
that most Supply Sources are printed on the map; scenarios
will list restrictions on the use of Supply Sources.
9.1 Supply Sources
Any number of air, helicopter, and ground units can draw
supply from a friendly Supply Source. Supply Sources are
printed on the map, although some markers may also be Supply Sources. A Supply Source provides supplies to friendly
units until its hex is occupied by enemy ground units at which
time the Supply Source is destroyed and can no longer be
used. Destroyed Supply Sources can never be rebuilt. Regular
ground units can never draw supplies from captured enemy
Supply Sources. Players may use blank counters to keep track
of Supply Source hexes that have been captured.
Supply Sources for units are as follows:
Allied Supply Sources
• CIA, FDN, and ARDE Entrenchments; Guatemalan,
Honduran, Salvadoran, and Costa Rican Supply Sources;
Allied Supply Source markers; Allied Supply Depot
markers.
• FDN and ARDE units can use captured air facilities for supply (see 9.6). They can also use captured, undamaged
Nicaraguan coastal ports as Supply Sources. The internal
ports of Granada (2321), San Carlos (2924), and Rama (3319)
cannot be used as Supply Sources.
Communist Supply Sources
• FSLN and FMLN Entrenchments and Fortifications;
Nicaraguan Supply Sources; communist Supply Source
markers; Nicaraguan logistics supply units; communist
Supply Depot markers.
RESTRICTIONS ON SUPPLY SOURCES
The following restrictions apply to nations or factions for
drawing supplies from Supply Sources:
Allies
United States: Can use any Allied Supply Sources.
El Salvador: Cannot use Honduran, Costa Rican, or ARDE
Supply Sources.
Honduras: Cannot use Salvadoran, Costa Rican, or ARDE
Supply Sources.
Costa Rica: Cannot use Honduran, Salvadoran, or FDN
Supply Sources.
Colombia: Cannot use Honduran, Salvadoran, or FDN Supply
Sources.
FDN: Cannot use Costa Rican Supply Sources.
ARDE: Cannot use Salvadoran Supply Sources.
Israel and CMA: Cannot use Costa Rican or ARDE Supply
Sources.
Guatemala and Mexico: Cannot use Costa Rican or ARDE Supply Sources.
Communists
Unless a scenario specifies otherwise, all communist units
can draw from all communist Supply Sources.
Notes on Supply Sources
1. The Supply Sources in hex 0109 in Guatamala and hex 3127 in
Costa Rica are not destroyed when occupied by communist ground
units. Allied units cannot draw supply from these hexes while they
are occupied by communist ground units, however.
2. In the Intervention Game, the Allied player can use the USMC
Beachhead and 82nd Airborne Airhead markers and captured ports
as sources of supply (see 15.0). If the optional supply rule in 18.5
is being used, FDN and ARDE can draw supplies from any town,
small town, or port on the Caribbean coast when the Caribbean Holding Box contains US units.
3. In the Intervention Game, communist units can use FSLN hidden
Supply Depots as Supply Sources (see 16.4). The optional supply rules
in 18.5 allow the Communist player to create additional Supply
Source markers.
9.2 FSLN Logistics Supply Units
The Communist player may receive logistics supply units
in his Order of Battle for a scenario. These units act like
regular Supply Sources for all communist air, helicopter, and
ground units. These units are never out of supply nor do they
have to trace supply lines to other Supply Sources.
A logistics supply unit has an Movement Allowance of
8 and pays armor Movement Point costs when moving. It
can move only during the Ground Unit Movement Phase and
can never have a Reserve marker placed on it. Each unit
counts as a support unit (1 stacking point) for stacking
restrictions. They can never use Boat or River Transport and
they cannot be moved by Transport Strike missions.
These units have no Attack Value, but each has a Defense
Value of 1. They cannot attack in ground combat, but they
defend normally. If the unit takes a step loss through ground
combat or from a Bombardment Strike, it is destroyed and
cannot be rebuilt. Logistics supply units can never be captured and used by the Allied player.
SUPPLY
DEPOT
9.3 Supply Depots
o
If units cannot trace a supply line to a Supply Source,
they can still be in supply if they can trace a supply line to
a Supply Depot marker. Each scenario lists the number of
Supply Depot markers available to the players; once these
depots have been placed on the map and used, they are removed from the game.
CENTRAL AMERICA, Conventional Rules Book: Page 45
During a Supply Status Phase, a player can place a maximum of two Supply Depot markers on the map in any cities,
ports, or air facilities he controls. A Supply Depot marker
- has no Movement Allowance- and can be moved only by a
Transport Strike air mission. The marker does not count
towards stacking limits for ground units. A Supply Depot
marker acts like a Supply Source for all game purposes.
A Supply Depot marker remains on the map until a
friendly unit draws supplies from it during a Supply Phase.
Any number of friendly ground, air, and helicopter units that
can trace a supply line to the Supply Depot marker can draw
supplies from it in a turn. Once any friendly unit has drawn
on the Supply Depot, the marker is flipped to its "Supply
Exhausted' side; during the End of Turn Stage, the marker
is removed from the board.
A Supply Depot marker is immediately removed from
the map if its hex is occupied solely by enemy ground units
or attack helicopters. A Supply Depot marker has no Defense
Value.
Units that can trace supply lines to Supply Depot markers
can reorganize (see 11.1). Reorganization cannot be performed
from a Supply Depot on its "Supply Exhausted" side, but using
a Supply Depot does not cause it to be flipped over.
Transporting Supply Depots: Supply Depots markers can
be moved by transport air units and helicopters during a
player's Air Mission Phase and Helicopter Transport Phase
(see 6.4). Air units can transport depots to air facilities or can
paradrop them into Clear and Rough terrain hexes (including cities). Transporting air units are subject to enemy air
defense attacks and Interception missions. Helicopters can
transport depots from one friendly, supplied hex to another
during the Air Mission or Helicopter Transport Phase, or they
can move them by paradrop or helicopter assault during the
Air Mission Phase. Transport helicopters are subject to Interception missions.
To transport a supply depot, the owning player announces that his eligible air unit or helicopter will perform
a Transport Strike mission. The air facility or hex containing
the transport unit must be in supply. The player places one
or more Supply Depot markers under the transporting
helicopters or under the Air Mission marker when it is placed
on the map and moves them across the map. If the air unit
or helicopter survives movement, the Supply Depot marker
is placed on the map. During the next Supply Phase, friendly
units can use the marker as a Supply Source.
Notes on Supply Depots
1. If a paradrop or helicopter assault occurs in or adjacent to a hex
containing enemy ground units, the owning player rolls on the
Paradrop and Helicopter Assault Table (see 6.4). A Supply Depot
marker can be used to absorb one step loss.
2. In the Scenario Generation System, the Allied player may receive
additional Supply Depot markers (see 22.9).
9.4 Supply Lines
To be supplied for movement and combat, a unit must
be able to trace a supply line to a source of supply. Supply
lines are traced during each player's Supply Phase. The player
whose Supply Phase is in progress traces supply lines for his
units first, and then the opposing player traces supply.
A supply line consists of any combination of roads and
trails that leads from a Supply Source/Depot to the unit drawing supplies. Ground units and helicopters can trace a supply line through a maximum of four hexes without roads or
trails to a hex containing a road or trail and along a combination of roads and trails to a Supply Source or depot. Do
not count the hex occupied by the unit when counting the
four non-road and/or trail hexes. Bridge Out and Road Out
markers do not affect supply lines.
An air facility that can trace a supply line to a Supply
Source or Supply Depot can activate all air units and helicopters based at the facility. Air units at a contested air facility
can still perform air missions if a supply line can be traced
into the hex, although the number of air units that can be
activated is restricted (see 4.3). An air facility can also be supplied by air-transported Supply Depot markers.
Helicopters in hexes containing friendly ground units are
in supply if the ground units are in supply. If they are based
at an air facility, they are in supply if the facility is also in
supply. Helicopters are always in supply if they occupy hexes
containing a friendly Supply Source, Supply Depot marker,
an Entrenchment, or a Fortification.
RESTRICTIONS TO SUPPLY LINES
Regular ground units face the following restrictions when
tracing supply lines:
• A supply line cannot be traced through a hex in an enemy
Zone of Control unless a friendly ground unit occupies the
ZOC hex.
• A supply line can never be traced through a hex containing an enemy ground unit.
• A supply line cannot be traced through Water hexes or
across all-water hexsides. Supply lines can be traced across
river hexsides even if they are unbridged.
EXCEPTIONS TO SUPPLY LINES
All units begin the first turn of a game in supply. Supply
lines do not have to be traced for units in either player's Supply Phase of this turn, although a player may create Supply
Depot markers if he wishes.
Ground units that perform paradrops or helicopter
assaults are in supply throughout the turn they perform the
Transport Strike mission and throughout the next turn (see
10.4). In Supply markers should be placed on them while they
are in supply. They must trace supply lines normally in subsequent turns.
Insurgency units are in supply through the turn that they
are placed on the map (see 9.5).
Notes on Supply Lines
1. Special forces units are also insurgency units and trace supply
lines as they do (see 9.5).
2. In the Intervention Game, Allied units have additional sources
of supply to draw from (see 15.5).
3. A more detailed method for tracing supply lines is included in
the Optional Rules (see 18.5).
9.5 Insurgency Units and Supply
Insurgency units (including special forces units) are considered in supply during the turn in which they are placed
on the map. Starting with the turn after they are placed, they
must draw supply normally like other ground units. If an insurgency unit draws supplies from a Supply Depot marker,
the marker is flipped to its "Supply Exhausted' side.
Insurgency units are not as limited in tracing supply lines
as regular ground units:
• Insurgency units can trace supply lines through enemy
Zones of Control. They cannot trace through a hex containing an enemy unit, however.
• Insurgency units can trace supply lines through Water
hexes and across all-water hexsides. Thus, an insurgency
unit could trace a supply line through three Water hexes
to a land hex containing a road or trail which in turn leads
to a source of supply.
9.6 Southern Airways Supply
Both FDN and ARDE units can create a source of supply inside Nicaragua via supply transport by an air unit. At
the beginning of a scenario, the Allied player places an Allied
Supply Source marker at an air facility hex inside Honduras
anywhere east of hex row 1900 (1902 to 1911). He also places
a CMA transport air unit with a Load Capacity of 1 or greater
in this hex. The air unit remains in this hex throughout the
game and cannot be used for any other purpose but creating
this method of supply.
CENTRAL AMERICA, Conventional Rules Book: Page 46
EXAMPLES OF SUPPLY LINES: A Nicaraguan 2-3-4 infantry brigade in
2608 is in supply during a Supply Phase because it can trace a supply line through hexes 2709, 2809, and 2910 (none of which contain
a road or trail) into hex 3010 which contains a road that leads to
the Nicaraguan Supply Source. in hex 3211. If an FDN 1-1-4 insurgency battalion occupies hex 3110, the Nicaraguan brigade is still in
supply, because the insurgency unit does not exert a Zone of Control.
If the insurgency battalion occupied hex 3111, the Nicarguan unit
could not trace a supply line to hex 3211. Alternately, it could trace
a supply line of four non-road and/or trail hexes to Ausbila (3007)
and from there to Puerto Cabezas (3710) as long as there are no
Allied units exerting ZOC's or occupying the trails and roads that
connect Ausbila with Puerto Cabezas.
A Honduran 2-3-4 infantry regiment and 1-2-4 infantry battalion
in Choluteca 117141 are surrounded by Nicaraguan ground units
exerting ZOC's. The Honduran units are still in supply because
Choluteca is a Supply Source.
Assume these same units are in Danli (2010) and are surrounded by FSLN ZOC's. During the Allied Supply Phase, the Allied
player cannot trace a supply line for the Honduran units because
supply cannot be traced through enemy ZOC's. An Out of Supply
marker is placed on the Honduran units. The Allied player decides
to move two Supply Depot markers from Comayagua (1508) by an
Honduran C-47 air unit (load capacity of 2) and paradrop them into
Danli; the C-47 is not intercepted by FSLN air units.
During the Communist player's Supply Phase, the Allied player
flips one of the Supply Depot markers to its "Supply Exhausted" side,
and he removes the Out of Supply marker. The Honduran units can
now defend at full strength if they are attacked by communist units.
At the end of the turn, the Supply Depot marker is removed from
the map. Note that in this instance, if the Honduran units were
eliminated in ground combat and a communist ground unit pursued
into the hex, the second Supply Depot marker would be eliminated.
During any Allied Reinforcement Phase in which an FDN
or ARDE regular or insurgency ground unit controls a hex
in Nicaragua containing an air facility, the Allied player can
place another Allied Supply Source marker in this hex. The
captured air facility becomes a Supply Source for all Allied
air, ground and helicopter units that can trace a supply line
to the hex. The Allied player must keep one ground unit
stationed in the captured air facility hex at all times.
the air unit in the hex are eliminated. The second Allied Supply Source marker is also removed immediately and permanently from play (whether on the map or on the Game Turn
Track). Once this event occurs, the aerial supply line between
Honduras and Nicaragua can never be re-established.
Notes on Southern Airway Supply
1. The Allied player can replace the CMA transport air unit with
any other Honduran or FDN transport air unit before beginning play.
Once the substitution is made, the transport air unit can be used only
for this form of supply.
2. The air unit that is used for supply is never placed on the Air
Group Display even if other Allied air units are based in the hex nor
does it not count towards the facility's capacity.
3. Only US air units can be based at a captured air facility (see 4.3).
1D
CMA
C- 3
Removing the Supply Source: The Allied Supply Source
marker is removed from the map if the hex is ever occupied
solely by communist ground units. The Allied Supply Source
marker is placed on the Game Turn Track six spaces ahead
of the current turn. During the End of Turn Stage of that
future turn, the marker is removed from the track and again
becomes available to the Allied player. When an FDN or
ARDE unit captures another air facility in a subsequent turn,
the Allied Supply Source marker can again be placed on the
map to be used for drawing supply.
If the first Allied Supply Source marker in Honduras is
occupied solely by a communist ground unit, the marker and
EXAMPLE: During Game Turn 3, an FDN regular infantry battalion
enters La Constancia (3010). In his Reinforcement Phase, the Allied
player can place an Allied Supply Source marker in the hex, and all
Allied units can begin drawing supply from it. The Allied player
must keep one ground unit in this hex at all times.
In Game Turn 6, two Nicaraguan infantry brigades attack the
FDN battalion stationed in the hex and force it to retreat. One of
the Nicaraguan brigades pursues into the hex. The marker is
removed from the map and put in the 12 space on the Game Turn
Track. During the End of Turn Stage of turn 12, the marker is
removed from the map and is available to be placed in another captured air facility hex starting with Game Turn 13.
CENTRAL AMERICA, Conventional Rules Book: Page 47
A unit that can trace a supply line to a source of supply
during a Supply Phase can perform all game functions normally in that Ground and Air Stage. A unit or stack that is
unable to trace a supply line has an Out of Supply marker
placed on it at this time. Air facilities that cannot trace supply lines also have Out of Supply markers placed in their
hexes.
A unit, stack or air facility with an Out of Supply marker
remains without supply for the remainder of the current
player's Ground and Air Stage. Supply is checked twice in
a turn, during each player's Supply Status Phase, so it is possible that a unit may be out of supply in one player's Air and
Ground Stage and then be able to trace a supply line in the
other player's Air and Ground Stage (and vice versa).
Out of Supply markers remain on the map from one turn
to another and may have an effect on tracing supply.
at the facility are considered to be "sitting" at the facility
(although they do not need to be placed in the "Sitting" space
on the Air Group Display). If the facility is subjected to a
Bombardment Strike while unsupplied, all air units are destroyed on an "A" result on the Terrain Feature Bombardment
Table (see 10.1).
Helicopters: An unsupplied helicopter has its Movement
Radius halved (round fractions down). Its Ground Combat
Value and Bombardment Value are reduced to 0. Its Air Combat Value (if greater than 1) is reduced to 1. An unsupplied
attack helicopter cannot perform an offensive or defensive
air combat mission; an unsupplied transport helicopter cannot perform a Transport Strike mission. A helicopter can perform a Transfer mission and can move up to double its
reduced Movement Radius to reach another friendly, supplied hex. If no such hex is available, the helicopter cannot
move.
EFFECTS OF BEING OUT OF SUPPLY
SUPPLY DEPOT MARKERS
Depending on the type of unit, the effects of being out
of supply will differ:
Ground Units: A regular ground unit that is out of supply
has its printed Defense Value (if cannot attack) and its Movement Allowance halved. Round fractions down to a minimum
of 1. An unsupplied ground unit can always move one hex
(unless prohibited by the terrain in the hex), even if it does
not have sufficient Movement Points to expend for entering
the hex. Out of supply ground units still exert ZOC's if they
have a combined Defense Value of 2 or more. Unsupplied
ground units cannot perform air defense attacks. An insurgency ground unit faces the same limitations as regular
ground units except that it can use insurgency movement
while out of supply.
Air Units: Air units at an unsupplied air facility can perform
no air missions while the facility is out of supply. The air units
During either Supply Phase, a player can use Supply
Depot markers to resupply units possessing Out of Supply
markers. A Supply Depot marker supplies all air, helicopter,
and ground units that can trace a supply line to it. As soon
as one unit uses the Supply Depot, the marker is flipped to
its "Supply Exhausted' side. Out of Supply markers are removed from all units that trace supply from the Supply Depot.
During the End of Turn Stage, exhausted Supply Depot
markers are removed from the map.
Notes on Supply Status
1. It is possible for a hex to contain both supplied and unsupplied
units. The owning player should separate the units into two groups
and place an In Supply marker in the hex atop those units that are
supplied and an Out of Supply marker atop those that are unsupplied.
2. If both supplied and unsupplied units occupy the same hex, the
units can be moved as a stack, but they use the restricted movement
of the out of supply units.
9.7 Out of Supply Markers
10.0 COMBAT
There are four kinds of combat in the game: Air-Ground
(Bombardment), Air-Air (Interception), Ground-Air (Air
Defense), and Ground Combat.
10.1 Air•Ground Combat (Bombardment)
Air-ground combat takes place when air units or attack
helicopters perform Bombardment Strike missions. Friendly
units that survive enemy air defense attacks and Interceptions can bombard a terrain feature or a single ground unit
in the target hex, or a combination of terrain feature and
ground unit. When the air units or helicopters arrive at the
target hex, the owning player must state what terrain feature and/or ground unit he is attacking. Attacks against terrain
features (roads, bridges, port, airstrips, airports, and Masaya)
are resolved on the Terrain Feature Bombardment Table.
Attacks against ground units, including non-mobile SAM and
AA sites, use the Ground Unit Bombardment Table.
A given air unit, helicopter, or stack of such units can
attack a target hex only once, but different targets in a hex
can be attacked once each in a turn by different stacks of
air units and helicopters. Each Bombardment Strike mission
must be resolved before another one is undertaken. See "Bombardment Strike Mission? (6.2) for the procedure for performing Bombardment Strikes.
Note: Aerial Counterinsurgency missions do not use the procedures
described below (see 6.2). In the Intervention Game, US Night Naval
Bombardments (15.1), Guerrilla Attacks (16.1), and Demolitions (16.2)
are also resolved on the Bombardment Tables.
BOMBARDING A TERRAIN FEATURE
The Terrain Feature Bombardment Table has rows along
the top corresponding to the terrain feature being attacked
and the number of Bombardment Points applied to the attack.
The attacking player determines what die roll modifiers, if
any, are involved in the attack. The following modifiers apply
to Bombardment Strikes on the Terrain Feature Bombardment Table in the Conventional Game.
ALL TARGETS
- 1:
Allied air units were attacked by Nicarguan non-mobile
SAM air defense attack in target hex (even if the Allied
air units suffered no step losses).
AIR FACILITY
- 1: Target hex contains an undamaged SAM or AA unit, or
stack of ground units capable of air defense attack.
- 1: Target hex contains a Fortification.
The above modifiers are cumulative. A maximum of -2
is applied to any Bombardment Strike against a terrain feature in the Conventional Game.
The attacking player rolls the die and cross-references
the modified die roll with the Bombardment Points applied
to the target. Results of the attack are applied immediately.
Terrain Feature Bombardment Results: The results of a
Bombardment Strike will depend upon the terrain feature that
is attacked:
-: No effect. The strike did not damage the target.
D: Damage. Roads and ports are damaged; bridges are
destroyed. Place a "Damage" marker in the hex containing
a port, a "Road Our marker in the hex containing a road, and
a "Bridge Our marker in a hex adjacent to the bridge with
the arrow pointing to the damaged bridge. All roads in a hex
are affected by a damage result; each bridge must be attacked
separately.
CENTRAL AMERICA, Conventional Rules Book: Page 48
A: Air facility is damaged. All units in the "Sitting" space on
the Air Group Display are destroyed (an AWACS air unit is
not destroyed and can immediately perform a Transfer mission to another air facility). An air facility possessing an Out
of Supply marker is considered to have its all air units "sitting"; all air units at the facility (except a US E-3 AWACS)
are eliminated. Helicopters in the hex are not damaged.
M: Masaya is damaged. Its electronic warfare capability is
eliminated. In the Conventional Game, place the Masaya EW
Destroyed marker in the hex when it is damaged.
1, 2, 3, 4: Air step losses. The superscript number is the number of step losses suffered by air units or helicopters based
at the air facility. If there is an "A" result in addition to the
superscript number, all "sitting" air units at the facility are
destroyed first, and then the remaining losses must be taken
by air units in the 'Used" or "Available" space or by helicopters
2s
USAF
•
16
2s;
04:m
•
10 30
Bombardment
Value
tepeque
in the hex. If there is no "A!' result, the step loss called for
can be taken by any air unit based at the facility or by a
helicopter in the hex. The owning player splits up the step
losses among his units as he wishes.
Note: In the Intervention Game, a "D" result also suppresses the electronic warfare capability of Masaya if that hex has been the target
of the attack (see 14.5). A Damage marker is placed in Masaya's hex
if it is damaged by bomardment, and the EW capability of Masaya
can be repaired (see 16.3). The Masaya EW Destroyed marker is
placed in the hex only when an Allied ground unit occupies the hex.
BOMBARDING A GROUND UNIT
In addition to attacking a terrain feature, a player can
can also attack one ground unit or non-mobile SAM/AA site
in the target hex during a Bombardment Strike mission. The
attacking player applies the following die roll modifiers when
resolving the Bombardment Strike.
• Air Combat
Value
1,
16
Air Group 1
Air Group 2
Air Group 3
Ign
Air
Group
1
1808
1809
TER2241
T
Air
Group
2
1810
During his Air Mission Phase,
the Allied player activates a stack of four US air units (two A-10's,
one EF-111, and one F-15) in Comayagua. He places the Air
Mission marker on the map and moves it to Tegucigalpa to form a
joint mission with two F-16's stationed there (the F-16's will act as
escorts). Since the two air facilities are within 3 hexes of each other
and the EF-111 is also an EW unit, the Allied player can create the
joint mission.
The Allied player moves his Air Mission marker to Esteli (2115),
defeating an Interception mission by communist air units based at
the air facility. The Allied player declares one Bombardment Strike
against a Nicaraguan 3-3-8 tank regiment in the hex and another
against the air facility in the hex. The combined Bombardment Value
of the US air units is 15 (4+4+4+3=15); the F-16's cannot perform
bombardment because they used their Air Combat Values during the
Interception mission.
The Allied player declares that he will use 4 Bombardment
Points against the airstrip. There are no die modifiers applied beEXAMPLES OF AIR-GROUND COMBAT:
2311
•
1611
Sabana
Grande ii
12
2312
Murra
rta
de
na
Langue
cause the hex does not contain a Fortification, a SAM or AA, or
ground units capable of air defense. He rolls a 6 and consults the
Terrain Feature Bombardment Table, cross-referencing the 6 with
the "4-6" column on the "Air Facility" row. The result on the table is
"D/Al." The air facility in the hex is damaged, and the Communist
player must take one step loss (if he had any air units in the "Sitting"
space for this facility because it was damaged or contested, they
would have been eliminated as well). A Damaged marker is placed
in the hex. The Communist player applies the step loss to a transport
helicopter in the hex (he could have applied it to one of the air units
in the "Available" or "Used" spaces on the Air Group Display instead).
The Allied player now declares a Bombardment Strike against
the tank regiment with the remaining 11 Bombardment Points.
Again, no die modifiers apply to the combat. This time the Allied
player rolls a 3 and he checks the Ground Unit Bombardment
Table, cross-referencing the 3 result with the "10-14" column of the
"Ground Unit" row. The result is a 1. The tank regiment takes one
step loss. The Bombardment Strike is now over, and the US units
are returned to friendly air facilities within their Movement Radius
and are placed in the "Used" space on the Air Group Display.
.214
San Rafa
del Nort
Air
Group
AIR FACILITY
DAMAGED
1916
Mina El
Damage
'144
e 2116
lsidio
CENTRAL AMERICA, Conventional Rules Book: Page 49
ALL TARGETS
- 1: Allied air units were attacked by Nicaraguan non-mobile
SAM air defense attack in target hex (even if the Allied
air units suffered no step losses).
GROUND UNIT
-
1: Ground unit occupies a Fortification or Entrenchment.
NON•MOBILE SAM/AA SITE
1: Allied air units attack an FSLN site that is within 10 hexes
of a US AWACS air unit, or communist air units attack
an Allied AA site that is within 10 hexes of Masaya while
its detection capability is operational.
- 1: Communist air units attack an Allied site that is within
10 hexes of a US AWACS unit, or Allied air units attack
a Nicaraguan site that is within 10 hexes of Masaya while
its detection capability is operational.
+
The above die modifiers are cumulative. Note that the
die modifiers for Masaya and the US AWACS unit may cancel
each other out.
The attacking player rolls the die, applies any appropriate die roll modifiers, and cross-references the modified die
roll with the Bombardment Point total on the Ground Unit
Bombardment Table. The effects of the strike are applied immediately.
Ground Unit Bombardment Results: The result of the
Bombardment Strike depends on the target of the attack:
-: No effect. The unit or site is not damaged.
1 or 2: If a ground unit was attacked, it takes one or two
step losses (it is destroyed if it takes two step losses). This
result does not affect a non-mobile SAM or AA site.
D: If a non-mobile SAM or AA site was attacked, it is
damaged. In the Conventional Game, a SAM/AA site is considered destroyed when it is damaged. Its counter is removed
from the game.
Note: In the Intervention Game, a damaged SAM or AA site is flipped
over to its "SAM/AA Site Damaged" side. The site can be repaired
(see 16.3).
10.2 Air•Air Combat (Interception)
Interception missions occur when friendly air units detect
and attack enemy air units and helicopters, either while the
enemy units move or when they enter an air facility hex containing friendly air units. Enemy air units are detected for
interception by friendly EW and AWACS units or Masaya,
or if they enter a hex containing an Air Group marker. Enemy
helicopters are detected for interception when they enter a
hex containing friendly units that are within the detection
range of an EW/AWACS unit or Masaya, or when they enter
a hex containing an Air Group marker. See "Interception
Missions" (6.3) for more details.
Air units from different air facilities can combine in a
joint mission, but a maximum of four combat air units and
one EW ait unit can undertake a single Interception mission.
The hex where the Interception mission will occur must be
within the Movement Radius of all intercepting air units. A
maximum of four "S" or "r air units or one attack helicopter
can be assigned to escort friendly units.
Note: As soon as "S" and/or air units are used in resolving air combat, they become escorts and must remain in this role for the rest
of the air mission.
AIR COMBAT VALUES
Air units are rated "D," "S," or "r; all helicopters are rated
"D." "r air units with an Air Combat Value of 1 or more can
intercept and attack all other air and helicopter units. "S" air
units can intercept and attack all other "S" and "D" air and
helicopter units; they can also intercept a stack containing
both "S" and/or "D" units and "r units. "D" and 0"J" air units
and helicopters can never perform Interception missions.
The following restrictions apply to "D" rated air units and
helicopters:
• A stack composed entirely of "D" units is always considered
the defender when resolving air combat. Intercepting air
units never take step losses when attacking a stack composed entirely of enemy "D" units (including helicopters).
• Helicopters use the highest Air Combat Value in the stack
when resolving air combat.
• A stack composed entirely of "D" air units uses the lowest
Air Combat Value in the stack when resolving air combat.
• A stack containing "D" air units and "S" and/or "r air units
uses only the "S" and/or "r units when resolving air combat. The "D" units cannot take part in the combat, although
they do contribute to the Intensity Level of the combat and
can be assigned step losses by the owning player.
• If a stack composed entirely of 0"J" air units is intercepted
by enemy "y rated air units, no air combat is resolved. Instead, the 0"J" units are automatically eliminated.
Two FDN transport helicopters (each with an Air Combat
Value of 1"D") are detected when they enter hex 2512 which contains
an FSLN infantry brigade. The helicopters are detected because this
hex is within the detection range of Masaya, and the Communist
player launches an Interception mission with two Y-28's (each with
an Air Combat Value of 17") based at Esteli. When determining the
combat ratio, the two helicopters' Air Combat Values are not added
together; instead, they defend with an Air Combat Value of 1, the
highest value in the stack. The helicopters are the defenders in the
air combat, and the Y-28's do not take any step losses when resolving the air combat. Note that an F-51D (Air Combat Value of 2"S")
based at Tipitapa (2219) could not perform the Interception mission
because it is 9 hexes away from 2512, and the F-51D has a Movement Radius of 8.
A stack containing three Honduran A-37's (each with an Air
Combat Value of 1"S") and a B-26 (with an Air Combat Value of
1"D") is detected and intercepted by a Nicaraguan L-39z (with an
Air Combat Value of 2"S"). The Allied player uses two A-37's to
resolve the air combat, so these units must assume the role of escorts
for the rest of the air mission. The B-26 cannot take part in the air
combat because of its "D" rating, but it does count when determining
the Intensity Level of the conflict.
A stack composed of a US F-15 (an Air Combat Value of 87")
and an F-16 (an Air Combat Value of 67") is detected by the Communist player. However, his T rated air units have previously been
eliminated, and all he has left are "S" air units. His "S" units cannot
intercept the US units because they are all T units. If the US stack
contained an A-10 (an Air Combat Value of 2"S"), it could be intercepted by communist "S" rated air units.
EXAMPLE:
AIR COMBAT PROCEDURE
When an Interception mission occurs, players use the
following Air Combat Procedure:
1. Once an Interception mission is declared, the player
whose units will be intercepted indicates which ones will act
as escorts (up to a maximum of four "S" and/or "y air units
or one attack helicopter). The intercepting player places his
Air Mission marker' in the hex where the Interception mission will occur. Intercepting units are not subject to enemy
air defense attack or Interception missions.
2. The players determine Who has Tactical Air Initiative. Initiative is determined by order of preference as listed below:
• If a US AWACS air unit is within 10 hexes of the hex where
air combat will be resolved, the Allied player always has
the initiative.
• If a US EW air unit accompanies the Allied air units or if
there is a US EW air or ground unit within 3 hexes of the
combat hex, the Allied player always has the initiative.
• If no US AWACS or EW unit is within range of the combat
hex or accompanies the Allied air units, the Communist
player has the initiative if the combat hex is within 10 hexes
of Masaya.
• If no US AWACS or EW unit is within range of the combat
hex or accompanies the Allied air units, the Communist
player has the initiative if the combat hex is within 3 hexes
of an air facility where a communist EW air unit is based
or if he has an EW unit accompany the intercepting units.
CENTRAL AMERICA, Conventional Rules Book: Page 50
• If neither player has an EW unit within range or accompanying his air units, the player initiating the attack has
the initiative.
• If helicopters or "D" rated air units are being intercepted,
the player initiating the attack always has the initiative,
and the helicopters or 'D" air units are always the defenders
(step 3, below, is skipped in this case).
• If a stack of 0"J" units is intercepted, they are immediately
eliminated, and the rest of the air combat procedure is
ignored.
In all cases, the Allied player has the initiative if a US
AWACS or EW unit is within range or accompanie the Allied
air units. CIA EW/engineers ground units and the PA EC-135
air unit are all considered US EW units for determining initiative. Helicopters can never be used to intercept enemy
air units or helicopters.
3. The player with Tactical Air Initiative chooses to be the
attacker or the defender in the air combat (intercepted
helicopters are always the defenders).
4. The players add up the total number of friendly and
enemy air units and/or helicopters involved (including intercepting air units, escort units, EW air units, transport units,
and units on other combat missions) to find the Intensity
Level. The total number of units involved determines the intensity. There are three levels of intensity:
• Low: 6 or fewer air units and/or helicopters are involved.
• Medium: Between 7 and 12 air units and/or helicopters (inclusive) are involved.
• High: 13 or more air units and/or helicopters are involved.
5. Each player adds up the Air Combat Values of the intercepting and escort units involved in the combat. The combined Air Combat Values are compared to find a simplified
ratio on one of the three Air Combat Tables. The ratio is
always rounded down, if necessary, in favor of the defender.
6. The players determine if any of the die roll modifiers for
Air Combat are applicable.
7. The attacking player (as determined by step 3 above) rolls
the die and applies any modifiers to the die roll to find the
modified die roll. He consults the Air Combat Table for the
current Intensity Level, and cross-references the modified die
roll with the combat ratio.
8. The players apply the combat results to their units. Intercepting air units never take step losses when attacking "D"
air units or helicopters.
9. Intercepting air units are returned to an air facility within
their Movement Radius and are placed in the "Used" space
on the Air Ground Displays. Intercepted air units and helicopters that suffered no adverse affects can continue their
mission to the target hex (and may be subject to other Interception missions). If the air combat calls for a "return' result
against the intercepted air units, they must end their mission and return to a friendly air facility unless the owning
player is willing to take enhanced losses (see below); the units
are placed in the "Used" space on on the Air Groups Display.
Intercepted helicopters must return to friendly, supplied
hexes within their Movement Radius on a "return" result and
are rotated 180 degrees; helicopters can never take enhanced
losses to continue a mission.
A stack of friendly air units can be attacked each time
the Air Mission marker enters a hex which is within the
detection range of an enemy EW/AWACS unit or Masaya or
when they enter a hex containing an enemy Air Group
marker. Helicopters can be intercepted each time they enter
a hex containing enemy units that are within range of an
EW/AWACS unit or Masaya, or when they enter a hex containing an enemy Air Group marker. An air unit can perform
only one Interception mission per turn.
Notes on the Air Combat Procedure
1. Once units are selected to be escorts, they can no longer use their
Bombardment Values even if the stack is not forced to abort the
mission and return to an air facility.
2. When determining Tactical Air Initiative, the EW and AWACS air
units based at air facilities must be in the "Available space on the
Air Group Display.
3. After air combat has been resolved in a hex, air defense attacks
may be performed by eligible ground units in the combat hex.
AIR COMBAT DIE ROLL MODIFIERS
The following die roll modifiers apply to air combat in
all versions of the game:
+ 2 or — 2: The hex where the air combat takes place is within 10 hexes of an AWACS air unit (for the Allied
player) or Masaya while its detection capability
is still operational (for the Communist player).
+ 1 or —1: The hex where the air combat takes place is within 3 hexes of a friendly EW air or ground unit.
+ 1 or —1: An EW air unit accompanies friendly air units.
+ 1 or — 1: A friendly, undamaged air facility occupies the
hex where air combat takes place.
Each player checks for which modifiers apply to the combat. Positive modifiers aid the attacking player and negative
modifiers aid the defending player.
Note: A player receives the better modifier for the detection range
of the AWACS/Masaya or the EW, not for both. Otherwise, the die
roll modifiers are cumulative.
Two US F- 15 air units and an
0-2 (EW) unit intercept two Nicaraguan S-24's (on a Bombardment
Strike mission) and three M-19's (escorts). The interception takes
place in hex 2210. The US player has an AWACS air unit based in
Tegucigalpa (1710) and a CIA EW/engineers in Juticalpa (2207).
Masaya's electronic warfare capability is still functioning. The combat hex is within range of the AWACS and EW units and Masaya.
Because the Allied player's electronic warfare capabilities always
have precedence, he has Tactical Air Initiative. His combined Air
Combat Value is 16 (8 +8 = 16), and the combined Nicaraguan Air
Combat Value is 6 (2+2+2=6). The values of the S-24's are not
added in. If the Allied player is the attacker, he attacks at 2-to-1
odds (16 to 6 is rounded down in favor of the defender), but if the
Communist player is the attacker, he must attack at 1-to-3 odds (6
to 16 rounded down to equal 6 to 18). The Allied player declares the
Nicarguan units to be the attackers since they must attack at such
bad odds. There are 8 air units involved, so the attack is made on
the medium intensity Air Combat Table.
The Allied player uses the AWACS units for a —2 modifier and
the 0-2 accompanying the US units for another —1; he has a total
of a —3 die roll modifier. He cannot use the CIA EW unit to get
another —1, because he can benefit from being in range of the an
AWACS or an EW unit, not both. The combat hex does not contain
an air facility, so neither player benefits from this modifier. The
Communist player gets a +2 die roll modifier for being within range
of Masaya. The Allied —2 modifier and the Communist +2 modifier
cancel each other out, so the final die roll modifier is —1.
The Communist player rolls a 3, which is modified by the —1
for a final die roll of 2. The players check the Air Combat Table
and discover that the Nicaraguan air units take two step losses and
must return to an air facility (unless the Communist player is willing
to take enhanced losses). The US air units take no step losses and
return to air facilities within their Movement Radius.
EXAMPLE OF APPLYING MODIFIERS:
AIR COMBAT RESULTS
Each of the three Air Combat Tables has two results per
column. The result to the left of the slash applies to the
attacker's units (as defined by step 3 of the Air Combat Procedure); the number to the right of the slash applies to the
defender's units. The results on the Air Combat Tables are
as follows:
1, 2, 3, 4, or 5: The number of step losses suffered by the
affected player's units. Intercepted units may take step losses and continue their original mission if no "e (return) follows the number of step losses. Note that this number may
be increased if a player is willing to take enhanced losses to
continue the mission when an "e result is received.
r: Return. This result aborts the air mission that was intercepted and forces the units to return to an air facility unless
CENTRAL AMERICA, Conventional Rules Book: Page 51
the owning player is willing to take enhanced losses to continue the mission. An Y result never affects intercepting units
because they return to an air facility as soon as the combat
is resolved. Helicopters must return to friendly, supplied hexes
on this result. Aborted and intercepting air units are returned
to air facilities within their Movement Radius and are placed
on "Used" space on the Air Group Display.
Each player distributes step losses to his units as he sees fit.
A single step loss is satisfied by:
• Flipping a full-strength unit to its half-strength side;
• Eliminating a half-strength unit or a unit with only one side.
Two step losses can be satisfied by:
• Eliminating one full-strength air unit;
• Flipping two full-strength units to their half-strength side;
• Eliminating one half-strength air unit per step loss;
• Eliminating one half-strength air unit and flipping another
full-strength unit to its half-strength side.
bined Air Combat Value of the M-21's is 9 (3+3+3=9). The US air
units can attack at 1-to-1 odds, or the Nicaraguan units attack at
1-to-2 odds. The Allied player decides to let the M-21's be the attackers. The Allied player still has a cumulative —3 die roll modifier
—2 for the AWACS and —1 for the 0-2); the Communist player has
a total +4 modifier ( +2 for Masaya, +1 for the AN-12, and +1 for
the air facility in Esteli). The final modifier is a +1. The combat is
again resolved on the medium intensity Air Combat Table since 10 air
units are involved.
The Communist player rolls a 5, which is modified to 6. Crossreferencing the modified 6 with the "1 to 2" column gives a result of
"Oar." The M-21's are not affected, but the US units must take one
step loss and return. However, the Allied player decides to take enhanced losses and continue the mission. Thus, he must take two step
losses, which he satisfies by eliminating an F-16. He can now continue his mission in Esteli.
Note that there is a non-mobile AA site in Esteli which performs
an air defense attack before the US units can perform an air mission
in the hex.
Enhanced Losses: A player's whose intercepted air units
suffered an Y result on the Air Combat Table can either abort
the mission and return his units to friendly air facilities, or
he can continue the mission by taking extra step losses. He
must declare whether the air units will continue their mission
as soon as the combat is resolved. The player doubles the
number of step losses from the air combat and continues the
mission, which may be intercepted again. On a result of "Or,"
the owning player takes one step loss to continue the missions. Intercepted helicopters can never take enhanced losses
to continue an air mission.
10.3 Ground-Air Combat (Air Defense)
OJ
4s 16
0
USAF
U
x3
• Air
Combat
Value
ESCORTS
INTERCEPTING
AIR UNITS
During his Air Mission Phase, the Allied
player launches an air mission from Comayagua (1508) consisting of
three US A-10's and an 0-2 EW unit. The units move to
Tegucigalpa 07091 to form a joint missions with two F-16's based
there which may act as escorts; the US E-3 AWACS unit is also
based here. The joint mission heads towards Esteli (2115).
When the Allied Air Mission marker enters 1912, it is detected
by Masaya and the Communist player announces that he will perform an Interception mission. The Allied player announces that the
F-16's will perform escort. The Communist player has four Cuban
M-23's at Punta Huete (2218) intercept. The air combat is resolved
in hex 1912.
Because the combat hex is within 10 hexes of the E-3, the Allied
player has Tactical Air Initiative. The combined Air Combat Value
of the US F-16's is 12 (6+6= 12), and the combined Air Combat
Value of the M-23's is 16 (4+4+4.+4=16). The US units would
have to attack at 1-to-2 odds whereas the M-23's would attack at
1-to-1 odds. The Allied player decides to let the M-23's be the attackers. The attack takes place on the medium intensity Air Combat
Table because ten air units are involved.
The Allied player gets a —2 modifier for an AWACS unit at
Tegucigalpa and a —1 for the 0-2 accompanying the mission. The
Communist player gets a +2 modifier for Masaya, so the final die
roll modifier is —1. The Communist player rolls a 4, which is modified to 3. Cross-referencing the modified roll of 3 with the "1 to 1"
column on the medium intensity Air Combat Table, the result is
"1/0." The Cuban air units take one step loss, and the US units are
not affected. One M-23 takes a step loss, and the units return to
Punta Huete and are placed in the "Used" space on the Air Group Display.
The US air units continue their mission, and the Air Mission
marker moves through hexes 1913, 2013, 2014. When it enters
Esteli, the Communist player declares another Interception mission
(note that he could have declared missions in each hex the US air
units entered). Three Nicaraguan M-21's and an AN-12 EW unit at
Esteli perform the interception.
The Allied player still has Tactical Air Initiative because of the
AWACS unit and the two F-16's continue to be escorts. The comEXAMPLE OF AIR COMBAT:
Air defense is performed by eligible ground units against
enemy air units that enter a hex containing the units. Enemy
air units can be attacked a number of times by eligible air
defense units while they move. Helicopters can never be
attacked by air defense units.
The following units can perform air defense:
• All non-mobile SAM (surface-to-air missile) and AA (antiaircraft) sites.
• All mobile SAM and AA units.
• Stacks containing 2 or more US ground units (not including mobile SAM/AA battalions).
• Stacks containing 2 or more Nicaraguan ground units (3-3-4
and 3-4-4 infantry brigades, 2-3-8 mechanized infantry
battalions, and 3-3-8 tank regiments).
• Stacks of 2 or more Cuban ground units.
A player asks his opponent to stop movment of the Air
Mission marker whenever it enters a hex containing air
defense units. Enemy air units can be attacked twice in a hex
by air defense capable units. A non-mobile SAM or AA site
in the hex can make the first attack; a second attack can be
made either by a mobile AA or SAM or by a stack of eligible
ground units. (If the hex does not contain a non-mobile SAM
or AA site, only one air defense attack can be made.)
During a given mission, a stack of air units can be attacked several times by air defense units in each eligible hex
it enters. An air defense unit can attack each stack of enemy
air units that enters its hex. Air defense units must be in supply to attack enemy air units.
In the Conventional Game, non-mobile SAM and AA sites
are considered destroyed if they receive a damage result from
a Bombardment Strike. They are also destroyed if their hexes
are ever occupied solely by enemy ground units.
Mobile AA and SAM units take step losses normally as
other ground units do, but one step loss destroys a mobile
AA or SAM unit. Mobile AA and SAM units can never be
rebuilt.
Notes on Air Defense
1. Since a US mobile SAM or AA unit can perform an air defense
attack, the other US ground units in the same hex do not perform
a second attack.
2. Nicaraguan ground units capable of air defense attacks are noted
) on the front and backs of their counters. A hex
by this symbol (
must contain at least two of these units before an air defense attack
can be made. Note that, as with US units, a Nicaraguan mobile AA
unit stacked with other units performs the air defense attack.
3. An Interception mission in a hex containing air defense capable
units is resolved first, and then any air defense attacks are resolved.
4. In the Intervention Game, non-mobile SAM/AA sites can be
repaired (see 16.3). They are flipped over to their 'SAM/AA Site
Damaged side until repaired. If an enemy ground unit occupies a
SAM/AA site hex, the site is destroyed and the counter is removed
from the map.
CENTRAL AMERICA, Conventional Rules Book: Page 52
AIR DEFENSE PROCEDURE
1. The player who will perform the air defense attack
requests his opponent to stop moving his Air Mission marker.
2. The player conducting air defense determines which of
his ground units will conduct attacks. An attack by a nonmobile SAM or AA site is resolved first, followed by a second
attack made either by a mobile SAM/AA or by eligible ground
units. If there is no non-mobile SAM/AA in the hex, only one
attack can be made by a mobile SAM/AA or by a stack of
eligible ground units.
3. The player consults the Air Defense Table and rolls the
die, applying any die roll modifiers. He cross-references the
modified die roll with the unit type performing the attack.
4. Results against the enemy air units are immediately
applied.
5. If the player can perform a second air defense attack, he
follows steps 1 through 4 again.
AIR DEFENSE DIE ROLL MODIFIERS
The following modifiers apply to the Air Defense Table:
+2 or -2: A US AWACS air unit is within 10 hexes of the
hex where the air defense attack occurs, or the
attack occurs within 10 hexes of Masaya while
its detection capability is operational.
A friendly EW unit is within 3 hexes of the one
where the air defense attack occurs.
A friendly, undamaged air facility is in the hex
with the air defense units.
An EW air unit accompanies the air units.
A player receives the benefit for being within range of
either an AWACS/Masaya or an EW air or ground unit, not
both. Otherwise, the modifiers are cumulative.
RESULTS OF AIR DEFENSE ATTACKS
The result of air defense will either be no effect or step
losses. A result of "-" means no effect, and the enemy air units
are not damaged. A numbered result means that the enemy
air units must take 1, 2, or 3 step losses. Step losses to the
air units are applied by the owning player as described in
Air Combat, above.
An attack on Allied air units by a Nicaraguan non-mobile
SAM results in a negative die roll modifier to any Bombardment Strikes made by those units, even if they suffered no
step losses in the SAM attack.
Note: In the Intervention Game, US B-52 air units because of their
altitude can be attacked only by non-mobile SAM sites.
EXAMPLE OF AIR DEFENSE ATTACK: During his Air Mission Phase, the
Communist player launches an air mission composed of two Soviet
T-22's and three Cuban M-23's (escorts), and an AN-12 (EW) from
Punta Huete (2218) to attack Tegucigalpa. There is a non-mobile AA
site in Tegucigalpa and a US mobile AA unit. The US E-3 AWACS
unit is based at Comayagua (1508).
The Allied player launches two separate Interception missions
when the communist Air Mission marker enters hexes 1810 and
1710 (Tegucigalpa), but both fail to stop the communist air units.
The Allied player can perform two air defense attacks, one with the
non-mobile AA site and one with the mobile AA unit.
The non-mobile AA attack is resolved first. The Allied player
has a cumulative die roll modifier of +3 (+2 for being within 10
hexes of the AWACS unit and +1 for the air facility in Tegucigalpa).
The Communist player has a —1 modifier for the accompanying
AN-12 unit (the mission is outside the detection range of Masaya
and all other communist EW units). The final die roll modifier is
+2. The Allied player rolls a 1 which is modified to 3. He checks
the Air Defense Table under the "Non-Mobile AA" column and finds
"1." The communist air units must take one step loss, and it is
assigned to one of the M-23 units.
The attack by the mobile AA unit is resolved next. The same die
roll modifiers apply to this attack. This time the Allied player rolls a
1, which is modified to a 3. Checking under the "Mobile SAM/AA"
column, the result is 2. One step loss must be assigned to the communist air units which is satisfied by eliminating the damaged
M-23's. The air defense attacks are now resolved, and the Communist player performs his air mission.
The Communist player decides to perform a Bombardment Strike
against the mobile AA unit. The T-22's have a Bombardment Value
of 6. The only die roll modifier is a —1 since Tegucigalpa is within
10 hexes of the AWACS unit. The Communist player rolls a 6, which
is modified to 5. Checking the Ground Unit Bombardment Table
under the "6-9" column for ground units, the result is "I." The AA
unit is damaged and is removed from the map.
10.4 Ground Combat
Ground combat occurs during the Ground Combat Phase.
Units are never forced to have combat. If a player decides
to have combat, he must attack all defending units that are
adjacent to his attacking units. Units in different hexes can
combine to attack into an enemy-occupied hex. An attacker
can elect to have some of his units attack at low odds so that
he can concentrate his strength to attack other units at higher
odds. Out of supply units cannot attack in ground combat,
but they do defend.
The attacking player declares which units will attack the
defending units and resolves these attacks one at a time. The
attacking player can have units in one hex attack enemy units
in several adjacent hexes, or he can have units in several
hexes attack enemy units in one hex. As long as all defending units that are adjacent to attacking units are attacked in
this phase, the owning player can make his attacks as he
wishes.
Note: Insurgency units that must attack a city, town, or port do not
need to attack adjacent enemy ground units (see 8.5). Ground units
performing paradrops and helicopter assaults in hexes containing
enemy units do not need to attack adjacent enemy ground units
(see 6.4). In the Intervention Game, US Marine units making
amphibious assaults can attack communist ground units in one hex
(see 15.2).
AIR MISSIONS AND GROUND COMBAT
Close Air Support Missions: One combat air unit or attack
helicopter can perform a Close Air Support mission in a hex
containing enemy ground units that will be attacked during
the Ground Combat Phase. For each Bombardment Point
delivered into the hex (to a maximum of 3), the attacking
player receives a +1 die roll modifier when resolving ground
combat. This die roll benefit is lost if the hex is not attacked
by friendly ground units during the Ground Combat Phase.
One Close Air Support mission can enhance one ground
combat. If a stack of units in a hex attacks several enemyoccupied hexes, only one air unit or attack helicopter can contribute its Bombardment Points to the whole attack, not one
unit per hex being attacked.
Offensive Ground Combat Support Missions: Up to two
attack helicopters can enter a hex containing enemy units to
perform an offensive Ground Combat Support mission in support of friendly ground units. When determining the combat ratio, a helicopter's Ground Combat Value is added
together with the Attack Values of the friendly ground units
making the attack. In addition, the owning player receives
a one-column shift in his favor when resolving the combat
see below).
CENTRAL AMERICA, Conventional Rules Book: Page 53
The Communist player has two Nicaraguan 3-3-4 infantry
brigades in hex 3308, two 3-3-4 brigades in hex 3407, and two 3-4-4
brigades in hex 3406. The Allied player has one Honduran 1-2-4 infantry battlion in hex 3207, two 1-2-4 battalions in hex 3307, and
one reduced 0-1-4 battalion in hex 3405.
The Communist player could have his two 3-3-4 units in 3308
attack the 1-2-4 battalion in 3207 (6 vs. 2, which is simplied to a
ratio of 3 to 1), his two 3-3-4 units in 3407 attack the two 1-2-4
battalions in 3307 (6 vs. 4, simplified in favor of the defender to a
ratio of 1 to 1), and the two 3-4-4 units in 3406 attack the 0-1-4
battalion in 3405 (6 vs. 1, or 6 to 1). However, he wants to concentrate his strength against the two 1-2-4 units in 3307.
He decides to attack the 1-2-4 unit in 3207 with one 3-3-4 unit
in 3208 (3 vs. 2, simplified to the ratio of 1 to 1) and to attack the
0-1-4 unit in 3405 with one 3-4-4 unit (3 vs. 1, or 3 to 1). He will
have one 3-3-4 unit in 3308, the two 3-3-4 units in 3407, and one
3-4-4 unit in 3406 attack the two 1-2-4 battalions in 3307 (12 vs. 4,
or 3 to 1). This attack is legal because all adjacent enemy units are
being attacked by some communist unit. The main reason the Communist player chose to attack in this manner was to negate the die
roll modifier for river defense against the the 1-2-4 units (the FSLN
3-4-4 unit in 3406 is already across the river).
EXAMPLE:
An attack helicopter with a Ground Combat Value of
0 adds nothing to the ground units' Attack Value, but it still
give the owning player a one-column shift in his favor.
If units in one hex are attacking several defending hexes,
the owning player can use a maximum of two attack helicopters for the whole attack, not two per hex being attacked.
Defensive Ground Combat Support Missions: One attack
helicopter in a hex with friendly units can contribute to the
defense when they are attacked. When determining the combat ratio, the helicopter's Ground Combat Value is added
together with the Defense Values of the friendly ground units.
In addition, the owning player receives a one-column shift
in his favor when resolving the combat (see below).
An attack helicopter with a Ground Combat Value of 0
adds nothing to the ground units' Defense Value, but it does
give the owning player a one-column shift in his favor.
Unlike offensive Ground Combat Support missions
where only one or two attack helicopters can take part in a
given ground combat, it is possible for several attack helicopters on defensive Ground Combat Support missions to
assist in a single combat. If several hexes are being attacked
in the same combat and there are attack helicopters in each
defending hex, one helicopter per hex can contribute its
Ground Combat Value to the defending ground units.
However, the owning player receives only one column shift
in his favor for all the defending helicopters.
The Allied player
plans to use a stack of three US Marine 3-2-4 infantry battalions
and a 3-2-8 tank battalion in hex 1612 to attach a Nicaraguan 2-3-4
infantry brigade in hex 1613 and a 3-3-4 infantry brigade in 1713.
There is also a half-strength FSLN attack helicopter battalion in
each hex; both helicopters performed offensive Ground Combat Support missions during the Communist Air Mission Phase, so they can
perform defensive Ground Combat Support missions during the
Allied Ground and Air Stage. The US units have a combined Attack
Value of 12 (3+3+3+3=12) and the FSLN units have a combined
Defense Value of 8 (3+3+ 1+ 1=8).
During his Air Mission Phase, the Allied player successfully performs a Close Air Combat mission against the infantry brigade in
hex 1613 with a US A-10 air unit. The Allied player places a +3
Close Air Support marker in this hex. Note that he cannot perform
another similar mission against the brigade in hex 1713 unless he
attacks each enemy-occupied hex separately during the Ground Combat Phase.
In addition, he moves two CIA helicopters battalions from Tiger
Island (1414) into hex 1613 to perform a Ground Combat Support
mission; each helicopter has a Ground Combat Value of 2. Again,
he cannot move more attack helicopters to support the attack unless
he attacks each enemy hex separately.
The combined Attack Value of the US units is now 16
(12+4=16) versus the combined Defense Value of 8 for the FSLN
units. The initial combat ratio of 16 to 8 is simplified to 2 to 1. Note
that both FSLN attack helicopters can add in their Ground Combat
Values because they are in separate hexes that are both being
attacked in one combat.
Each player also receives a one-column shift for his attack
helicopters, which will cancel each other out when the final column
shifts are determined. Note that a player receives only one column
shift no matter how many attack helicopters participate in the combat. The Allied player will receive a +3 die roll modifier when
resolving the combat for the Close Air Support marker in the hex.
EXAMPLES OF AIR MISSIONS AND GROUND COMBAT:
2S
USAF
6
Bombardment Value
Note: The US A-10 can use 3 of its 4 Bombardment Points in the Close Air Support mission.
CENTRAL AMERICA, Conventional Rules Book: Page 54
TRANSPORT STRIKE UNITS AND GROUND COMBAT
Ground units can be moved into or adjacent to hexes containing enemy ground units by paradrops and helicopter
assaults (see "Transport Strike Missions' in 6.4). Transport
air units and helicopters can paradrop parachute-capable
ground units; transport helicopters can move parachutecapable units, special forces units, US Marine infantry units,
and the 6th Air Cavalry cavalry unit for helicopter assaults.
The owning player must roll on the Paradrop and Helicopter
Assault Table to determine if his units take any step losses
from the air mission.
Ground units transported into Clear or Rough terrain
hexes containing enemy units must attack those units during the Ground Combat Phase. Unlike other ground attacks,
the paradropped and/or helicopter assault units must attack
only the enemy units in the hex they jointly occupy. The owning player can, if he wishes, have these units attack other
enemy units in adjacent hexes, but then all units in adjacent
hexes must be attacked. Friendly units adjacent to a jointlyoccupied hex can combine with the paradropped or helicopter
assault units to attack the enemy units in the hex.
Ground units transported to unoccupied hexes adjacent
to enemy units in the Air Mission Phase have the option to
attack the enemy units during the ensuing Ground Combat
Phase. If they do attack, they must attack all adjacent enemy
units. These units can also be transported into hexes containing friendly units and can take part when those units attack
adjacent enemy units.
Notes on Transport Strikes and Combat
1. Paradrop and helicopter assault units are in supply in the turn
they perform their Transport Strike mission and throughout the next
turn (see 7.8).
2. Paradrops by ground units cannot take place in city hexes although
helicopter assaults can.
3. After combat is resolved, paradrop and helicopter units may be
allowed to remain in the hex they entered via Transport Strike or
they may be forced to retreat (see 10.5).
4. Ground units transported during the Helicopter Transport Phase
cannot be placed in a hex in an enemy ZOC.
INSURGENCY UNITS AND GROUND COMBAT
If an insurgency unit is involved in an attack, the owning player receives a + 1 die roll modifier when resolving the
ground combat. If an insurgency unit is included among the
defending units, the owning player receives a —1 modifier.
No matter how many insurgency units are involved in a given
attack, the owning player receives a maximum modifier of
+ 1 or —1. The Attack or Defense Values of the insurgency
units are added in when determining the combat ratio.
If an insurgency unit is also a special forces unit, the owning player also receives a one-column shift in his favor. He
receives only one column shift no matter how many friendly
special forces units are involved in the attack.
An insurgency unit using insurgency movement can
move adjacent to enemy ground units, have an Insurgency
Reserve marker placed on it, and participate in ground combat. As long as the insurgency unit is not adversely affected
by step losses or retreat, the Insurgency Reserve marker stays
on the unit, and it can move in the Reserve Movement Phase.
If the insurgency unit takes a step loss or is forced to retreat,
the marker is removed.
Insurgency Attacks Against Population Centers: When
an insurgency unit or stack ends movement (either regular
ground or insurgency movement) in a city, town, or port controlled by the opposing player, it must have combat during
the owning player's Ground Combat Phase. The combat is
resolved using the ground combat procedure described below.
The insurgency unit or stack does not have to attack other
enemy ground units adjacent to the hex unless the owning
player wishes to, but then all adjacent enemy units must be
attacked.
The population center has an intrinsic Defense Value of
1 when determining the combat ratio. The insurgency unit
or stack is always the attacker, and it receives a + 1 die roll
modifier when resolving the attack and, if there is a special
forces unit involved, a one-column shift in its favor. A step
loss or retreat result against the population center allows the
insurgency unit or stack to remain in the hex, which is now
controlled by the attacking player. If the insurgency units
takes step losses, they must retreat out of the population
center hex (a retreat result also forces them to leave the hex).
Note: If a population center hex is later recaptured by the original
owning player, the intrinsic Defense Value of the hex is restored.
POPULATION CENTERS AND GROUND COMBAT
The Defense Value of one ground unit is doubled when
defending in a city. (If a stack of units defend in a city, only
one unit's value is doubled.) In addition, a —1 die roll modifier is applied to a ground combat as long as one defending
ground unit occupies a city. These benefits do not apply to
attack helicopters and do not affect ground units attacking
out of a city.
Units defending in cities can ignore retreat results from
combat. If units attack out of a city and are forced to retreat,
the owning player can take a step loss in addition to any called
for by the combat result to remain in the city.
Ground units defending in a town or port also receive a
—1 die roll modifier when resolving combat. They cannot
ignore retreat results, however.
SUPPLY AND GROUND COMBAT
A unit or stack possessing an Out of Supply marker
defends at half its printed Defense Value. This value is
rounded down to a minimum of 1. The halving of the value
is taken into account before any other modifications are
applied. Thus, a unit possessing an Out of Supply marker that
is defending in a city would have its Defense Value halved
and rounded down before the value is doubled. An unsupplied ground unit cannot attack.
A Nicaraguan 3-3-8 tank regiment in Esteli possessing an
Out of Supply marker would have its Defense Value reduced to 1 (3
divided by 2 equals 11/2, which is rounded down to 1). When defending in a city, the tank regiment could have its Defense Value
doubled to 2.
EXAMPLE:
MOUNTAIN JUNGLE HEXES AND COMBAT
Armor units have their attack ability severely limited by
mountainous terrain. An armor unit can attack into Mountain
Jungle hexes only if a road or trail connects the armor unit's
hex with the Mountain Jungle hex. If no road or trail leads
into the Mountain Jungle hex, armor units cannot attack units
defending in such hexes. Armor units can ignore enemy
ground units in Mountain Jungle hexes which they cannot
attack; in this case, they attack only those enemy units that
are adjacent and with which they can have combat.
Armor units cannot retreat or pursue into Mountain
Jungle hexes unless they move along a road or trail.
An FDN infantry battalion occupies hex 2714 (a
Mountain Jungle hex). An FSLN tank regiment occupies hex 2614
and a mechanized infantry brigade occupies hex 2613. A trail connects 2614 and 2714, so the tank regiment can attach the FDN
battalion. The mechanized infantry brigade cannot attack the FDN
unit because no trail or road connects 2613 with 2714.
EXAMPLE:
CENTRAL AMERICA, Conventional Rules Book: Page 55
Note: Armor units may offer the owning player a column shift,
depending on the hex they and the enemy units occupy when ground
combat is resolved (see °Notes on Column Shifts"). The weather option
(18.1) may make trails impassable for armor units.
ATTACKING ISLANDS
There are three ways for ground units to reach islands
occupied by enemy ground units. During the Air Mission
Phase, ground units can use paradrop and helicopter assaults
to reach an island. During the Regular Unit Ground Movement Phase, a ground unit can move onto an island via Boat
Transport (see 7.4). During the Insurgency Movement Phase,
insurgency units can move onto an island (see 8.4). Units
moving in the Gulf of Fonseca by Boat Transport and insurgency movement can be attacked. The attacking units must
conform to stacking limitations when they enter an island
hex. An island hex can contain friendly and enemy units until
the combat is resolved. Only defending units benefit from
an Entrenchment marker.
Attacks against units on islands cannot be made across
all-water hexsides. Thus, communist ground units in Potosi
(1415) cannot directly attack Allied ground units on Tiger
Island (1414); they would have to move onto the island before they could make an attack.
For combat results when attacking an island, see "Combat Results," below.
Note: In the Intervention Game, US Marine units can perform
amphibious assaults against islands in the Pacific and Caribbean. The
Marine units remain in Water hexes and can attack across all-water
hexsides.
GROUND COMBAT PROCEDURE
Each ground combat is resolved using the procedure outlined below. The attacker is the player whose Ground and
Air Stage is in effect, and the opposing player is the defender.
Ground combat is resolved as follows:
1. The attacking player adds up the Attack Values of all his
ground units that will make a given attack. Insurgency units,
paradrop and helicopter assault units, and attack helicopters
on offensive Ground Combat Support missions also contribute their Attack Values. Armor units possessing Armor
Reserve markers cannot take part in ground combat, although
insurgency units with Insurgency Reserve markers can. The
combined total is the Attack Value.
2. The defending player adds up the Defense Values of all
ground units being attacked. If the units are defending in a
city, one unit's Defense Value is doubled. Insurgency units
and attack helicopters on defensive Ground Combat Support
missions also contribute their Defense Values. The combined
total is the Defense Value.
3. The Attack Value is compared with the Defense Value
to find a simple ratio listed on the Ground Combat Table.
Round down all fractions in favor of the defender.
4. The players determine the type of terrain in which the
defending units are located. If two or more terrain types are
involved, use the terrain most favorable to the defending
units.
The precedence for terrain (from worst for the defender
to best) is as follows: Clear, Rough, Forest or Swamp, Jungle,
Mountain Jungle.
5. The players consult the Ground Combat Table and use
the row for the defending units' terrain. The Initial Combat
Ratio marker is placed on this row in the box that corresponds
to the combat ratio.
6. Each player now determines what column shifts will
affect the combat. The defender's column shifts are subtracted
from the attacker's shift. The resulting number is how many
columns to the left or to the right the combat ratio will slide.
The Current Combat Ratio marker is placed to the left or right
of the Initial Combat Ratio marker as many boxes as there
are column shifts. If the column shifts cancel out, the Current
Combat Ratio marker is placed atop the Initial Combat Ratio
marker.
7. Each player now determines what die roll modifiers will
affect the combat. The defender's modifiers are subtracted
from the attacker's to determine the final die roll modification.
8. The attacking player rolls the die and applies the final die
roll modifier from step 7 to the roll. The result is the modified die roll.
9. The players cross-reference the modified die roll with the
column containing the Current Combat Ratio marker.
Whatever results are called for are applied to the opposing
units in the hex (see "Combat Results").
This procedure is followed until all ground combats have
been resolved.
COLUMN SHIFTS AND DIE ROLL MODIFIERS
Column Shifts: The column shifts listed below are used in
the Conventional Game. All column shits are cumulative.
There is a one-column shift for the owning player applied
for each of the following:
• The units include an artillery unit.
• The units include an engineers unit.
• The units include a special forces unit.
• The units include a tank unit. The attacking player receives
this shift if at least one of the defending units is in a Clear,
Rough, or Forest terrain hex; the defending player receives
this shift if at least one of the attacking units is in a Clear,
Rough, or Forest terrain hex. This column shift is negated
by the presence of an anti-tank unit with the enemy units.
• An attack helicopter performs a Ground Combat Support
mission (even if its Ground Combat Value is 0).
• A CIA EW ground unit is within 3 hexes of at least one
attacking Allied ground unit or one defending communist
ground unit that participates in the combat.
Die Roll Modifiers: The following die roll modifiers are used
in the Conventional Game when resolving ground combat:
—2: All attacking units attack across a river hexside (bridged
or unbridged). This modifier is negated by the presence
of an engineers unit with the attacking units.
—2: At least one defending unit occupies a Fortification or
an Entrenchment.
—1: At least one defending unit occupies a city, town, or port.
—1: An insurgency unit is one of the defending units.
+ 1: For each Bombardment Point in the hex delivered by a
friendly air unit or attacking helicopter on a Close Air
Support mission (up to a maximum of 3).
+ 1: An insurgency unit is one of the attacking units.
All die roll modifiers are cumulative. In any version of
the game, there is a maximum of +4 or —4 applied to a combat die roll.
Note: Additional die roll modifiers and column shifts appear in the
Intervention Game and Optional Rules.
NOTES ON COLUMN SHIFTS AND MODIFIERS
Artillery Units: An artillery unit in the attacking or defending stack gives the owning player a one-column shift in his
favor. A half-strength artillery unit with an Attack Value of
0 does not contribute anything when determining the initial
combat ratio, but it still gives the attacking player a onecolumn shift in his favor. If both players have artillery units
involved, the column shifts cancel out. A player receives only
one column shift for all artillery units involved in a combat.
Attack Helicopters: Attack helicopters on an offensive Ground
Combat Support mission gives the attacking player a onecolumn shift in his favor, and helicopters on defensive
Ground Combat Support missions give the defending player
a one-column shift in his favor. A half-strength attack helicopter with an Ground Combat Value of 0 does not contribute anything when determining the initial combat ratio, but
it still gives the attacking player a one-column shift in his
CENTRAL AMERICA, Conventional Rules Book: Page 56
favor. If both players have attack helicopters involved, the
column shifts cancel out. A player receives only one column
shift for all attack helicopters involved in a combat.
CIA EW Units: A CIA EW/engineers unit that is within 3 hexes
of a hex containing Allied ground unit defending in combat
gives a one-column shift to the Allied player. When Allied
units are attacking, the CIA unit must be within 3 hexes of
one of the defender's hexes, not a hex from which his units
are attacking. A CIA unit can contribute to any number of
combats in different hexes as long as it is within range of the
Allied units or the defending units' hexes. A maximum of one
column shift can be applied per combat. EW and AWACS air
units and Masaya contribute nothing when resolving ground
combat. A CIA unit may negate the —2 die roll modifier for
river defense for all Allied ground units (see below).
Cities, Towns, and Ports: If one defending unit occupies one
of these hexes, the owning player receives a —1 die roll modifier when resolving the combat. Note that a city doubles the
Defense Value of one unit in the hex. Units defending in a
city can ignore all retreat results from combat.
Engineers Units: An engineers unit in the attacking or defending stack gives the owning player a one-column shift in his
favor. If both stacks contain engineers, the column shifts
cancel out. A player receives only one column shift for all
engineers units involved in a combat. An engineers unit
stacked with attacking units also negates the die roll modifier
for river defense (see below). A CIA EW/engineers unit provides this benefit to all Allied ground units.
Entrenchments and Fortifications: If at least one defending unit
occupies a hex containing an Entrenchment or Fortification
marker, then all defending units receive a —2 die roll modifier. Units defending in an Entrenchment or Fortification can
ignore retreat results from combat.
Insurgency Units: If one or more insurgency units participate
in an attack or defense, the owning player receives a + 1 or
—1 die roll modifier, respectively. This modifier cancels out
if both players have insurgency units participating in a given
attack. If the insurgency unit is also a special forces unit, the
owning player receives a one-column shift in his favor.
River Defense: If all units attack across a bridged or unbridged
river hexside, the defending units receive a —2 die roll modifier. If some units attack across a river hexside while other
units attack from a hex on the same side of the river as the
defending units, this modifier is ignored. The presence of an
engineers unit with the attacking units negates this modifier.
Special Forces Units: A special forces unit in the attacking or
defending stack gives the owning player a one-column shift
in his favor. Special forces units in opposing stacks cancel
each other out. A player receives only one column shift for
special forces unit per combat. Also, because special forces
units are insurgency units, the owning player receives a + 1
or —1 die roll modifier when resolving combat.
Tank Units: If the attacking stack contains a tank unit and
attacks defending units in a Clear, Rough, or Forest hex, the
attacking player receives a one-column shift. If the defending stack contains a tank unit and at least one of the attacking units is in a Clear, Rough, or Forest hex, the defending
player receives a one-column shift. If both players have tank
units, the column shifts cancel out. This column shift is also
negated by the presence of an anti-tank unit with either the
attack or defending units, as applicable.
THE GROUND COMBAT TABLE
When resolving ground combat, the players note the
terrain in the hex or hexes occupied by the defending unit(s).
If the defending units occupy two or more hexes of different
terrain types, the terrain most favorable to the defending units
is considered predominant for determining the terrain row
where the combat ratio markers will be placed. The players
add up all Attack and Defense Values that apply to the com-
bat. The Attack Value is compared to the Defense Value to
find the initial combat ratio (attackers total strength to
defenders total strength). Fractions are always rounded down
in favor of the defender.
EXAMPLE: The attacking player has a total Attack Value of 15 for
all units involved in a combat. The defending player has a Defense
Value of 5. Comparing the two values, the attacker has three times
the value as the defender, so he has an initial combat ratio of 3 to
1. If the attacker has an Attack Value of 9 and the defender has a
Defense Value of 5, 6, 7, 8, or 9, the initial combat ratio would be 1
to 1. An Attack Value of 4 versus a Defense Value of 5, 6, Z or 8
would be an initial combat value of a 1 to 2.
After determining the ratio, the Initial Combat Ratio
marker is placed in the correct ratio box on the row that corresponds to the defending units' terrain. If the initial combat
ratio is greater or less than any ratio on the Ground Combat
Table, the Initial Combat Ratio marker is placed on the
highest or lowest labeled ratio box on the row.
After the Initial Combat Ratio marker is placed on the
table, the Current Combat Ratio marker is placed atop it. Both
players determine the column shifts that apply to the ground
combat that is being resolved, and the defenders total column
shifts are subtracted from the attacker's column shifts. If the
column shifts cancel each other out, the ''Current" marker
remains atop the "Initial" marker. If the result is a negative
number, the "Current" marker is moved that many boxes to
the left on the same terrain row (in favor of the defender);
if the result is a positive number, the marker is moved to the
right (in favor of the attacker). The "Current" marker can never
be moved farther than the last box on either side of the table.
The ratio boxes on the terrain rows are colored red, white,
and blue, and determine which side, if either, must retreat
after the combat is resolved. When the 'Current Combat
Ratio" marker is in a red box, the attacking units must retreat
after combat. When the marker is in a blue box, the defending units must retreat. If the marker is in a white space, then
the red or blue areas corresponding to the modified die roll
determine which side retreats (red indicates the attacking
units retreat and blue indicates the defending units retreat).
The color in the ratio box of a terrain row has precedence
over colored results from the die roll. As a rule of thumb,
if the attack is made at a ratio of 1 to 3 or less (after column
shifts), the attacker must retreat, and at a ratio of 3 to 1 or
more, the defender must retreat.
EXAMPLES OF COMBAT RESOLUTION: A stack of Nicaraguan units
(one 3-3-4 infantry brigade, one 3-3-8 tank regiment, and one 1-2-3
engineers battalion) in hex 1912 will attack a Honduran 1-2-4 infantry battalion in hex 1811 and a 1-1-4 artillery battalion in 1911. The
combined Attack Value of the Nicaraguan units is 7 (3 +3+ 1=7),
and the combined Defense Value of the Honduran units is 3
(2 + 1=3). The initial combat ratio is 7 to 3, or 2 to 1 (rounded
down in favor of the defender).
The most favorable terrain for the Honduran units is Forest in
hex 1911, so the Initial Combat Ratio marker is placed in 2 to 1"
box of the Forest or Swamp" row on the Ground Combat Table (box
10, which is white). The Current Combat Ratio marker is also
placed in box 10. The Communist player receives two column shifts
for the tank and engineers units, and the Allied player receives one
column shift for the artillery unit. The net result is a one-column
shift to the right and the Current Combat Ratio is moved into box
11 (white).
The -2 die roll modifier for river defense is negated by the
presence of the Nicaraguan engineers unit, so there is no modifier to
the die roll. The Communist player rolls a 4. Cross-referencing 4
with the column containing the Current Combat Ratio yields a result
of "- 1 the Nicaraguan unit are unaffected, but one of the
Honduran units must take a step loss. Because the result is colored
blue, the Honduran units must also retreat.
Now assume that a stack of Nicaraguan units with an Attack
Value of 15 is attacking an Honduran unit with a Defense Value of
3 in a Clear terrain hex. The initial combat ration is 15 to 3, which
is simplified to 5 to 1. This is higher than the highest ratio on the
Clear terrain row, so the Initial Combat Ratio marker is placed in
the "4 to I" box (box 151. The Nicaraguan units receive a twocolumn shift to the right, but the Current Combat Ratio cannot move
CENTRAL AMERICA, Conventional Rules Book: Page 57
past the last box on the table, so it remains in box 16. Since this box
is blue, the Honduran unit, if it takes only one step loss, must
retreat after the combat.
Another Nicaraguan unit with an Attack Value of 2 attacks two
Honduran units with a combine Defense Value of 5 in a Clear
terrain hex (this attack is made to allow other Nicaraguan units to
attack some Honduran units at a better ratio in a later combat). The
initial combat ratio is 1 to 3, and the Initial Combat Ratio marker
is placed in the 6 box. No column shifts apply to the combat. The
Current Combat Ratio is now in a red box, and so the Nicaraguan
unit, if it survives, must retreat after the combat. Even if the
Communist player were to roll a modified 7 or better, his unit would
have to retreat because the red color in Clear terrain row has
precedence over the blue color of the modified die roll result.
COMBAT RESULTS
Each player's pieces may be affected by ground combat.
On the Ground Combat Table there are two listings from each
combat resolution. Results under "N apply to the attacking
player's units and results under 'D" apply to the defending
player's units. Combat results are:
-: No Effect: The player's units took no significant losses from
the combat.
1, 2, or 3: The player's units take one, two, or three step
losses.
One step loss can be satisfied by:
• Flipping a full-strength unit over to its half-strength side;
• Eliminating a half-strength unit.
Two step losses can be satisfied by:
• Eliminating one full-strength unit with two sides;
• Flipping over two full-strength units;
• Eliminating two half-strength units;
• Flipping over a full-strength unit to its half-strength side
and eliminating another half-strength unit.
Three step losses can be satisfied by:
• Eliminating one full-strength unit with two sides, and flipping over another full-strength unit or eliminating a halfstrength unit;
• Flipping over three full-strength units;
• Eliminating three half-strength units.
The owning player decides which units involved in the
combat will take step losses. If the combat calls for more step
losses then the attacking or defending units can satisfy, the
excess losses are ignored.
Most ground units have two sides: full-strength and halfstrength. Some ground units (mobile SAM and AA units, logistic supply units, and several replacement tank units) have
only one side. Units with only one side are eliminated when
they take one step loss from combat.
Tank units consist of two counters and have three or four
steps. If a tank unit takes two step losses, it is removed from
the map and its replacement unit is placed in the original hex.
Once a tank unit has been replaced, its original counter can
never reappear (see 11.1).
An insurgency unit that is eliminated through combat is
placed on the Game Turn Track two boxes ahead of the current turn. During the End of Turn Stage of the future turn,
the unit is removed from the track and placed back in the
owning player's pool of available insurgency units. Insurgency
units that have taken one step loss can be reorganized.
Combat Results When Attacking an Island: During the
Ground Combat Phase, combat against enemy units on an
island is resolved normally. Defending units on the island,
since they cannot retreat, must take an extra step loss (in
addition to any called for by the combat result) to remain on
the island; if the island contains an Entrenchment, defending units can ignore retreat results.
If a defending ground unit remains on the island, attacking paradrop and helicopter assault units on the island are
destroyed; a stack of attacking regular ground and/or insurgency units takes an extra step loss (above those called for
by the combat result) and must leave the island hex. The stack
of units returns to the nearest coast hex of its side; stacking
limits in the hex must be obeyed. Insurgency Reserve markers
are removed once insurgency units retreat.
The Communist player moved his 2-2-4 parachute infantry
battalion to Tiger Island (14141 via paradrop; it took a step loss
doing so. In addition, he successfully used Boat Transport to move a
2-3-4 infantry brigade to the island via the port of Puerto Morazan;
a second attempt from Corinto failed. Finally, he moved two 1-1-4
insurgency units onto the island from Potosi via insurgency movement. The maximum number of ground units he can move onto the
island is four.
In the ensuing Ground Combat Phase, the Nicaraguan units inflicted one step loss on the CIA EW/engineers unit. The CIA unit
occupies an Entrenchment, so it can ignore the required retreat and
does not take another step loss. Since the FSLN units did not
eliminate the CIA unit, the parachute unit is eliminated and the infantry brigade and insurgency must return to Potosi, the nearest land hex.
EXAMPLE:
10.5 Retreats and Pursuit
Most combat results call for either the attacking or
defending units to retreat. The units owned by the affected
player must either retreat or must take an extra step loss (in
addition to any other step losses called for by the combat
result) to remain in the hexes they occupy; taking this additional step loss is voluntary. Units which are unable to retreat
must take an extra step loss if called upon to retreat; this step
loss is in addition to other losses called for by the combat.
Ground units that occupy a city, an Entrenchment or a
Fortification can ignore all retreat results, and they do not
have to take a step loss to remain in the hex. Ground units
adjacent to cities and/or Fortifications/Entrenchments do have
to retreat if called for by the combat result (the owning player
can take an additonal step loss rather than retreat).
If the owning player does retreat his units, he must move
them two hexes. The units must try to move towards the
nearest Supply Source of its nationality or side, towards a
Supply Depot marker, or towards a friendly Fortification/
Entrenchment. If the units cannot be moved towards one of
these goals, the owning player can use any route for retreat,
within the guidelines of the restrictions listed below.
RETREAT RESTRICTIONS
Regular Ground Units: The following restrictions apply to
regular ground units when they retreat:
• A unit cannot retreat through an unoccupied hex in an
enemy Zone of Control. It can retreat through hex containing a friendly unit in an enemy ZOC and end its retreat
in a friendly-occupied hex in an enemy ZOC.
• Units can never retreat into Water hexes or across all-water
hexsides. They cannot use Boat or River Transport.
• Units cannot be retreated into a hex containing friendly
units in excess of stacking limitations.
• Units can be retreated off a mapedge, in which case they
can never re-enter the map for the rest of the game.
• Units in a stack must be retreated as a stack. They cannot
be split up and be retreated into different hexes. Units in
more than one hex are retreated individually and can be
moved as the owning player wishes.
If a unit or stack is unable to retreat because of the above
restrictions, it remains in the hex it occupies and takes an
additional step loss.
Insurgency Units: A stack of insurgency units that retreats
faces fewer restrictions:
• Insurgency units can freely retreat through unoccupied
enemy ZOC's, but they cannot end their retreat in one.
They cannot retreat through hexes with enemy units.
• They can retreat through Water hexes and across all-water
hexsides as long as they end their retreat in a hex containing land.
CENTRAL AMERICA, Conventional Rules Book: Page 58
• If insurgency units retreat off a mapedge, they are considered eliminated and are placed on the Game Turn Track
two turns ahead of the current turn.
• A stack of insurgency units must retreat as a stack.
• Insurgency units possessing Insurgency Reserve markers
that are forced to retreat have these markers removed.
They cannot use insurgency movement during the Reserve
Movement Phase.
If insurgency units cannot retreat, they take an extra step
loss and remain in the hex they occupy.
Paradrop and Helicopter Assault Units: If enemy ground
units vacate a hex after ground combat, paradrop and/or
helicopter assault units remain in the hex. If the hex still contains enemy ground units or if the combat result calls for a
step loss or retreat result for the attacking units, the transported units must retreat. If they cannot retreat, they are
eliminated.
If no friendly ground units are adjacent to the combat
hex, the paradrop or helicopter assault units can retreat
through one unoccupied hex in an enemy ZOC, but they cannot end their two-hex retreat in another hex in an enemy ZOC
(unless friendly ground units occupy the hex). If there is no
unoccupied hex to retreat through or no hex to end the retreat
in, the units are eliminated.
If friendly ground units are adjacent to the combat hex,
the retreating paradrop or helicopter assault units must move
through one of these hexes first and end their retreat either
in a hex outside all enemy ZOC's or in a hex occupied by
friendly units. Note that if a combat result calls for all the
attacking units to retreat, the paradrop and/or helicopter
assault units may retreat first, followed by other friendly units
retreating next.
In all cases, if paradrop and/or helicopter assault units
are forced to retreat, they must take an extra step loss.
Notes on Retreating Ground Units
1. Insurgency units stacked with regular ground units must retreat
with those units. The insurgency units face the same restrictions during the retreat as do the regular ground units. However, if the stack
retreats off the map, the insurgency units become available two turns
later.
2. Ground units that retreat from an island cannot use Boat Transport while retreating. They move to the nearest land hex of their
nationality or side and take a step loss in addition to any received
in the combat.
3. Because units defending in a city, Entrenchment, or Fortification
can ignore retreat results, it is possible that friendly paradrop and/or
helicopter assault units may win a combat against enemy units in
these hexes but not eliminate them. As long as enemy units remain
in the hex, the attacking paradrop or helicopter assault units must
retreat after combat and take the extra step loss.
4. The restrictions on Zones of Control into Jungle and Mountain
Jungle hexes apply during retreats (see 7.3).
HELICOPTERS AND RETREATS
Transport Helicopters: Transport helicopters that performed paradrops or helicopter assaults in enemy-occupied
hexes remain in the hex rotated 90 degrees until the Return
to Base Phase. If the enemy units in the hex were eliminated
or forced to retreat, one transport helicopter can remain in
the hex for each friendly ground unit. Paradrop and helicopter
assault ground units are in supply throughout the turn of the
Transport Strike mission and throughout the next turn.
If the paradrop and/or helicopter assault units are forced
to retreat from the hex, the transport helicopters are moved
to a friendly, supplied hex within their Movement Radius during the Return to Base Phase. They are rotated 180 degrees.
The transport helicopters do not take any step losses for moving to another hex.
Attack Helicopters: Attack helicopters that did not participate in ground combat are moved to a friendly, supplied hex
within their Movement Radius during the Return to Base
Phase if their hexes are occupied by enemy ground units.
They are rotated 180 degrees. The attack helicopters take no
step losses for moving to another hex.
Attack helicopters that perform offensive Ground Combat Support missions in a combat hex can remain in the hex
if the hex is vacated by enemy ground units and if friendly
ground units pursue into it. One helicopter can remain in the
hex for each supplied ground unit. If the hex still contains
enemy ground units during the Return to Base Phase, attack
helicopters are moved to friendly, supplied hexes within the
Movement Radius. An attack helicopter that moves to another
hex does not take a step loss, although its counter is rotated
180 degrees to indicate it can do nothing else for the remainder of the turn.
Attack helicopters on defensive Ground Combat Support
missions can remain in the hexes they occupy if friendly
ground units are also in the hex after combat. They stay
rotated 90 degrees and may be able to perform an offensive
mission later in the turn. If its hex has been vacated by
friendly ground units, the attack helicopter is immediately
returned to a friendly, supplied hex within its Movement
Radius. It is rotated 180 degrees. If an enemy ground unit
pursues into one of the attack helicopters' hexes after combat, one of the defending helicopters must take a step loss.
Note that only one attack helicopter takes the step loss and
that a pursuing ground unit must move into the hex the
helicopter occupied.
Helicopters that must retreat are eliminated if no other
friendly, supplied hex is within their Movement Radius.
PURSUIT
If a defending unit's hex is vacated through retreat or
elimination, one attacking infantry or armor unit and one support unit can enter the hex. This pursuit must occur immediately before any other ground combat is resolved. Pursuit into
a vacant hex is entirely at the attacking player's discretion.
If more than one hex is vacated due to a combat, the attacking player can move his attacking ground units into only one
of the vacated hexes.
Defending units can never pursue after combat.
Units That Can Pursue: One of the following regular
ground units involved in the combat can pursue into the
vacated hex:
• Infantry (including Marine and Naval Infantry)
• Tank
• Mechanized infantry
• Armored cavalry
• Cavalry
• Military police
The above list includes all parachute-capable units.
In addition to one of the units listed above, a support unit
can also pursue in the hex (it cannot pursue by itself). Support units that can pursue include:
• Artillery (including self-propelled and multiple launch
rocket system)
• Anti-tank
• Mobile SAM or AA
• Engineers (including CIA EW/engineers)
• Special forces
• Insurgency unit
• FSLN logistics supply unit
• FSLN SS-20 unit
The support unit does not have to be stacked with the
regular ground unit that pursues into the hex, but it must
have participated in the attack against the defender's hex. An
insurgency unit possessing an Insurgency Reserve marker
cannot pursue.
RESTRICTIONS ON PURSUIT
• Paradrop and helicopter assault units cannot use pursuit
in the turn they were transported if they were moved into
a hex containing enemy ground units. Friendly ground
units in adjacent hexes can pursue into the hex containing
the paradrop or helicopter assault units.
CENTRAL AMERICA, Conventional Rules Book: Page 59
• Paradrop and helicopter assault units can pursue into
vacated hexes if they were transported to hexes adjacent
to enemy-occupied hexes.
• Insurgency units normally cannot pursue into a hex. If a
regular ground unit pursues into a hex, one insurgency unit
can move into the hex as a support unit (the insurgency
unit cannot possess an Insurgency Reserve marker).
• Armor units can pursue into Jungle or Mountain Jungle
hexes only if a road or trail leads from the armor unit's hex
into the pursuit hex.
• Salvadoran infantry brigades, Honduran infantry regiments, and Nicaraguan 3-3-4 and 3-4-4 infantry brigades
can pursue into Jungle and Mountain Jungle hexes only
if a road or trail leads into the pursuit hex.
Mina El
Limon
It is the Communist player's Ground and Air
Stage. All the units shown in the example are in supply. During the
Regular Ground Unit Movement Phase, the communist ground units
were moved into the hexes shown in the illustration. Note that the
tank regiment and mechanized infantry brigade in hex 2013 possess
an Armor Reserve marker.
In the Insurgency Placement Phase, the Communist player
placed FSLN insurgency units in hexes 1612 (using the stack
in hex 1614), 1712 (using the stack in hex 1813), 1810 (using the
unit in hex 1912), and 2009 (using the unit in 2111). The Allied
player in his Aerial Counterinsurgency Phase, moved AC-47's from
Tegucigalpa into hexes 1612, 1712, and 1810; the 2'21" Bombardment Value was sufficient to eliminate those three FSLN insurgency
units. The Allied player did not perform an Aerial Counterinsurgency
mission against the FSLN unit in 2009 because he wanted to keep
his two B-26 units available to bomb bridges during his Ground and
Air Stage.
In the Communist Air Mission Phase, the first air mission consisting of a P-61 was sent to hex 1613 to perform a Close Air Support mission. The CIA EW/engineers unit on Tiger Island detected
the P-61 in Choluteca (which is within 3 hexes), and two Honduran
A-37's based on Tiger Island intercepted the P-61.
EXAMPLE OF COMBAT:
1
10
AIR MISSIONS
"'
VS.
P-61
P-61 forced to
abort mission.
2A 30
2
3
2s
'
2S
SF-268
la 20
la 30
10
10
"
T-28o
Y.18
la 20
4
le
(2g
5
8
10 u "
0 2 5
20
A-37 unsuccessful.
A-33 delivers +1
Close Air Support
marker in 1613.
m
A-33
2-2
VS.
Deliver +2 Close Air
Support marker in 1812.
Paradrop mission in 2010.
Parachute unit takes step loss.
6
11
1A 2
5
Ground Combat
Support mission
in 1713.
20
10, 2
5
Ground Combat
Support mission
in 1911.
CENTRAL AMERICA, Conventional Rules Book: Page 60
Air combat is resolved. The Allied player has Tactical Air Initiative because of the CIA EW unit. He is the attacker because the
P-61 is rated "D" for its Air Combat Value. The air combat ratio is
2 to 1, and the combat is resolved on the low intensity Air Combat
Table. The Allied player receives a +2 die roll modifier ( + I modifier for the CIA EW unit and +1 for the air facility in Choluteca).
The Communist player receives a —2 modifier because Choluteca is
within the detection range of Masaya. The die roll modifiers cancel
each other out. The Allied player rolls a 3 and consults the Air
Combat Table, checking under the "2 to 1" column. The result is
"Mr." The Nicaraguan P-61 takes a step loss and must return to an
air facility (for trying to take enhanced losses would eliminate it).
The Honduran A-37's ignore the one step loss because the P-61 is
rated D. All the air units are placed in the "Used" spaces on the
owning player's Air Group Display.
Another Close Air Support mission composed of an A-33 and
SF-260 (escort) is launched against the same hex. Again the CIA EW
unit detects the enemy aircraft, and the Allied player launches
another Interception mission with the third A-37 unit based on Tiger
Island. In this instance, the A-37 takes a step loss and the
Nicaraguan units are not affected. They continue to 1613 and the
A-33 performs the mission. The Bombardment Value is 1, so the
Communist player places a +1 Close Air Support marker in the hex.
Another Close Air Support mission consisting of a T-28 and
Y-18 is launched from Esteli against hex 1812. No Allied EW air or
ground unit is within three hexes of 1812, so no Interception mission
can be launched. The combined Bombardment Value of the air units
is 2, so a +2 Close Air Support marker is placed in 1812.
The next air mission is a Transport Strike. A transport helicopter paradrops the FSLN 2-2-4 parachute infantry unit into hex
2010. The Communist player must roll on the Paradrop and Helicopter Assault Table. The combined Defense Value of the Honduran
units in hex 2010 is 5. A +2 die roll modifier is applied to the roll
because the unit is parachuting into an enemy-occupied hex. The
Communist player rolls a 3, which is modified to a 5. Checking
under the "5-6" column of the table, he sees that the modified die roll
of 5 results in one step loss to his unit. He flips the unit to its halfstrength side. The transport helicopter does not take a step loss
because this was a paradrop.
The next two air missions are Ground Combat Support missions
performed by the FSLN attack helicopters in hexes 1815 and 2114.
The helicopter in 1815 moves into hex 1613. The helicopter is detected for interception because it enters an Allied-occupied hex within three hexes of the CIA EW unit on Tiger Island; however, there
are no more Allied air units available to perform the interception, so
the FSLN helicopter cannot be attacked. The helicopter in 2114
moves to hex 1911 to perform a Ground Combat Support mission.
The Communist player decides to end his Air Mission Phase to
keep the rest of his air units available for Aerial Counterinsurgency
and Interception missions during the Allied Air and Ground Stage.
In the Ground Combat Phase, the two FSLN infantry brigades
and engineers in hex 1813 attack the two Honduran 1-2-4 infantry
battalions in hexes 1713 and 1812. The combined Defense Value of
the two Honduran units is 4; the combined Attack Value of the
FSLN units is 8 (6 for the ground units and 2 for the attack helicopter). The combat ratio is 2 to 1, and the Initial Combat Ratio is
placed in this ratio box (11) on the Rough terrain row of the Ground
Combat Table. The players check for column shifts. The Allied
player has no column shifts in this combat, but the Communist
player receives two column shifts (for the engineers and for the
attack helicopter on the Ground Combat Support mission). The Current Combat Ratio marker is placed in the 13 box on the Rough
row, which is colored blue; the Honduran units will have to retreat
no matter what the outcome of the combat. The —2 die roll modifier
for the river defense is negated by the engineers unit adjacent to the
river. The Communist player receives a +2 modifier for the Close
Air Support marker in hex 1812.
The Communist player rolls and 2, which is modified to 4.
Checking this die roll against the 13 column, the result is one step
loss for the defending Honduran units and a retreat. The battalion in
1713 takes the step loss and is retreated first. It moves into 1712
and then into 1711. The unit in 1812 also retreats into 1712 and
1711. Note that this unit cannot enter hex 1811 because it is in the
ZOC of the FSLN units in 1912. After the retreat is resolved, the
Communist player moves the 3-3-4 infantry brigade and the
engineers brigade into hex 1713; the 2-3-4 infantry brigade cannot
move into 1812 because only one vacated hex can be entered by pursuing units.
The attack by the two FSLN infantry brigades in 1614 against
the unit in 1613 is resolved next. The Attack Value is 5 versus the
Defense Value of 2, for a an initial 2 to 1 combat ratio. The "Initial"
marker is placed in box 11 on the Clear row. There are no column
shifts applicable to the combat. The Honduran units receive a —2
modifier for river defense and a —1 for occupying a port; the Communist player receives a +i modifier for the Close Air Support mission in the hex (the final modifier is a —2). The Communist player
rolls a 4, which is modified to 2. The Honduran unit takes no step
losses, but it must retreat because the defender's column is colored
blue. It must first retreat into 1513, which is outside the ZOC
exerted by the FSLN units in 1713, and then it is moved into 1512.
The FSLN 3-3-4 brigade pursues into 1613.
The next attack is against Choluteca. The combined Defense
Value of the Honduran infantry regiment and artillery battalion is 7
(the Defense Value of the 2-3-4 unit is doubled in the city). The combined Attack Value of the FSLN units is 15. The combat ratio is 2
to 1, and the "Initial" marker is placed in the 11 box on the Rough
row. The Allied player receives one column shift for the artillery
unit; the Communist player receives two column shifts for his special
forces battalion and the artillery battalion. The "Current" marker is
placed in the 12 box on the table. The Allied player gets a —1 modifier for defending in a city; the Communist player gets a +1 for the
insurgency unit (the special forces battalion). The die roll modifiers
cancel out. The Communist player rolls a 5, and the result is one
step loss to the Honduran units and a retreat result. The retreat
result is ignored because the units are in a city; the step loss is assigned to the artillery unit. Note that even though the artillery has
no Attack Value now, it still contributes a one-column shift in combat; also even though the Honduran units are now surrounded, they
are still in supply because Choluteca is a Supply Source.
The next attack is against the Honduran 1-2-4 infantry battalion
in 1911, using the FSLN 3-3-4 infantry brigade and the attack
helicopter. The Defense Value is 2, and the Attack Value is 5, for a
combat ratio of 2 to 1. The "Initial" marker is placed in the 10 box
on the Forest/Swamp row, and there is a one-column shift for the
attack helicopter; the "Current" marker is placed in the 11 box. A
—2 modifier applies because of the river defense. The Communist
player rolls a 1, which is modified to —1. The result is one step loss
to the FSLN unit and a retreat; the unit is flipped over and is moved
to hex 2112. This poor result will hurt the Communist player because he hoped to isolate the two Honduran units in 2010.
The final combat is against the units in 2010. The combined
Defense Value of the infantry regiment and engineers unit is 5; the
combined Attack Value of the FSLN units is 12. The "Initial" marker
is placed in the 2 to 1 box (11) on the Rough row. There is a onecolumn shift for the Honduran engineers unit and a one-column shift
for the FSLN tank unit (which is attacking a unit in a Rough hex).
The column shifts cancel out, and the "Current" marker is placed
atop the "Initial" marker in box 11. There is a —1 modifier for
defending in the town and a +1 for the FSLN insurgency unit; the
modifiers also cancel out. The Communist player rolls a 4, which
results in one step loss to the Honduran units and a retreat. The infantry battalion absorbs the loss, and the stack is moved into hex
1911 and then into 1910. (If the battalion in 1911 had been forced
to retreat, the Honduran units would have had to take an additional
step loss to remain in their hex. They would also be out of supply in
the Allied Ground and Air Stage because the FSLN units in 1911
and 2111 would exert ZOC's into 1910 and 2110, respectively, and
the insurgency unit in 2009 would have shut the trap on the
Honduran supply line.) The 3-3-4 brigade pursues into 2010.
Because of the failure of the attack against hex 1911, the Communist player's plan to employ his armor reserve units has been frustrated. Honduran units still occupy the critical chokepoints in hexes
1714 and 1910. He sends the tank regiment to hex 1813 to assist in
the next attack against Choluteca and the mechanized infantry
brigade into hex 1912.
CENTRAL AMERICA, Conventional Rules Book: Page 61
11.0 REORGANIZING AND REBUILDING UNITS
Ground units that take a step loss can be reorganized,
and units that are eliminated can be rebuilt. Reorganization
Points are used for these two functions for regular ground
units. Insurgency units can be reorganized by Reorganization Points or Insurgency Command Points, and eliminated
insurgency units are automatically made available to the owning player. Helicopters and air units can never be reorganized
or rebuilt, nor can some ground units (see below).
A scenario will indicate how many Reorganization Points,
if any, each player receives. Each player has two sets of
Reorganization Points. The Allied player receives US and
Allied Reorganization Points; US points are used exclusively
for US and CIA ground units, and Allied points are used
exclusively for all Allied ground units except US/CIA units.
The Communist player receives FSLN and Communist Reorganization Points; FSLN points are used for Nicaraguan
regular ground units and most insurgency units, and Communist points are used for Cuban, Soviet, Communist International, Libyan, and PFLP ground units.
Each player places his Reorganization markers in boxes
on the Information Record Track that correspond to the number of points he receives in the scenario. As points are used,
the marker is moved down the track. Once the marker
reaches the "0" box, a player can no longer reorganize or
rebuild his ground units of the appropriate type.
11.1 Reorganization
Reorganization allows a player to flip over a ground unit
from its half-strength side to its full-strength side. For a unit
to reorganize, it must fulfill the following conditions:
• The unit cannot be in an enemy Zone of Control.
• The unit must be able to trace a supply line to a Supply
Source or a Supply Depot marker. The Supply Depot
marker cannot be on its "Supply Exhausted" side. Being able
to trace a supply line to a Supply Depot marker for reorganization does not cause it to be flipped to its "Supply
Exhausted" side.
• The unit must be on its half-strength side (a destroyed unit
cannot be reorganized).
A unit that meets the above requirements is eligible for
reorganization. During the Reorganization Phase of a player's
Ground and Air Stage, he first removes Reorganization
markers from units on the map, and he flips these units to
their full-strength side. Next he states which eligible units
will now undergo reorganization. He expends the required
number of Reorganization Points for each unit and places Reorganization markers on these units. While a unit possesses
a Reorganization marker, it cannot move or attack, but it does
defend if attacked by enemy units.
A player must expend one Reorganization Point to reorganize infantry units and two points for armor units.
If an enemy ground unit that exerts a Zone of Control
moves adjacent to a reorganizing unit, the Reorganization
marker is removed and the unit does not successfully reorganize. The owning player does not get back the points he
spent to reorganize the unit, and he must wait for the next
turn to make another reorganization attempt. A reorganizing unit that is attacked defends with its half-strength values.
Notes on Reorganization
1. In the Intervention Game, reorganizing units cannot perform
demolitions (see 16.2); they can, however, make repairs (see 16.3).
2. The Cuban mechanized brigade in the Intervention Game does
not have its Reorganization marker removed when it is attacked
(see 16.5).
Tank
Replacement
Unit
TANK UNITS
Each tank unit consists of two counters and can take three
to four step losses before it is eliminated. The first counter
represents the tank unit at full-strength (front) and with one
step loss (back); the second counter is the replacement unit,
which may have either one side (front only) or two (front and
back). As step losses occur, the status of a tank unit is
adjusted:
• If a full-strength tank unit takes a step loss, it is flipped
over to its reduced side; the owning player can expend two
Reorganizating Points to bring a reduced tank unit back
to full-strength.
• If a full-strength tank unit takes two step losses or a reduced
tank unit takes one step loss, the original tank counter is
removed from the map and the replacement tank counter
is placed on the map in the hex that contained the original
unit and is set up on its front (stronger) side. Once a tank
replacement counter is on the map, the original tank unit
can never reappear in the game.
• If a reduced tank unit takes two step losses, its replacement tank unit is set up on the map on its back (weaker)
side. If the replacement unit has no back side, the original
tank unit is considered eliminated. A replacement tank unit
on its back side can be reoganized and flipped over to its
front side, but it can never be replaced by the original tank
unit counter.
• If a replacement tank unit on its front side takes one step
loss, it is flipped to its weaker side. If it has no weaker side,
the unit is eliminated. A replacement tank unit on its weaker side can be reorganized and flipped to its front side, but
it can never be replaced by the original tank unit.
• If a replacement tank unit on its weaker side takes a step
loss, it is eliminated.
The Nicaraguan, Guardia Nacional (Somoza), and US
82nd Airborne tank units have replacement tank units with
only one side. All other tanks units have replacement counters with two sides.
EXAMPLE OF TANK UNIT REORGANIZATION: The US 82nd tank battalion (2-1-8 on its full-strength side) attacks a Nicaraguan infantry
brigade and suffers a step loss. The unit is flipped over to its reduced
side (1-1-8) and retreats. During the Allied Reorganization Phase,
the tank unit is out of enemy ZOC's and able to trace a supply line
to a Supply Source. The Allied player places a Reorganization
marker on the unit and spends two US Reorganization Points.
If the unit suffers no further step losses during the next Communist player's Ground and Air Stage, the tank unit is flipped to its
full-strength side during the Allied Reorganization Phase.
Assume, however, that the 82nd tank battalion is attacked by
the Communist player during his Ground and Air Stage and suffers
another step loss. The Reorganization marker is removed from the
unit, the original tank counter is removed from the map, and the
replacement 82nd tank unit is placed in the hex. This unit has only
one side, and it is destroyed if it takes another step loss. Once the
replacement 82nd tank unit is on the map, the Allied player can no
longer reorganize it. The original 82nd tank unit can never reappear
once the unit takes two step losses.
INSURGENCY UNITS
Insurgency units that have taken a step loss can be reorganized by the expenditure of one Insurgency Command
Point or one Reorganization Points of the appropriate type.
Insurgency units can reorganize in enemy Zones of Control,
but they must be able to trace a supply line to a source of
supply. Insurgency units cannot move or attack when they
possess a Reorganization marker, and they defend at their
CENTRAL AMERICA, Conventional Rules Book: Page 62
reduced Defense Value. A half-strength insurgency unit can
freely be disbanded by the owning player in either of his Insurgency Disbandment Phases, and he receives an Insurgency
Command Point back for each unit successfully disbanded.
Allied Reorganization Points are used to rebuild the following insurgency ground units: E1 Salvador, Honduras, FDN,
and ARDE.
US Reorganization Points are used to rebuild the following
insurgency units: US Marines and US Army special forces.
FSLN Reorganization Points are used to rebuild the following insurgency units: Nicaragua, FMLN, M-19, FMLN/ERP,
MRH, and MRP.
Communist Reorganization Points are used to rebuild the
Soviet VDV special forces company.
Note: In the Intervention Game, insurgency units possessing Reorganization markers cannot perform guerrilla attacks or demolitions
(see 16.0).
RESTRICTIONS TO REORGANIZATION
The following units can never be reorganized:
• All air units and helicopters
• All mobile SAM and AA units
• FSLN logistics supply units
• FSLN SS-20 unit
• Non-mobile SAM and AA sites
Note: In the Intervention Game, damaged non-mobile SAM and AA
sites can be repaired (see 16.3).
11.2 Rebuilding
A player can rebuild regular infantry ground units that
have been eliminated by expending Reorganization Points of
the appropriate type. The Allied player uses US Reorganization Points to rebuild US and CIA units and Allied Reorganization Points to rebuild all other Allied units. The Communist
player uses FSLN Points to rebuild Nicaraguan units and
Communist Points to rebuild all other communist units. Certain units can never be rebuilt (see below).
During the Reorganization Phase of a player's Ground and
Air Stage, he can expend three Reorganization Points of the
appropriate type to rebuild a regular infantry unit (armor
units cannot be rebuilt). The unit is placed on the Game Turn
Track three boxes ahead of the current turn. In the player's
Reinforcement Phase of that future turn, the unit is removed
from the Game Turn Track and is placed in any available
Supply Source (not on a Supply Depot marker) of the unit's
nationality or side. The Supply Source cannot be in an enemy
Zone of Control. If no Supply Source is available, the unit
is permanently eliminated and the expended Reorganization
Points are lost.
Eligible Supply Sources: Rebuilt infantry units must appear
in available Supply Sources as outlined below:
• Nicaraguan and communist allies: Any available Supply
Source in Nicaragua.
• United States: Any available Supply Source in Honduras or
El Salvador unless the country is neutral.
• Honduras: Any available Supply Source in Honduras.
• El Salvador: Any available Supply Source in El Salvador.
• Costa Rica: Any available Supply Source in Costa Rica.
• Guatemala: Any available Supply Source in Guatemala.
• FDN and ARDE: Any available Supply Source in Honduras
or Costa Rica.
Limitations on Rebuilding Units: The following units can
never be rebuilt:
• Special forces units
• Mexican and Colombian infantry units
• All armor units, air units, and helicopter units
• Mobile SAM and AA units
• FSLN logistics supply units
• FSLN SS-20 unit
• Non-mobile SAM and AA sites
Note: Non-mobile SAM/AA sites can be repaired in the Intervention Game (see 16.3).
INSURGENCY UNITS
A player never expends points to rebuild insurgency
units. If these units are eliminated, they are placed on the
Game Turn Track in the box two turns ahead of the current
turn. They are removed from the track during the owning
player's Reinforcement Phase and are placed in the owning
player's pool of available units. Special forces insurgency units
never return to the game once they are eliminated. They can,
however, be reorganized (see 11.1).
12.0 REINFORCEMENTS
A scenario will list any reinforcements that a player may
receive. Reinforcements appear on the map during the Reinforcement Phase of a player's Ground and Air Stage.
Communist reinforcements are placed in any friendly,
controlled city of the appropriate nationality. They cannot
be placed in cities occupied by enemy units or in hexes in
enemy ZOC's. If all Nicargauan cities are controlled by Allied
ground units or are in Allied Zones of Control, the Communist
player no longer receives reinforcements for the remainder
of the scenario (even if a city is later recaptured by communist
ground units).
Reinforcements for the Allied player are listed in the
scenario. Instructions are given as to where these reinforcements are placed in a Reinforcement Phase.
Some scenarios also give a player additional points (Reorganization, Insurgency Command, etc.). The player should
adjust his markers on the Information Record Track when
he receives these points.
Note: In the Intervention Game, US reinforcements can appear during the Allied Regular Ground Unit Movement Phase (amphibious
assaults or as follow-up reinforcements) or during the Allied Air
Mission Phase (Transfer and Transport Strike missions). See 15.0.
CENTRAL AMERICA, Conventional Rules Book: Page 63
INDEX
References to rules are indicated by rules book,
page number, and column. "C" indicates the Conventional Game Rules Book and "r the Intervention Game Rules Book. "L" indicates a lefthand
column and "W a righthand column. For instance,
C-7L indicates the lefthand column of page 7 of the
Conventional Games Rules Book.
Activation, Air Unit: C-14L, C-15L, I-6L, I-8L
Activation, Helicopter: C-19L
Aerial Counterinsurgency: C-6L, C-10L, C-11L,
C-23L, C-41R, I-2R, I-4R
Aerial Counterinsurgency Qualifier: C-12R,
C-18R, C-23R
Air Combat: C-6L, C-49L
Air Combat Rating Letter: C-12L, C-18L,
C-29R, C-49L
Air Combat Value: C-6L, C-12L, C-18L, C-49L
Air Defense: C-22R, C-51R
Air Facility: C-6L, C-13R, C-16R
Air-Ground Combat (Bombardment): C-47L
Air Group: C-6R, C-13L
Air Group Display: C-13L
Air Mission: C-6R, C-10L, C-11L, C-22L, C-52R,
I-3L, I-4R
Air Supply, 82nd Airborne: C-7L, I-16L
Air Units: C-12L
Air Units, US Marine: I-7L, I-9R, I-13R, I-18L
All-Water Hexside: C-38R
Alpha Strike: I-6L
Amphibious Assault: I-12R
Anti-Aircraft (AA), Mobile: C-51R
Anti-Aircraft (AA), Non-Mobile: See NonMobile AA
Anti-Tank Units: C-56L
Arclite, US B-52: I-7R
Armor Units: C-34L, C-37R
Artillery Units: C-55R, I-33L, I-33R
Attack Helicopters: C-21R, C-55R, C-58L, I-13L
Attack Value: C-7L, C-34L, C-54L
AV-8B Air Units, US: I-7R
AWACS Air Units, US: C-14R, C-15L, C-15R,
C-17R, C-49R, I-6R, I-30L
AWACS Detection Box: I-6R
B-52 Air Units, US: I-7L, I-33R
Beachhead, USMC: C-7L, I-13R, I-20R
Boat Transport: C-36L, I-15R
Bombardment Strike: C-7L, C-24L, C-47L,
I-30L, I-33R
Bombardment Value: C-7L, C-12R, C-18R,
C-47L, I-10L, I-11R, I-22R, I-23R
Border Mines, Nicaraguan: I-28R
Bridges: C-38R, I-22R, I-24L
Carrier-Based Air Units, US: I-6L, I-18R
Chemical Warfare: I-33L
CIA EW/Engineers: C-15R, C-55R, C-56L
CIA Helicopters: C-22R
City: C-39L, C-56L
Clear Hex: C-37R
Close Air Support, Defensive (USMC): C-7L,
I-3L, I-9R
Close Air Support, Offensive: C-7L, C-24R,
C-52R, I-30L
Cluster Bombs, US: I-32R, I-33R
Coast Hex: I-12R, I-15R
Column Shifts: C-55R, I-28R, I-32L, I-32R
Combat: C-47L
Command Restrictions, US: I-33R
Costa Rica: I-27L
Cuban Mechanized Brigade: I-26L
Defense Value: C-7L, C-34L, C-54L
Demolitions: C-7L, I-3R, I-5L, I-23L
Detection, Helicopters: C-20R
Detection Range: C-20R, C-29L, C-49R
82nd Airborne Division: I-16L
Electronic Warfare (EW) Units: C-7L, C-15R,
C-17L, C-49R
El Salvador: I-27L
End of Turn Stage: C-11R, I-5R
Engineers Unit: C-56L
Enhanced Air Losses: C-51L
Entrenchment: C-39L, C-56L
ERP: I-27R
Escort: C-7L, C-25L, I-31L
Exiting Map: I-26R
FDN: I-27L, I-33R
FMLN: I-27R
Fortification: C-39L, C-56L
Friendly, Supplied Hex: C-7L, C-19R, I-8L
Ground-Air Combat: See Air Defense
Ground Combat: C-10L, C-11R, C-43R, C-52L,
I-3L, I-5L, I-20R, I-33L
Ground Combat Support, Defensive: C-7L,
C-27R, C-53L
Ground Combat Support, Offensive: C-7L,
C-26R, C-52R
Ground Combat Table: C-56L
Ground Combat Value: C-7L, C-18R, C-26R,
C-27L, C-53L
Ground Units: C-34L, C-48R, I-18L
Gulf of Fonseca: C-36L, C-43L
Guerrilla Attack: C-7L, I-2R, I-4L, I-22L
Helicopter Assault: C-7R, C-21R, C-33L, C-58L
Helicopter Units: C-18L
Hidden Supply Depot, FSLN: I-25R, I-29L
Holding Boxes, US: I-6L, I-7L, I-18L
Home Countries: C-41L, I-24L
Honduras: I-27L
Incendiary Bombs, US: C-8L, I-32R, I-33R
Infantry Units: C-34L, C-54L
Information Record Track: C-12L
Insurgency Command Points: C-40L, I-22L
Insurgency Disbandment: C-10L, C-10R, C-1IL,
C-11R, C-41R, I-3L, I-3R, I-4R, I-5L
Insurgency Movement: C-9R, C-11L, C-42L,
I-2R, I-4R
Insurgency Placement: C-10L, C-11L, C-40L,
I-2R, I-4R
Insurgency Units: C-7L, C-40L, C-54L, C-56L,
C-57R, C-61R, C-62R, I-22L
Intensity Level: C-7R, C-50L
Interception: C-7R, C-17R, C-20R, C-22R, C-29L,
C-49L, I-31L
Islands: C-38L, C-55L, C-57L
Joint Air Mission: C-7R, C-15R, C-17R, I-6L
Jungle Hex: C-37R
Load Capacity: C-7R, C-13L, C-19L, C-33R
Logistics Supply Unit, FSLN: C-44R
Marine Security Teams: I-28R
Masaya: C-15R, I-10R
Masaya Detection Range: C-7R, C-17R,
C-49R, I-11L
Merchant Shipping Raid: C-7R, I-10L
Modifiers, Die Roll: C-17R, C-18L, C-41L, C-41R,
C-47R, C-49L, C-50R, C-52L, C-55R, I-10L,
I-12L, I-28R, I-32R
Motor Torpedo Boat Attack, Nicaraguan: I-28R
Mountain Jungle Hex: C-38L, C-54R
Movement Allowance: C-7R, C-34L, C-34R
Movement Radius, Air Unit: C-7R, C-12L,
C-16L, I-8L, I-9L
Movement Radius, Helicopter: C-7R, C-18L, C-20R
Naval Support, US: I-11L
Night Naval Bombardment, US: C-7R, I-2L, I-11L
Non-Mobile AA Site: C-40R, C-48R, C-51R
Non-Mobile SAM Site: C-40R, C-48R, C-51R
Non-Persistent Chemical Weapons: I-33R
No Zone of Control Marker: C-36L
Optional Rules: I-28L
Out of Supply, Effects of: C-47L, C-54R, I-9L
Out of Supply Marker: C-47L
Parachute Units: C-40L
Paradrop: C-7R, C-21R, C-32L, C-58L
Panama Canal: I-6R
Persistent Chemical Weapons: I-33L
Phase Track: C-12L
Political Considerations: I-27L
Population Centers: C-7R, C-43R,C-54L, C-54R
Ports, Repair: I-25L, I-30L
Ports, US Supply: I-15R, I-19R, I-20R
Potosi: I-28R
Punta Huete Airport: C-13R
Pursuit: C-7R, C-44R, C-58R
Rebuilding: C-7R, C-62L
Regular Ground Unit Movement: C-9R, C-11L,
C-42L, I-2R, I-4L
Regular Ground Units: C-34L, C-57R
Reinforcement: C-10R, C-11R, C-62L, I-3R,
I-5R, I-16R
Reinforcements, US Follow-Up: I-16R
Reorganization: C-7R, C-9R, C-10R, C-61L,
I-2L, I-4L
Repair: I-3R, I-5L, I-24L
Repair, Optional: I-29R
Replacement Tank Units: C-61R
Reserve, Armor: C-7R, C-34R, C-37R
Reserve, Insurgency: C-7R, C-42L
Reserve Movement: C-10L, C-11R, C-37R, C-43L,
I-3R, I-5L, I-33L
Retreat: C-57R
Return to Base: C-10R, C-11R, C-20L, I-3R,
I-5L, I-8R
River Hexside: C-38R, C-56L
River Transport: C-36R
Roads: C-38L
Rotation of Counters: C-8L, C-14R, C-19L, C-27L,
C-28L, I-8R, I-22R
Rough Hex: C-37R
SAM, US Mobile: C-51R, I-15R
Sequence of Play: C-9L, I-2L
Set-Up Boundaries: C-8L, C-35R
Smart Bombs, US: I-32L
Southern Airways Supply: C-45R
Special Forces Units: C-39R, C-56L
Special Munitions, US: C-8L, I-31R
Stacking: C-8L, C-37L
Standoff Air Attack: C-8L, I-30L
Supply: C-9L, C-10R, C-44L, C-54R, I-2L, I-4L,
I-9L, r-13R, I-29L
Supply Depot: C-8L, C-44R, C-47R, I-25R, I-29R
Supply Line: C-8R, C-45L, I-29R
Supply Source: C-8R, C-44L, C-62R, I-29L
Support Units: C-37R, C-58R
Swamp Hex: C-38L
Swan Island: I-29L
Tactical Air Initiative: C-49R
Tactical Bombardment, US: C-8R, I-11R
Tank Units: C-56L, C-61R
Terrain: C-8R, C-37R, C-47L
Trails: C-38L
Transfer: C-30L
Transport Helicopters: C-21R, C-31R, C-58L, I-13L
Transport Air Units: C-31R
Transport Strike: C-8R, C-31L, C-54L, I-20L
Victory Points: I-28L
Water Hex: C-38R, I-12R
Weather: I-28L
Withdrawal, US: I-20L
Zones of Control: C-8R, C-35L, C-42R, C-57R
CENTRAL AMERICA, Conventional Rules Book: Page 64
CONVENTIONAL GAME INFORMATION SUMMARY
AIR UNITS
Joint Air Mission Restrictions
• Honduras/E1 Salvador not together.
• US Air Force with Allied units, but not with
US Navy/Marine units.
• US Marine and Navy units together, but not
with other Allied units.
HELICOPTER UNITS
Restrictions on Activation
• Group 1: El Salvador, FDN, and US Army.
• Group 2: CMA and CIA.
• Group 3: US Marine.
Friendly, supplied hexes: Air facility, Supply
Source/Depot, Entrenchment, each supplied
ground unit in Clear or Rough hex. FSLN logistics supply unit, Fortification.
AIR MISSIONS
Aerial Counterinsurgency
Aerial Counterinsurgency Qualifier:
A: Bombardment Value doubled.
B: Printed Bombardment Value used.
C: Bombardment Value halved.
D: Cannot perform mission.
Bombardment Strike
Targets: Ground unit, terrain feature/installation,
or combination.
Close Air Support [offensive]
Printed Bombardment Value applied as die
modifier in ground combat (maximum of +3).
Escort
Up to 4 air units or 1 attack helicopter can
escort. "D" and 0"j" rated units cannot escort.
Ground Combat Support [offensive]
Up to 2 helicopters combine Ground Combat
Value with ground unit Attack Values to determine initial combat ratio. Give one-column shift
when resolving combat.
Ground Combat Support [defensive]
Up to 1 helicopter per hex combines Ground
Combat Value with ground unit Defense Value
to determine initial combat ratio. Gives onecolumn shift when resolving combat.
Interception
• Enemy air units must be detected by EW/
AWACS or Masaya, and interceptors must be
within EW detection range. Enemy helicopter
detected when it enters hex with friendly
ground units (within friendly EW detection
range). Enemy units detected when they enter
hex with Air Group marker.
• Up to 4 combat air units can intercept.
Transfer
Air units move up to double Movement Radius
from air facility to air facility; helicopters move
from one friendly, supplied hex to another.
Transport Strike
Air units can move up to double Movement
Radius between air facilities, and helicopters
between friendly, supplied hexes.
Helicopter Assaults
Parachute, special forces, US Marine infantry,
and US 6th Air Cav cavalry can assault in Clear
and Rough hexes. Can be performed in city,
Entrenchment or Fortification hex.
Paradrop
Parachute units and Supply Depots perform
paradrop in Clear/Rough hexes. No ground unit
paradrops into cities (Supply Depots can).
GROUND UNITS
Support Units (stacking): insurgency, special
forces, engineers, artillery (including self-propelled and MLRS), anti-tank, mobile AA and
SAM, CIA EW/engineers; FSLN logistics supply,
SS-20, urban (CDS) infantry, and Government
and Treasury.
Zones of Control
Do not extend across all-water hexsides; not
across set-up boundaries at start; into Jungle or
Mountain Jungle hexes along roads or trails.
B•3768 6187 11622.7
Boat Transport
Infantry unit within 5 hexes of port can move
to another coast hex or island within 5 hexes
of port. Port must be undamaged and not in
enemy ZOC; each port can transport one unit.
River Transport
Infantry unit moves between Rama and El
Bluff/Bluefields.
Supply for Ground Units
• Supply lines can extend through 4 hexes
without trail or road.
• Supply lines cannot be traced through enemyoccupied hex or hex in enemy ZOC (unless
friendly ground unit in hex) nor across all-water
hexside or through Water hex.
INSURGENCY UNITS
Placement: Regular ground units can place up
to 2 hexes away; insurgency unit can place in
same or adjacent hex. Cannot be placed in city
outside home country; if placed in town or port,
unit must have combat.
Disband: Unit must be in supply. Must be within
3 hexes of friendly ground unit.
Regular Ground Movement: Does not pay extra
MP to cross unbridged river hexside. Must stop
in enemy ZOC.
Insurgency Movement: Moves up to 4 hexes,
ignoring MP costs. Can move through enemy
ZOC, across all-water hexsides, and through
Water hex. If it moves 0, 1 or 2 hexes, Insurgency Reserve marker can be placed on it.
Reserve Movement: Can move 1 or 2 hexes. Cannot end movement in enemy-controlled city,
town, or port, or in Water hex. If enters Gulf
of Fonseca, can be attacked.
Ground Combat: Gives owning player + 1 (attacking) or -1 (defending) modifier. If ends
movement in enemy-controlled city, town, or
port, unit(s) must have combat (vs. intrinsic
Defense Value of 1).
COMBAT PROCEDURES
Air-Ground (Bombardment)
• Owning player announces targets of Bombardment Strike.
• Bombardment Points applied to targets.
• Player rolls die, applies modifiers, and consults Terrain Feature or Ground Unit Bombardment Table.
Air Combat
• Player announces Interception; other player
indicates units to take part in air combat. Maximum of 4 intercepting and 4 defending air units
(or 1 defending attack helicopter).
• Intercepting air units must be able to attack
enemy units:
D units: Can never intercept; always defenders. Air units defend with lowest Air Combat Value; one attack helicopter defends with
highest value.
S units: Can intercept "D" and "S" units.
J units: Can intercept all other units (OT units
cannot intercept and are eliminated if intercepted without escorts).
• Players determine Tactical Air Initiative:
1. Allied player always has initiative if combat hex is within US EW/AWACS range.
2. Communist player otherwise has initiative
if combat hex within EW/Masaya range.
3. If no EW within range, intercepting player
has initiative.
4. Intercepting player has initiative against
helicopters and "D" units.
• Initiative player decides to be attacker or
defender (helicopters and "D" units always
defenders).
• Players determine intensity level:
6 or fewer units: Low Intensity
7 to 12 units: Medium Intensity
13 or more units: High Intensity
• Air Combat Values added up and compared
to find combat ratio (rounded down).
• Players determine die roll modifiers.
• Attacker rolls die, applies final modifier, and
consults Air Combat Table.
• Step losses applied immediately (air units can
take double step losses to continue mission).
Ground-Air Combat (Air Defense)
• Player interrupts enemy air unit movement
to resolve air defense.
• Two attacks can be performed in a hex: nonmobile SAM/AA site first and mobile SAM/AA
unit or stack of 2 eligible ground units second.
• Attacking units must be in supply.
• Attacker rolls die, applies modifiers, and consults Air Defense Table.
Ground Combat
• All defending units adjacent to attacking units
must be attacked.
• Armor can ignore enemy units in Mountain
Jungle hexes if no road or trail connects hexes.
• Attacking player adds up Attack Values of all
units (plus insurgency units with Insurgency
Reserve markers and attack helicopters on
Ground Combat Support).
• Defending players adds up Defense Values of
all units (plus attack helicopter on defensive
Ground Combat Support).
• Combat values are compared to find initial
combat ratio (round down in favor of defender).
• Players determine best terrain for defenders;
Initial Combat Ratio marker placed on Ground
Combat Table in box corresponding to terrain
and combat ratio.
• Players determine column shifts; Current
Combat Ratio marker placed on Ground Combat Table.
• Players determine die roll modifiers (a maximum of +4 or -4 is allowed per combat).
• Attacker rolls die, applies final modifier, and
cross-references die roll with Current Combat
Ratio column.
• Results of combat applied immediately;
defenders retreat and attackers pursue.
• Defending units can take extra step loss rather
than retreat; units in city, Entrenchment or Fortification can ignore retreats.
Retreat Restrictions
• Units retreat 2 hexes (towards Supply Source,
Supply Depot, Entrenchment or Fortification).
• Cannot retreat through unoccupied hex in
enemy ZOC (insurgency units can, but cannot
end in unoccupied hex in enemy ZOC); can
retreat through enemy ZOC if friendly ground
unit occupies hex. Cannot retreat across allwater hexes or through Water hexes (insurgency
units can); cannot use Boat or River Transport.
Cannot end overstacked in friendly-occupied
hex. Units in stack retreat together.
• Paradrop and helicopter assault units with
enemy units eliminated if they cannot retreat.
• One attack helicopter on defensive Ground
Combat Support takes step loss in retreat.
Pursuit
• One regular ground unit (infantry, marine,
tank, mechanized infantry, armored cavalry,
cavalry, military police) and one support unit
(artillery, anti-tank, mobile SAM/AA, engineers,
special forces, insurgency [without Reserve
marker], logistics supply, SS-20) can pursue into
one vacated hex.
• Paradrop and helicopter assault units cannot
pursue if transported into hex.
• Armor units, Salvadoran and Nicaraguan
(3-3-4 and 3-4-4) infantry brigade and Honduran infantry regiment can pursue into Jungle/
Mountain Jungle hexes along road or trail.
• Insurgency units cannot pursue (except as support unit).
REORGANIZING
Regular infantry unit: 1 Reorganization Point.
Armor unit: 2 points. Insurgency unit: 1 Reorganization Point or Insurgency Command Point.
REBUILDING
Infantry unit: 3 Reorganization Points (placed
ahead on Game Turn Track 3 spaces).
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Intervention Game Table of Contents
13.0 INTERVENTION GAME SEQUENCE
OF PLAY
14.0 INTERVENTION AIR RULES
14.1 Pacific/Caribbean Holding Boxes
14.2 US B-52 Air Units
14.3 US AV-8B Air Units
14.4 Intervention Air Missions
14.5 Masaya
17.0 POLITICAL CONSIDERATIONS
2
6
6
7
7
9
10
15.0 UNITED STATES INVOLVEMENT
11
15.1 US Naval Support
15.2 Amphibious Assaults
15.3 The US 82nd Airborne Division
15.4 Follow-up US Reinforcements
15.5 Ports and Supply
15.6 Withdrawing US Units
11
12
16
16
19
20
16.0 INTERVENTION GROUND RULES
22
16.1 Guerrilla Attacks
16.2 Demolitions
16.3 Repair
16.4 Hidden Supply Depots
16.5 The Cuban Mechanized Brigade
16.6 Exiting the South Mapedge
22
23
24
25
26
26
17.1 Allied Player Restrictions
17.2 Communist Player Restrictions
18.0 OPTIONAL RULES
18.1 Weather
18.2 Optional Column Shifts
and Die Roll Modifiers
18.3 Nicaraguan Border Mines
18.4 Nicaraguan Motor Torpedo
Boat Attack
18.5 Optional Supply Rules
18.6 Optional Repair Rules
18.7 Optional Air Rules
18.8 Chemical Warfare
18.9 US Command Restrictions
THE SECRET WARS
A CHRONOLOGY OF THE 1979
NICARAGUAN REVOLUTION
INTERVENTION GAME INFORMATION
SUMMARY
Games, Inc., New York, NY 10001
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CENTRAL AMERICA, Intervention Rules Book: Page 2
Intervention Game Rules
13.0 INTERVENTION GAME SEQUENCE OF PLAY
The Sequence of Play for the Intervention Game includes
new phases that do not appear in the Conventional Game
Sequence of Play. The new phases are boxed and indicated
by a second color. In addition, significant changes to the
Conventional Game Sequence of Play are notated by a star
( * ). Phases that are used only in the Intervention game are
in white on the Phase Track on the map.
Note: Unless a phase is marked by a star, it uses the same wording
as the Sequence of Play in 3.1. Players familiar with the Conventional
Sequence of Play can skip over repeated phases.
Scenario Generation System: If during either player's
Ground and Air Stage an event occurs that may increase
world tension, the die is rolled and the World Tension Increase
Table is checked. As soon as the World Tension marker enters
the 15 box of the World Tension Track, the die is rolled and
the World War III Table is consulted.
Communist Ground and Air Stage
*US NIGHT NAVAL BOMBARDMENT PHASE
The Allied player can declare a US Night Naval Bombardment against a communist ground unit, installation, or terrain
feature in a coast hex. The bombardment is resolved on the
correct Bombardment Table.
SUPPLY PHASE
The players check the supply status of their units. Actions
are performed in the following sequence:
A. * The Communist player can declare that he is creating
a hidden Supply Depot. He adjusts the Hidden Supply Point
marker on his Information Record Track and places a Communist Supply Depot marker on the map.
B. Any Communist player Supply Depot markers that provide supply to units are flipped over to their "Supply Exhausted' sides.
C. The Communist player traces supply lines for all his units.
Any units that cannot trace supply lines have Out of Supply
markers placed on them.
D. The Communist player can create one or two new Supply Depots from his allotted total. The new depots are placed
in cities, Supply Sources, or air facilities inside Nicaragua.
E. Any Allied player Supply Depot markers that provide supply to units are flipped over to their "Supply Exhausted" sides.
F. The Allied player traces supply lines for all his units. Any
units that cannot trace supply lines have Out of Supply
markers placed on them.
* Note: Only steps A and D occur during the first Game Turn of
all scenarios. The rest of the steps are skipped since all units are considered in supply throughout the first turn of a scenario. Each player
will have two opportunities to provide supply and trace supply lines.
This is the first; the second occurs at the start of the Allied Ground
and Air Stage.
* Optional Rule: During step A of this phase, the Communist
player can create a Supply Source on the map by flipping over
a logistics supply unit or spending a combination of five Supply Depot markers/Hidden Supply Points.
GROUND UNIT REORGANIZATION PHASE
The Communist player can reorganize and rebuild
eligible ground units. He performs these actions in the following sequence:
A. Reorganization markers atop ground units on the map are
removed, and these units are flipped over to their full-strength
sides.
B. Half-strength regular ground units that meet the requirements for reorganization have Reorganization markers placed
on them. The Communist player expends Reorganization
Points for each unit ( 1 for infantry, 2 for armor). Depending
on the unit's nationality, FSLN or Communist Reorganization
Points will be expended.
C. Half-strength insurgency ground units that meet the requirements for reorganization have Reorganization markers
placed on them. For each reorganizing unit, the Communist
player expends either one Reorganization Point (FSLN or
Communist) or one Insurgency Command Point.
D. Eligible ground units can be rebuilt by expending 3
Reorganization Points per unit. Rebuilt units are placed on
the Game Turn Track three spaces ahead of the current turn.
A unit possessing a Reorganization marker cannot move
or attack for the remainder of the turn, and it defends at its
reduced strength.
* In some scenarios the Cuban mechanized brigade may
appear. During this phase, a Reorganization marker is placed
on a Nicaraguan tank regiment that will become the Cuban
brigade. In the next turn's Reorganization Phase, the tank regiment is removed and the units of the Cuban brigade are
placed on the map.
*GUERRILLA ATTACK PHASE
Supplied communist insurgency ground units can perform Guerrilla Attacks against installations and terrain
features in adjacent hexes. An attack against a hex not
occupied by enemy ground units costs 1 Insurgency Command Point, and an attack against an enemy-occupied hex
costs 2 points. Each insurgency unit that attacks a bridge is
worth 1 Bombardment Point; it is worth 2 Bombardment
Points when attacking other terrain features and installations;
the attack is resolved on the correct Bombardment Table.
Note: Only Allied non-mobile AA sites can be attacked on the Ground
Unit Bombardment Table.
REGULAR GROUND UNIT MOVEMENT PHASE
The Communist player can move his supplied regular infantry and armor units. Eligible ground units can be moved
by Boat and River Transport. Ground units must end movement when they enter a hex in an Allied Zone of Control.
Insurgency units can be moved like regular ground units in
this segment by forfeiting insurgency movement. The Communist player can place Armor Reserve markers on his armor
units that moved half their Movement Allowance or less.
INSURGENCY MOVEMENT PHASE
The Communist player can now move insurgency units
up to 4 hexes; the units do not use their Movement Allowance
during insurgency movement. He can place Insurgency
Reserve markers on units that moved 0, 1, or 2 hexes.
INSURGENCY PLACEMENT PHASE
The Communist player can attempt to create insurgency
ground units from his pool of available units by expending
Insurgency Command Points. Successfully created insurgency units are placed on the map.
ALLIED AERIAL COUNTERINSURGENCY PHASE
The Allied player can attempt to eliminate communist
insurgency units just placed on the map in the previous phase
with Aerial Counterinsurgency missions. Allied air units and
helicopters that successfully complete an Aerial Counterinsurgency mission cause the communist insurgency unit to
be removed from the map.
Note: As with all air missions, the Allied counterinsurgency air units
are subject to communist air defense attacks and Interception missions, while attack helicopters are subject to Interception missions
only.
CENTRAL AMERICA, Intervention Rules Book: Page 3
FIRST INSURGENCY DISBANDMENT PHASE
The Communist player can attempt to have insurgency
units on the map disband. Successfully disbanded units are
placed back in his pool of available units, and the Communist
player receives one Insurgency Command Point per disbanded unit.
* Once all ground combats have been resolved, all Close
Air Support and US Tactical Bombardment markers are removed from the map.
* Optional Rule: Communist ground units can use one nonpersistant chemical weapon attack against Allied units.
AIR MISSION PHASE
The Communist player can perform air missions with his
air and helicopter units. The air units or helicopters are activated one at a time, singly or in a stack; air units can form
joint missions. The units must not have performed any missions earlier in the turn. The Communist player can perform
the following air missions in any order he wishes:
• Bombardment Strike (combat air units and attack
helicopters)
• Close Air Support (combat air units and attack helicopters)
• * Merchant Shipping Raid (combat air units)
• Ground Combat Support (attack helicopters)
• Transfer (all air units and helicopters)
• Transport Strike (transport air units and helicopters)
• Each of the above missions can be accompanied by an
Escort mission.
* Note: Scenarios will indicate when Merchant Shipping Raid
missions can be performed.
An air mission is performed in the following order:
A. A stack of helicopters or the Air Mission marker
representing the communist air units is moved across the map
to the target hex.
B. While moving across the map, communist units are subject to Allied air defense attacks and Interception missions.
C. Surviving communist air units and helicopters that reach
a target hex perform their air missions.
D. After performing their air missions, communist air units
return to a friendly air facility; helicopters may return to a
friendly, supplied hex.
* Optional Rules: Specified Soviet air units can perform standoff air attacks during Bombardment Strike and Close Air Support missions. US F-14 air units can use standoff air attacks
on Interception missions.
*ALLIED REACTION AIR MISSION PHASE
The Allied player can have US Marines air units (not
helicopters) perform one defensive Close Air Support mission against communist ground units to support Allied ground
units that are about to be attacked.
Note: As with other air missions, the US Marine air units are subject to communist Interception missions and air defense attacks as
they move.
* Optional Rule: Specified US Marine air units can use a
standoff air attack in this phase.
GROUND COMBAT PHASE
The Communist player resolves ground combat. He
declares which of his units will attack Allied units. All defending units that are adjacent to an attacking unit must be
attacked. The following units can also participate in ground
combat:
• * Attack helicopters and US AV-8B air units on Ground
Combat Support missions.
• Insurgency units possessing Insurgency Reserve markers.
The following units cannot participate in attacks in ground
combat:
• Units possessing Out of Supply markers (they do defend
in combat).
• Armor units possessing Armor Reserve markers.
RESERVE MOVEMENT PHASE
Communist armor units that possess Armor Reserve
markers can move up to half their Movement Allowance.
These units must stop when they enter a hex in an Allied
Zone of Control. Insurgency units that possess Insurgency
Reserve markers can move one or two hexes and do not have
to stop when entering an Allied Zone of Control. At the end
of this phase, all Reserve markers are removed from the map.
* Optional Rule: At the end of the phase, the Communist
player can place one Persistent Chemical Weapons marker
on the map.
SECOND INSURGENCY DISBANDMENT PHASE
The Communist player can attempt to have insurgency
units on the map disband. Successfully disbanded units are
placed back in his pool of available units, and he receives
one Insurgency Command Point per unit disbanded.
HELICOPTER TRANSPORT PHASE
FSLN helicopter units that have not moved previously
in the turn can transport ground units or Supply Depots to
hexes not occupied by Allied units. The helicopters are subject to Allied Interception missions.
* Optional Rule: US F-14 air units can use standoff air attacks
on Interception missions.
RETURN TO BASE PHASE
FSLN helicopters can be returned to air facilities or to
friendly, supplied hexes within their Movement Radius.
Helicopters that have completed all actions for the turn are
rotated 180 degrees at this end of this phase.
* DEMOLITIONS PHASE
Communist regular ground and insurgency units can
attempt to demolish Allied installations and terrain features
in the hexes they occupy. A demolitions attempt against a
bridge has a Bombardment Value of 2; an attempt against
other terrain features or installations has a Bombardment
Value of 7.
* REPAIR PHASE
Eligible communist units that have not moved, been involved in combat, or performed demolitions can repair installations and terrain features in the hexes they occupy.
Repairs are done in the following order:
A. Installations and terrain features that are repaired have
Repair 1 markers and Damage, Road Out, and Bridge Out
markers removed from the hex. Repaired non-mobile
SAM/AA sites are flipped over to their operational side.
B. Other Repair markers on the map are adjusted to indicate
the number of turns remaining for repair in the hex.
C. New Repair markers are placed on the map in hexes
where repairs are begun.
REINFORCEMENT PHASE
Communist reinforcements listed in the order of battle
for the scenario and rebuilt communist ground units on the
Game Turn Track are placed in friendly, controlled
Nicaraguan city hexes. Adjustments are made to markers on
the Information Record Track, if necessary.
* Some scenarios allow Soviet and Cuban air units to
appear as reinforcements.
CENTRAL AMERICA, Intervention Rules Book: Page 4
Allied Ground and Air Stage
SUPPLY PHASE
The players check the supply status of their units. Actions
are performed in the following sequence:
A. Any Allied player Supply Depot markers that provide supply to units are flipped over to their Supply Exhausted" sides.
B. The Allied player traces supply lines for all his units. Any
units that cannot trace supply lines have Out of Supply
markers placed on them.
C. The Allied player can Create one or two new Supply
Depots from his allotted total. The new depots are placed in
cities, Supply Sources, or air facilities inside Allied countries.
D. Any Communist player Supply Depot markers that provide supply to units are flipped over to their 'Supply Exhausted' sides.
E. The Communist player traces supply lines for all his units.
Any units that cannot trace supply lines have Out of Supply
markers placed on them.
Note: Only step C occurs during the first Game Turn of all scenarios.
The rest of the steps are skipped since all units are considered in
supply throughout the first turn of a scenario.
GROUND UNIT REORGANIZATION PHASE
The Allied player can reorganize and rebuild his eligible
ground units. He performs these actions in the following
sequence:
A. Reorganization markers atop ground units on the map are
removed, and these units are flipped over to their full-strength
sides.
B. Half-strength regular ground units that meet the requirements for reorganization have Reorganization markers placed
on them. The Allied player expends Reorganization Points
for each unit (1 for infantry, 2 for armor). Depending on the
unit's nationality, US or Allied Reorganization Points will be
expended.
C. Half-strength insurgency ground units that meet the requirements for reorganization have Reorganization markers
placed on them. For each unit reorganizing, the Allied player
expends either one Reorganization Point (US or Allied) or one
Insurgency Command Point.
D. Eligible ground units can be rebuilt by expending 3
Reorganization Points per unit. Rebuilt units are placed on
the Game Turn Track three spaces ahead of the current turn.
A unit possessing a Reorganization marker cannot move
or attack for the remainder of the turn, and it defends at its
reduced strength.
* GUERRILLA ATTACK PHASE
Supplied Allied insurgency ground units can perform
Guerrilla Attacks against installations and terrain features in
adjacent hexes. An attack against a hex not occupied by
enemy ground units costs 1 Insurgency Command Point, and
an attack against an enemy-occupied hex costs 2 points. Each
insurgency unit that attacks a bridge is worth 1 Bombardment Point; it is worth 2 Bombardment Points when attacking other terrain features and installations; the attack is
resolved on the correct Bombardment Table.
Note: Only Nicaraguan non-mobile AA and SAM sites can be attacked
on the Ground Unit Bombardment Table.
REGULAR GROUND UNIT MOVEMENT PHASE
The Allied player can move his supplied regular infantry and armor units. Eligible ground units can be moved by
Boat and River Transport. Ground units must end movement
when they enter a hex in a communist Zone of Control. Insurgency units can be moved like regular ground units in this
segment by forfeiting insurgency movement. The Allied
player can place Armor Reserve markers on his armor units
that moved half their Movement Allowance or less.
* US Marine ground units can perform amphibious
assaults, and follow-up US reinforcements can be placed in
Allied-controlled ports or on USMC Beachhead or 82nd Air
Supply markers in coast hexes.
INSURGENCY MOVEMENT PHASE
The Allied player can now move insurgency units up to
4 hexes; the units do not use their Movement Allowance during insurgency movement. He can place Insurgency Reserve
markers on insurgency units that moved 0, 1, or 2 hexes.
INSURGENCY PLACEMENT PHASE
The Allied player can attempt to create insurgency
ground units from his pool of available units by expending
Insurgency Command Points. Successfully created insurgency units are placed on the map.
COMMUNIST AERIAL COUNTERINSURGENCY PHASE
The Communist player can attempt to eliminate Allied
insurgency units just placed on the map in the previous phase
with Aerial Counterinsurgency missions. Communist air units
and helicopters that successfully complete an Aerial Counterinsurgency mission cause the Allied insurgency unit to be
removed from the map.
Note: As with all air missions, communist air units are subject to
Allied air defense attacks and Interception missions, while attack
helicopters are subject to Interception missions only.
* Optional Rule: US F-14 air units can use standoff air attacks
on Interception missions.
FIRST INSURGENCY DISBANDMENT PHASE
The Allied player can attempt to have insurgency units
on the map disband. Successfully disbanded units are placed
back in his pool of available units, and the Allied player
receives one Insurgency Command Point per disbanded unit.
* Scenario Generation System: US air units may be
allowed to transport a Supply Depot marker into a conquered
Allied country.
AIR MISSION PHASE
The Allied player can perform air missions with his air
and helicopter units. The air units or helicopters are activated one at a time, singly or in a stack; air units can form joint
missions. The units must not have performed any missions
earlier in the turn. The Allied player can perform the following air missions in any order he wishes:
• Bombardment Strike (combat air units and attack
helicopters)
• Close Air Support (combat air units and attack helicopters)
• * Ground Combat Support (attack helicopters and US
AV-8B air units)
• Transfer (transport air units and helicopters)
• Transport Strike (all air units and helicopters)
• Each of the above missions can be accompanied by an
Escort mission.
An air mission is performed in the following order:
A. A stack of helicopters or the Air Mission marker
representing the Allied air units is moved across the map to
the target hex.
B. While moving across the map, Allied units are subject
to communist air defense attacks and Interception missions.
C. Surviving Allied air units and helicopters that reach a
target hex perform their air missions.
D. After completing their air missions, Allied air units return
to a friendly air facility; helicopters may return to a friendly,
supplied hex.
* US ground reinforcements can enter the map via
Transport Strike missions in this phase. US air unit reinforcements enter the map via Transfer missions.
* Optional Rules: US F-14 air units can use standoff air attacks
on Escort missions. Specified US air units can use standoff
air attacks and special munitions on Bombardment Strike and
Close Air Support missions.
CENTRAL AMERICA, Intervention Rules Book: Page 5
GROUND COMBAT PHASE
REINFORCEMENT PHASE
The Allied player resolves ground combat. He declares
which of his units will attack communist units. All defending units that are adjacent to an attacking unit must be
attacked. The following units can also participate in ground
combat:
• * Attack helicopters and US AV-8B air units on Ground
Combat Support missions.
• Insurgency units possessing Insurgency Reserve markers.
The following units cannot participate in attacks in ground
combat:
• Units possessing Out of Supply markers (they do defend
in combat).
• Armor units possessing Armor Reserve markers.
Once all the ground combats have been resolved, all
Close Air Support markers are removed from the map.
* The Allied player can perform up to three US Tactical
Bombardments in support of Allied ground units attacking
communist ground units in coast hexes.
* Optional Rule: The Communist player can place up to two
Persistent Chemical Weapons markers in hexes from which
eligible units retreat in order to prevent Allied ground units
from pursuing.
If FDN or ARDE ground units control an air facility in
Nicaragua, an Allied Supply Source marker may be placed
in the hex. Any Allied reinforcements listed in the order of
battle for the scenario and rebuilt Allied ground units on the
Game Turn Track are placed on the map.
* The Allied player can place USMC Beachhead markers
on coast hexes. He can also move reinforcements from the
Holding Boxes to controlled ports, USMC Beachhead
markers, or 82nd Air Supply markers in coast hexes.
* If the Allied player wishes to delay the arrival of US
carrier-based air units and US ground units in order to have
them transit the Panama Canal, he places the units on the
Game Turn Track two boxes ahead of the current turn. US
units that have completed transit through the Panama Canal
are placed in the new Holding Box.
Adjustments are made to markers on the Information
Record Track, if necessary.
RESERVE MOVEMENT PHASE
Allied armor units that possess Armor Reserve markers
can move up to half their Movement Allowance. These units
must stop when they enter a hex in a communist Zone of
Control. Insurgency units that possess Insurgency Reserve
markers can move one or two hexes and do not have to stop
when entering a communist Zone of Control. At the end of
this phase, all Reserve markers are removed from the map.
SECOND INSURGENCY DISBANDMENT PHASE
The Allied player can attempt to have insurgency units
on the map disband. Successfully disbanded units are placed
back in his pool of available units, and he receives one Insurgency Command Point for each unit disbanded.
HELICOPTER TRANSPORT PHASE
Allied helicopter units that have not moved previously
in the turn can transport ground units or Supply Depots to
hexes not occupied by communist units. The helicopters are
subject to communist Interception missions.
RETURN TO BASE PHASE
* Allied helicopters can be returned to air facilities or
to friendly, supplied hexes within their Movement Radius.
US Marine AV-8B's may be returned to a Holding Box, an
air facility, or a friendly, supplied hex within their Movement
Radius. Helicopters and AV-8B's on the map that have completed all actions for the turn are rotated 180 degrees at the
end of this phase.
* DEMOLITIONS PHASE
Allied regular ground and insurgency units can attempt
to demolish installations and terrain features in the hexes they
occupy. A demolitions attempt against a bridge has a Bombardment Value of 2; an attempt against other terrain features
or installations has a Bombardment Value of 7.
* REPAIR PHASE
Eligible Allied units that have not moved, been involved
in combat, or performed demolitions can repair installations
and terrain features in the hexes they occupy. Repairs are
done in the following order:
A. Installations and terrain features that are repaired have
Repair 1 markers and Damage, Road Out, and Bridge Out
markers removed from the hex. Repaired non-mobile AA sites
are flipped over to their operational side.
B. Other Repair markers on the map are adjusted to indicate
the number of turns remaining for repair in the hex.
C. New Repair markers are placed on the map in hexes
where repairs are begun.
End of Turn Stage
If the last turn of the scenario has been completed, the
game ends and players check the victory conditions to
determine the winner and the level of victory. If the scenario
has not ended, players adjust their Victory Point markers for
VP gained or lost in the turn (as called for by the scenario).
* Supply Depot markers on their "Supply Exhausted"
sides are removed from the map. Persistent Chemical
Weapons markers are removed from the map. All counters
rotated 90 or 180 degrees should be rotated back to their
normal facing. The Masaya EW Suppressed marker is removed if a complete turn has passed since its placement.
Both players can move air units from the "Used" and
"Sitting" spaces on the Air Group Displays to the "Available"
space. They also place air units in the "Sitting" space of their
displays as necessary. Players should check their Air Group
Displays to make sure that air units at air facilities do not
exceed stacking limits (excess units must be eliminated).
* The Allied player can reposition his US Navy E-2
(AWACS) air units in AWACS Detection boxes. The Communist player returns air units in the Merchant Shipping Raid
Box to air facilities and places them in the "Available space
on his Air Group Display.
* The Allied player can withdraw USMC Beachhead and
82nd Air Supply markers from the map. The Communist
player can withdraw the Cuban mechanized brigade.
The Game Turn marker is moved one space on the Game
Turn Track. Begin the next Communist Ground and Air Stage.
* Optional Rules: If the Weather option is being used, players
roll for the weather for the next turn. The appropriate weather
marker (Clear, Rain, or Heavy Rain) is placed in the next box
on the Game Turn Track. If US ground units entered a coast
hex in Nicaragua during the turn, the Communist player can
make a motor torpedo boat attack.
Scenario Generation System: A player can declare a voluntary withdrawal of units from the map, and the Allied player
can raise or lower the US Intervention Level. Any decreases
to world tension are recorded on the World Tension Track.
If US ground units appear on the map, the US War
Powers Act marker is placed on the Game Turn Track 15
boxes ahead of the current turn. If the Game Turn marker
is in the same box as the US War Powers Act marker, the
Allied player rolls the die and consults the War Powers Act
Table.
If an Allied country has been conquered in the previous
turn, Damage markers are placed in the country's port and
Supply Source hexes not garrisoned by US units.
Players record their Victory Points gained and lost,
determine if victory objectives have been achieved, and
decide if they will continue the scenario.
CENTRAL AMERICA, Intervention Rules Book: Page 6
14.0 INTERVENTION AIR RULES
In the Intervention Game, special US air units are introduced and additional air missions are allowed. Also, the
use of off-map holding boxes is described.
the Allied air facility, depending on the lowest Movement Radius
of any air unit in the joint mission (see 4.4).
2. US Marine air units that enter the game based on a US carrier
can move to air facilities and can be activated from them (see below).
14.1 PacificlCaribbean Holding Boxes
These two boxes are printed on the east (Caribbean) and
west (Pacific) sides of the map, and they are used to hold US
carrier-based air units and amphibiously transported US
ground units. When US units appear, a scenario will indicate
which Holding Box is used. US units in the Pacific and
Caribbean Holding Boxes can never be attacked by enemy
air units.
The large empty space in each Holding Box is for US
ground units that are being moved by sea to the area. US
Marine units can perform amphibious assaults from these
boxes (see 15.2), and other follow-up US ground units can
be brought onto the map from these boxes (see 15.5).
Each box contains two spaces for US air units: "Available Air Unite and "Used Air Units." When US air units perform a mission, they are removed from the "Available" space
and set aside; the Allied Air Mission marker is placed in any
hex on the appropriate map edge (Pacific or Caribbean) within 10 hexes of the E-2 AWACS air unit assigned to the parent
carrier (see below). Their Movement Radius is counted from
the hex in which they are placed. After completing their air
missions, the units are placed in the "Used" space of the Holding Box from which they began their missions. Units that
begin in a Holding Box must end their movement in the same
box (unless the parent carrier is being moved from one Holding Box to another).
US air units are subject to enemy Interception missions
in the first coast hex they enter as long as they are detected.
They may be intercepted by communist air units in each land
hex they enter on the way to the target hex. In addition, they
are subject to communist air defense attacks. Carrier-based
air units can perform Interception missions within range of
their E-2 AWACS air units (see below).
Restrictions on Joint Air Missions: US Navy air units can
form joint missions with US Marine air units based at air
facilities on the map if the facilities are within 10 hexes of
an E-2. US Navy and Marine units can always perform joint
missions, but neither branch can perform joint missions with
US Air Force units.
Activation Limitations: All US air units on a given carrier
can undertake an air mission together (it is called an Alpha
Strike). The Allied player can perform one Alpha Strike per
carrier in a Holding Box. The carrier-based air units can also
perform air missions individually or in smaller stacks. Units
from different carriers in the same Holding Box can form a
joint air mission; a maximum of six carrier-based air units
can be activated at one time to perform a mission.
Restrictions: US Navy air units are subject to the following
restrictions:
• They cannot land at or be activated from any air facility
on the map.
• Only US Marine and Navy air units can be based in Holding Boxes.
• They must begin and end their activation in the Holding
Box on the side of the map indicated in the scenario (unless
the carrier moves; see below).
• Each air unit can perform one mission per turn.
• US air units that suffer step losses can never be repaired.
Notes on Holding Boxes
1. If US air units from a Holding Box form a joint mission with Allied
air units on the map, the Air Mission marker begins moving either
from the mapedge hex where the US units enter the map or from
E-2 AWACS AIR UNITS
Each carrier is assigned one E-2 AWACS air unit, which
has a 10-hex detection range. If a scenario calls for US air
units to begin the game in a Holding Box, the Allied player
places his E-2 units in AWACS Detection Boxes on the west,
east, and north edges of the map as part of the scenario setup; one E-2 can be placed in an AWACS Detection Box and
it must be placed in a box that is on the same coast as its
parent carrier's Holding Box.
US E-2 units in AWACS Detection Boxes have the same
abilities as the US E-3 AWACS unit for detecting enemy units,
performing joint air missions, and giving die roll modifiers.
The 10-hex detection range commences in the first hex outside the AWACS Detection Box. Note that E-2 units can have
overlapping detection ranges, but there is no additional
benefit for the overlap.
Communist ground units using Boat Transport in the
Pacific and Caribbean (not in the Lake of Managua) are
detected if they are within 10 hexes or move within 10 hexes
of an E-2's detection range. The Communist player must roll
the die for each unit that is detected to see if it successfully
completed its movement (see 7.4). The detection range of an
E-2 has no effect upon communist insurgency units using insurgency movement across the Gulf of Fonseca (see 8.4).
During the End of Tum Stage, the Allied player can move
his E-2 air units from one AWACS Detection Box to another
box on the same coast. The E-2 remains in the box throughout the next turn and provides a 10-hex range for detection
purposes (for Interception missions, forming joint air missions, and providing die roll modifiers).
Notes on US E-2 Air Units
1. The US E-3 AWACS air unit can never be placed in one of the
AWACS Detection Boxes. Instead, the E-3 is based at an Allied airport.
2. Unless the optional AWACS rules is being used (see 18.7), all US
and Allied air units enjoy the benefits of the US Air Force E-3 or
a US Navy E-2 for detection, forming joint missions, and receiving
favorable die roll modifiers.
MOVING CARRIER-BASED AIR UNITS
During an End of Turn Stage, the Allied player can
declare that he is moving a carrier group from one coast
through the Panama Canal to the other coast. He takes the
carrier-based air units (including the E-2 AWACS air unit) and
places them on the Game Turn Track two boxes ahead of the
current turn. During the Allied Reinforcement Phase of that
future turn, the air units are removed from the Game Turn
Track, placed in the "Used" space of the other Holding Box,
and can be activated on the next turn.
Carrier-based air units in the "Used" spaces of Holding
Boxes are placed in the "Available" spaces during the End of
Turn Stage. The E-2 AWACS unit is placed in an AWACS
Detection Box on the new coast.
The Allied player can also choose to delay the arrival of
carrier-based air unit reinforcements if he wishes them to
appear in the Holding Box on the coast other than the one
in which they were scheduled to arrive. During the Reinforcement Phase of the turn these reinforcements are scheduled
to appear, he places them on the Game Turn Track two boxes
ahead of the current turn. During the Allied Reinforcement
Phase of the future turn, the air units are placed in the 'Used"
space of the other Holding Box.
CENTRAL AMERICA, Intervention Rules Book: Page 7
The Allied player can move carrier-based air units
between Holding Boxes as many times as he wishes in a
game, as long as the two-turn delay is followed.
Note: In the Scenario Generation System, one of the random events
has the Panama Canal being closed for the duration of the game.
In this case, carrier-based air units cannot be moved from one coast
to the other (see 22.8)
A scenario calls for US carrier-based air
units to be set up in the Caribbean Holding Box. These units can
perform air missions during the first turn. During the End of Turn
Stage of Game Turn 1, the Allied player announces that the carrier
will move to the Pacific coast; he places the air units in box 3 on the
Game Turn Track. During the Allied Reinforcement Phase of turn 3,
he removes the air units from the Game Turn Track and places
them in the "Used" space of the Pacific Holding Box. In the End of
Turn Stage, the units are placed in the "Available" space. They can
be activated in Game Turn 4 from the Pacific Holding Box.
In another case, US carrier-based air units are to appear as
reinforcements in the Pacific Holding Box during Game Turn 5. The
Allied player decides to delay their appearance for two turns, placing
them in box 7 on the Game Turn Track. During the Allied Reinforcement Phase of turn 7, the air units are placed in "Used" space
of the Caribbean Holding Box. They can be activated on Game Turn
8 from this box.
EXAMPLE OF MOVEMENT:
US MARINE AIR UNITS
If a scenario calls for US Marine air units to arrive in the
same turn as a US Navy carrier air group, the Allied player
can base the Marine air units on the carrier in place of the
Navy air units. For each US Marine F-4 (not the F-4 EW unit),
F-18, and A-6 combat air unit that is to be brought on, the
Allied player must withdraw one US Navy air unit from the
carrier group. Once this replacement is made, the US Navy
air units that were replaced never appear in the game. The
Allied player can otherwise use Transfer missions during his
Air Mission Phase to bring in the reinforcing Marine air units
from the north mapedge (see 15.5).
US Marine AV-8B, F-4 (EW), and helicopter units can be
stacked freely with US carrier-based air units in a Holding
Box, and do not replace US Navy air units in a carrier air
group. Unlike US Navy air units (see below), US Marine air
units can operate either from a Holding Box or they can be
based at air facilities on the map.
If US Navy carrier-based air units are eliminated during
play, the Allied player can base US Marine combat air units
in the Holding Box on a one-for-one basis, replacing the
destroyed US Navy air units. Only US Marine air units can
be based either at air facilities or in the Holding Boxes.
Note: US Marine air units using a Transfer mission to enter the map
must land at an available air facility in Honduras within 4 hexes of
the north mapedge. If no air facility is available, the US Marine units
cannot be brought on (see 15.4).
4 PI
1/4
9c
14.2 US B-52 Air Units
If a scenario indicates that the Allied player receives US
B-52 air units, these units are placed in the B-52 Holding Box
on the north edge of the map at the beginning of the game,
and they are activated for air missions from this box. There
are only two spaces in this box: "Available Air Units" and
"Used Air Units! When a B-52 performs an air mission, it
is removed from the "Available" space and set aside; the Allied
Air Mission marker is placed on any north mapedge hex and
moves from that hex. The B-52 has an unlimited Movement
Radius and can move to any hex on the map. Once the unit's
mission is completed, it is placed back in the B-52 Holding
Box in the "Used" space.
B-52's also become available as reinforcements during the
Allied Reinforcement Phase. They are placed in the "Used"
space in the B-52 Holding Box until the End of Turn Stage,
when they are placed in the "Available" space.
B-52's can form joint missions with other US Air Force
air units based at air facilities on the map; they cannot join
with US Marine or Navy or with Allied air units on a mission. When the Air Mission marker moves within 3 hexes
of an air facility containing a US EW unit or within 10 hexes
of the US E-3 AWACS unit, US Air Force air units within range
of the EW/AWACS unit can form a joint mission with the
B-52's. The joint mission is limited in movement by the lowest
Movement Radius of any air unit in the combined stack as
counted from the air facilities on the map.
All B-52's have an Air Combat Value of 01." The can never
perform Interception missions, and they can be intercepted
only by communist "r rated air units. If B-52's are intercepted with no escorts, they are automatically eliminated. If they
do have escorts, they contribute nothing when determining
the air combat ratio, but they are counted when determining the Intensity Level (see 10.4).
Nicaraguan non-mobile SAM sites are the only communist units that can perform air defense attacks against B-52
units. Note that other US Air Force air units escorting B-52's
are subject to all normal forms of enemy air defense attack.
Restrictions: B-52's are subject to the following restrictions:
• They can never be based at nor be activated from any air
facility on the map.
• They cannot perform defensive Close Air Support missions
(see 14.4).
• To perform an offensive Close Air Support mission, a US
ground unit must be adjacent to the target hex (this is
known as Arclite).
• They cannot perform Interception missions.
• They cannot perform Bombardment Strike missions in
Allied countries in unoccupied hexes containing roads or
in cities, towns, villages, or ports. They can perform Bombardment Strikes in road and village hexes in Allied
countries if enemy regular ground units (not insurgency
units only) occupy the hex.
• They cannot eliminate the last step among communist
ground units in a hex by Bombardment Strike. A result that
would call for the elimination of the last step of the last
ground unit in the hex is ignored. Thus, if a hex contained
only one communist ground unit on its half-strength side,
it could not be eliminated by a B-52 performing a Bombardment Strike in the hex; the B-52 could attack a terrain
feature or installation in the hex, however.
• They must begin and end their activation in the B-52 Holding Box.
• Each B-52 can perform one mission per turn.
Notes on B-52 Units
1. Unless using the optional AWACS rule in 18.7, B-52's can use US
Navy E-2 air units for forming joint missions with US Air Force units
and for receiving favorable die roll benefits.
2. If the optional US Special Munitions rule is used, B-52's canperform incendiary bomb attacks, but they cannot perform smart and
cluster bomb attacks (see 18.7). Also, other restrictions may apply
towards B-52's if the optional US Command Restrictions in 18.9 is
being used.
14.3 US AV-313 Air Units
US Marine AV-8B units have the abilities of both helicopters and air units. An AV-8B has the following combat
values: Bombardment, Air Combat, and Ground Combat.
AV-8B's can perform all combat air missions (see 6.0), including Ground Combat Support missions, although the Allied
CENTRAL AMERICA, Intervention Rules Book: Page 8
player does not receive a column shift in his favor for AV-8B's
as he does for attack helicopters. AV-8B's can also perform
defensive Close Air Support missions for a stack of Allied
units containing at least one US Marine unit (see 14.4).
ACTIVATION AND MOVEMENT OF AV-8B UNITS
AV-8B units have two values for their Movement Radius,
depending on where they are based. They can be based in
Pacific/Caribbean Holding Boxes, at air facilities, or in
friendly, supplied hexes.
AV-8B's that enter the game with US Marine units are
placed in the "Available Air Unite space of the Pacific or
Caribbean Holding Box. They have a Movement Radius of
12 while in the box, and they can be activated and perform
missions with US Marine or Navy air units from the same
box. Unlike other US air units, the AV-8B's move with the
Air Mission marker during a mission, since they may be
allowed to remain on the map. Any number of AV-8B's can
occupy a Holding Box. The Allied player does not replace
US Navy air units for Marine AV-8B's (see 14.1). An AV-8B
that is activated from a Holding Box does not have to return
to it; it can return to a friendly air facility or a friendly, supplied hex (see below).
If an AV-8B is based at an air facility, it has a Movement
Radius of 12. Unlike other air units, however, the AV-8B is
not placed on the Air Group Display and it does not count
toward stacking or activation limits of the air facility. AV-8B's
can be activated with other Marine air units at an air facility
and can form joint missions with US Marine air units (including AV-8B's) at other facilities. They can also form joint missions with US Navy air units. The AV-8B's move with the Air
Mission marker during a mission.
Like helicopters, AV-8B units can land at and be activated
from friendly, supplied hexes other than air facilities. The
following are friendly, supplied hexes for AV-8B's:
•
•
•
•
•
US and Allied Supply Sources
Allied Supply Depots
Allied Entrenchments
USMC Beachheads and 82nd Airborne markers
Clear and Rough terrain hexes containing supplied US
Marine ground units
• Any coast hex containing US Marine ground units
An AV-8B based in a friendly, supplied hex other than
an air facility has a Movement Radius of 3. One AV-8B can
be in a hex per US Marine ground unit. AV-8B's in supplied
hexes can be activated with other AV-8B's, but they cannot
form joint missions with air units from air facilities. AV-8B's
cannot be activated with helicopters.
Returning to Base: AV-8B's performing missions with other
air units move with the Air Mission marker to the target hex.
Depending on the type of air mission completed, an AV-8B
can either remain in the target hex rotated 90 degrees or
return to a Holding Box, air facility, or friendly, supplied hex
(during the Return to Base Phase). The Holding Box, air
facility, or hex must be within the AV-8B's current Movement
Radius (12 if it was activated from a Holding Box or air
facility, 3 if activated from a friendly, supplied hex).
If an AV-8B is activated to perform one of the following
missions, it must return to a Holding Box, air facility, or
friendly, supplied hex as soon the mission is completed: Aerial
Counterinsurgency, Bombardment Strike, offensive or defensive Close Air Support, Escort for one of these missions, or
Interception. If it performs a Transfer mission or Escort to
such a mission, it remains in the hex to which it moved. The
counter is rotated 180 degrees after performing one of the
above missions if it remains on the map.
If an AV-8B performs an offensive or defensive Ground
Combat Support mission or Escort to such a mission, it remains in the target hex and is rotated 90 degrees. It may be
EXAMPLE OF AV-8B: The Allied player is about to launch an amphibious invasion against Nicaragua. The Allied player decided in the
previous turn to have US Marine air units come on by Transfer mission (landing at the airport at Tela) to maintain a carrier-based air
group at its full complement. Two AV-8B air units, an F-4 (EW)
unit, one Marine attack helicopter, and two Marine transport
helicopters are in the Pacific Holding Box. (These units do not
replace US Navy units on the carrier.) The targets of the amphibious
assault are Montelimar (2020) and hex 2121, which contain
Nicaraguan ground units.
The Marine ground units perform amphibious assaults against
2020 and 2021 during .the Allied Regular Ground Unit Movement
Phase. During the Allied Air Mission Phase, Bombardment Strikes
by US air units cause step losses to the defending Nicaraguan units
in these two hexes. In addition, since the US units were not intercepted, an F-14 and an F-15 perform a Close Air Support mission in
each of these hexes. The Allied player commits both AV-8B's to an
offensive Ground Combat Support mission in hex 2020 and an
attack helicopter to a similar mission to hex 2021.
During the Ground Combat Phase, the amphibious assault is
resolved, and both hexes are vacated by Nicaraguan units, allowing
the US Marine units to move ashore. Note that the AV-8B's do not
give the Allied player a column shift as the attack helicopter does.
During the Return to Base Phase, he keeps the AV-8B's in 2020 and
the attack helicopter in 2021. Note that the airstrip in Montelimar is
now captured, but it is not fully operational until the next turn. The
AV-8B's have a Movement Radius of 12 as soon as the airstrip
becomes operational for US air units.
NIT 192
NATED BV
BARDMENT
KE AND
IBIOUS
LT
BOMBARD
STRIKE IN
HEX 2020
(31
CLOSE AIR
SUPPORT IN
HEX 2020
x2
23
7,0
4e 16
x2
BOMBARD
STRIKE IN
HEX 2021
8J kif
4
•
CLOSE AIR
SUPPORT IN
HEX 2021
In the Communist player's Ground and Air Stage, he counterattacks the Marines in an effort to drive them off the coast. The
AV-8B's can perform a defensive Ground Combat Support mission
(during the Ground Combat Phase) in their hex or a defensive Close
Air Support mission against communist ground units (during the Allied Reaction Air Mission Phase). If they are used for a Ground
Combat Support mission, their counters are rotated 90 degrees and
they can perform only an offensive Ground Combat Support mission
during the Allied Ground and Air Stage; if they perform a defensive
Close Air Support mission, their counters are rotated 180 degrees
and they can do nothing else during the Allied Ground and Air Stage.
CENTRAL AMERICA, Intervention Rules Book: Page 9
able to remain in the target hex to perform a defensive or
offensive Ground Combat Support mission (as long as it was
not forced to retreat from the hex). It may otherwise be
moved to a Holding Box, air facility, or friendly, supplied hex
during the Return to Base Phase.
If an AV-8B returns to a Holding Box, it is placed in the
"Used" space. If it returns to an air facility, it remains on the
map. An AV-8B is rotated in the same way helicopters are
during and after missions (see 5.2).
Supply and AV-8B's: AV-8B's are always in supply in Holding Boxes. If based at an air facility or in a friendly, supplied
hex, they are in supply if the facility or hex is in supply.
An AV-8B occupying a Clear or Rough terrain hex with
a US Marine ground unit can perform air missions as long
as the Marine unit is in supply. In the event that an Out of
Supply marker is placed on the US Marine unit in either
player's Supply Phase, the AV-8B unit remains fully operational throughout the turn in which the marker was placed;
it maintains its normal Movement Radius and combat values.
An In Supply marker is placed atop the AV-8B. In succeeding turns, however, if the Marine ground unit is still out of
supply, so is the AV-8B.
The following effects apply to an out of supply AV-8B:
• Its Movement Radius is 6 if it occupies an air facility. Its
radius is 2 if it occupies another hex.
• Its Ground Combat and Bombardment Values are reduced
to O. It has an Air Combat Value of 1"J."
• If activated, it can perform a Transfer mission only. It can
move either to a Holding Box, another friendly air facility,
or another friendly, supplied hex. To reach a Holding Box,
the AV-8B must be within 11 hexes of the the last hex on
the edge of of the map where the Holding Box is located
(if it transfers from an air facility) or within 3 hexes of the
last hex (if it transfers from a friendly hex). The friendly
air facility of supplied hex to which it transfers must be
within double its reduced Movement Radius. If it cannot
reach a Holding box, air facility, or friendly hex, it must
remain in the hex in occupies.
Notes on AV-8B Units
1. Carrier-based US Navy units can form joint missions with US
Marine air units and AV-8B's based at air facilities, if the facilities
are within 10 hexes of the AWACS Detection Box containing a US
Navy E-2 unit.
2. US Marine ground units are always in supply when they occupy
coast hexes (see 15.2).
14.4 Intervention Air Missions
The Allied player can perform a Close Air Support
mission in support of defending US Marine units during the
Communist player's Ground and Air Stage. The Communist
player, if a scenario permits it, can have certain air units perform Merchant Shipping Raid missions during the Communist Air Mission Phase to gain Victory Points.
US MARINE CLOSE AIR SUPPORT MISSIONS (Defensive)
(US Marine air units and AV-8B's)
During the Allied Reaction Air Mission Phase of the Communist Ground and Air Stage, the Allied player can have a
US Marine air unit perform one Close Air Support mission
against communist ground units that are about to attack Allied
ground units. The procedure for this mission is similar to
offensive Close Air Support missions in the Conventional
Game (see 6.2). This mission can be used in conjunction with
other Marine AV-8B units and attack helicopters performing
defensive Ground Combat Support missions. Other US
Marine air units can perform Escort during this mission.
Helicopters can never perform this mission.
REQUIREMENTS:
1. Only a US Marine F-4, F-18 and AV-8B air unit can
undertake a Close Air Support mission during the Allied Reaction Air Mission Phase. The unit cannot have performed
another mission in the turn. Other Marine air units in the
same hex can be activated to provide escort, and Marine units
at different air facilities can combine in a joint mission.
Marine air units in a Holding Box can be used for this mission.
2. In a turn, the Allied player can conduct one defensive
Close Air Support mission with one air unit.
3. The target of the mission must be all communist ground
units in a hex that are adjacent to Allied ground units. The
Allied ground units must include at least one defending US
Marine ground unit.
4. The hex containing the communist ground units must be
within the Movement Radius of the Marine air units.
PROCEDURE:
1. The Allied Air Mission marker (and AV-8B's if they are
activated) is moved to the hex containing the communist
ground units and is subject communist air defense attacks
and Interception missions. If the Marine unit or stack is intercepted, the Allied player can declare that one or more (to
a maximum of 4) units in the stack are acting as escorts.
EXAMPLE OF DEFENSIVE CLOSE AIR SUPPORT MISSION: Marine ground
units successfully performed an amphibious assault to enter
Montelimar (2020) and hex 2021. During the Communist Ground
and Air Stage, FSLN units are moved adjacent to the Marine units
to try to drive them back. Several communist air missions are successfully intercepted.by US F-14 air units, and so the Communist
player is unable to get any die roll modifiers for Close Air Support
missions in his Air Mission Phase.
During the Allied Reaction Air Mission Phase, a Marine AV-8B
in the Pacific Holding Box moves to Jinotepe (2121) which contains
an FSLN tank regiment, anti-tank regiment, and mechanized infantry brigade. The AV-8B is not intercepted. (Other US Marine air
units could have escorted this unit). The Allied player places a
USMC Defense Support (-2) marker in the hex. After the mission,
the Allied player decides to return the AV-8B to the Pacific Holding
Box and places it in the "Used" space. Note that it could also move
to a hex containing a US Marine ground unit. Once it has ended the
mission and moved, it is rotated 180 degrees until the End of Turn
Stage. The AV-8B can perform no other combat mission during the
Allied Ground and Air Stage.
The Communist player uses the tank and anti-tank regiments to
attack the US Marines in Montelimar. A —2 die roll modifier
applies to this attack because of the USMC Close Defense Support
marker. The mechanized infantry brigade participates in the attack
against the Marines in 2121; again the —2 die roll modifier is applied to this combat because the marker applies to all units in the
target hex.
CENTRAL AMERICA, Intervention Rules Book: Page 10
2. The Allied player declares how many Bombardment
Points (up to a maximum of 2) the a Marine air unit contributes to the mission.
3. The Allied player places the "USMC Defense Support"
.marker (with the " — 1" or " —2" side up, depending on whether
one or two Bombardment Points were delivered) on the stack
of communist ground units.
4. As soon as the mission is complete, the Marine air units
return to a friendly air facility or a Holding Box within their
Movement Radius. Air units are placed in the "Used" space
in the Holding Box or on the Air Group Display.
If AV-8B's were included in the mission, they either return
to the Holding Box and are placed in the "Used" space or they
return to a air facility or other friendly, supplied hex and are
rotated 180 degrees.
5. In the subsequent Communist Ground Combat Phase, this
stack of communist ground units suffers a —1 or —2 die roll
modifier in all ground combats against Allied units. The
"USMC Defense Support" marker is removed after all combat is resolved.
Note: If a stack of communist units in a hex is split up to attack more
than one Allied-occupied hex, then each combat involving the communist units suffers the negative die roll modifier. If the Communist
player chooses not to attack, the die roll modifier is ignored. Remember that at least one US Marine unit must be adjacent to a stack of
attacking communist units before this mission can occur.
MERCHANT SHIPPING RAID MISSIONS (Offensive)
(Communist air units)
If a scenario allows it, certain communist air units can
move off the map to perform this mission during the Communist Air Mission Phase. This mission is intended to gain
Victory Points for the Communist player. Units performing
this mission can be escorted.
*Bombardment
Value
REQUIREMENTS:
1. Only M-27, S-24, and T-22 air units can perform this mission. The scenario must allow communist air units to perform the mission.
2. The air unit must have a Bombardment Value of 2 or more
to perform this mission.
3. A maximum of four communist air units can perform this
mission per turn. Units at different Nicaraguan air facilities
can form a joint mission. Other air units can act as escorts
during this mission.
4. This mission can be performed in three consecutive Game
Turns. As soon as the first Merchant Shipping Raid mission
is performed, the Communist player can perform the same
mission during the next two turns. The mission can no longer
be performed starting with the third turn.
Design Note: The limit to the number of turns in
which this mission can be performed simulates the
element of surprise which is lost over time as US air
defense in the area increases and as shipping is rerouted.
PROCEDURE:
1. The Communist player sets aside the air units that will
perform the mission and he places his Air Mission marker
on the map in the hex containing the air facility.
2. The Air Mission marker is moved across the map to the
east mapedge; the last hex on the mapedge must be within
half its Movement Radius (round fractions up). During movement, the unit or stack is subject to Allied air defense attacks
and a maximum of one Allied Interception mission.
3. When the Air Mission marker reaches the mapedge, it
is removed from the map and the air units involved are placed
in the Merchant Shipping Raid Box. They can perform no
other function for the turn.
4. During the End of Turn Stage, the Communist player gains
1 Victory Point per air unit in the Merchant Shipping Raid
Box. Remember that the air unit must have 2 or more Bombardment Points to perform this mission; air units that acted
as escorts cannot contribute their Bombardment Values.
5. During the End of Turn Stage, the Communist player
returns the air units in this box to friendly air facilities that
are within half their Movement Radius. The units are is
placed back on the Air Group Display in "Available spaces.
Notes on Merchant Shipping Raids
1. M-27 and S-24 units can perform this mission only when they are
at full strength; T-22's can perform it at full strength or half strength.
Note that the T-22 has an unlimited (U) Movement Radius and can
perform the mission from any airport on the map (the M-27 must
also be based at an airport).
2. US air units in the Caribbean Holding Box can perform one
Interception mission per turn against the communist air units. As
soon as the communist Air Mission marker enters a hex that is within
10 hex of an E-2 AWACS unit, the Allied player can perform the
Interception mission.
3. Communist air units in the Merchant Shipping Raid Box cannot
be attacked by the Allied player nor can units returning from the
mission be attacked. They can be attacked by an Allied Interception mission in each turn that they undertake a Merchant Shipping
Raid mission.
EXAMPLE OF MERCHANT SHIPPING RAID MISSION: A US carrier-based
air ground occupies the Caribbean Holding Box, and the E-2
assigned to the carrier is in the southernmost AWACS Detection Box
(in hex 3717). The Communist player has a Cuban M-23 and three
Soviet M-27's based at Bluefields (3420) and two Soviet T-22's based
at Punta Hueta (2218). During the Communist Air Mission Phase of
Game Turn 3, he decides to perform a Merchant Shipping Raid
mission with all six air units.
The communist Air Mission marker is placed in Bluefields since
that facility has air units with the lowest Movement Radius. The
T-22's join up with the other air units in this hex, and the Air Mission marker move into hex 3421. This hex is within range of the
E-2's detection range, and so the Allied player launches an Interception mission with two F-14's and an EA-6. The Cuban M-23 and one
of the M-27's act as escorts. The air combat results in the communist air units taking a step loss and being forced to return; the
Communist player decides to take enhanced losses to continue the
mission. He eliminates one escorting M-27 and moves his units off
the map. (They can be intercepted only once.) The air units are
placed in the Merchant Shipping Raid box.
During the End of Turn Stage, he adds up the number of M-27's
(21 and T-22's (2) that performed the mission. He receives 4 Victory
Points (VP) for this mission. After he records the VP, he returns the
air units to Bluefields and places them in the 'Available" space of the
Air Group Display. He can perform this mission again during turns
4 and 5, but starting with turn 6 he can no longer perform the mission.
Note that M-27's with their Movement Radius of 23 can move
up to 12 hexes to reach a hex on the east mapedge (half its radius
rounded up). An S-24 can move up to 15 hexes, and a T-22 can
move any number of hexes on the mission.
14.5 Masaya
vat
In the Conventional Game, the electronic capability of
Masaya is permanently eliminated on an "M" result on the
Terrain Feature Bombardment Table or when the hex is
occupied solely by Allied ground units. Masaya cannot be
repaired once it is damaged, and the Masaya EW Destroyed
marker is placed in the hex.
In the Intervention Game, when an "M" result occurs on
the Terrain Features Bombardment Table, a Damage marker
is placed in the hex. Damage to Masaya can be repaired (see
16.3). If an Allied ground unit solely occupies Masaya, the
Masaya EW Destroyed marker is placed in the hex. Even if
Masaya is recaptured later by the Communist player, the
marker remains in the hex for the rest of the game. Destruction from Allied ground units occupying the hex can never
be repaired and Masaya's EW capabilities are permanently
eliminated.
CENTRAL AMERICA, Intervention Rules Book: Page 11
Masay
EW
Supprs
Massy
EW
Destry
Suppressing Masaya's EW Capability: The electronic capability of Masaya can be suppressed in the Intervention Game.
When an Allied Bombardment Strike against Masaya obtains
a "D" result on the Terrain Feature Bombardment Table, the
electronic capability of Masaya is suppressed for the rest of
the current turn and throughout the next turn. The Allied
player places the Masaya EW Suppressed marker in the hex
where it remains until the End of Turn Stage of the turn after
it was suppressed, the marker is removed from the map.
While the Masaya EW Suppressed marker is on the map,
the electronic capability of Masaya is not functional. It cannot be used to detect Allied air units for Interception missions, to perform joint air missions, or to give die roll
modifiers. Other communist EW air units are not affected
by the suppression of Masaya's electronic capability.
15.0 UNITED STATES INVOLVEMENT
Reinforcing US ground units can enter the game through
amphibious assaults, by Transport Strike air missions, and
by follow-up debarkation from sea transport. Reinforcing US
air units enter the game through Transfer air missions. The
Allied player can also use US naval support (Night Naval
Bombardments and Tactical Bombardments) to attack enemy
ground units, terrain features, and installations in coast hexes.
In addition to the Supply Sources listed in the Conventional
Game (see 9.1), US units can draw supply from USMC Beachhead and 82nd Airborne Air Supply markers and from captured ports.
15.1 US Naval Support
There are two kinds of US naval support in the Intervention Game: Night Naval Bombardment and Tactical Bombardment. Each scenario lists how many of each type of naval
support is available to the Allied player during the game. The
Allied player places the Night Naval Bombardment and the
Tactical Bombardment Point markers in boxes on the Information Record Track corresponding to the number of each
type given in the scenario. As a form of naval support is used,
the appropiate marker is moved down one box on the track.
When the marker reaches the ''0" box, no more naval support of that type is available.
US naval support occurs when US air and ground units
appear in a scenario. If US units begin the game set up on
the map, US naval support is available from the first turn
onward. If US units appear during the Allied Reinforcement
Phase, US naval support is available starting the next turn.
There must be US units in the Pacific and/or Caribbean Holding Box, and US Naval Support can be performed only in a
hex on the coast where the occupied Holding Box is.
5. US Night Naval Bombardment can never be performed
in a hex totally within an Allied country.
PROCEDURE:
1. During the US Night Naval Bombardment Phase, the
Allied player declares he is performing one Night Naval Bombardment. He moves the Night Naval Bombardment marker
down one box on the Information Record Track.
2. He indicates the terrain feature, installation, or ground
unit that is the target of the attack.
3. Each Night Naval Bombardment has a Bombardment
Value of 10.
4. The Allied player rolls the die and consults the Terrain
Feature or Ground Unit Bombardment Table as appropriate
to find the correct row. He cross-references the die roll with
the column corresponding to the Bombardment Value on the
row. No modifiers are applied to this bombardment. The
result against the terrain feature or ground unit is applied
immediately.
Notes on US Night Naval Bombardment
1. A ground unit cannot be eliminated by US Night Naval Bombardment. The ground unit must be able to absorb one step loss, or Night
Naval Bombardment cannot be performed against the unit.
2. In the Scenario Generation System (22.0), US Night Naval Bombardment can be used in US Intervention Levels 2, 3, and 4. It cannot be performed while US Intervention is at level 1.
EXAMPLE OF US NIGHT NAVAL BOMBARDMENT: The Allied player
decides to use US Night Naval Bombardment to attack an FSLN
tank regiment in Leon 11818). He moves the marker down one box
on the Information record Track and resolves the attack. He consults the Ground Unit Bombardment Table and rolls the die, obtain.
ing a 4. Cross-referencing the 4 with the "10-14" column, the result
is a 1. The tank regiment must take one step loss.
PLACED
ON MAP
PLACED ON
INFORMATION
RECORD TRACK
US NIGHT NAVAL BOMBARDMENT
During the US Night Naval Bombardment Phase of the
Communist Ground and Air Stage, the Allied player can select
a target in a Nicaraguan coast hex for naval bombardment.
The bombardment is performed by the ships escorting
carriers and troop transports. The Allied player can make as
many Night Naval Bombardments, one per turn, as he is
allowed in the scenario.
REQUIREMENTS:
1. The Allied player must have Night Naval Bombardments
available.
2. The target of the bombardment must be either a road,
bridge, port, airport or airstrip, non-mobile SAM or AA unit,
or one ground unit.
3. The target of the bombardment must occupy a Nicaraguan
coast hex.
4. If one or more USMC Beachhead markers are on the map,
the bombardment must take place within 5 hexes of one of
these counters. Otherwise, if the Beachhead marker is not
yet in play, the Allied player is free to select any Nicaraguan
coast hex as a target (US units must occupy the Holding Box
on this coast).
US TACTICAL BOMBARDMENT
In a given Ground Combat Phase, the Allied player can
declare up to three US Tactical Bombardments against coast
hexes (Pacific or Caribbean) containing enemy ground units
that are adjacent to Allied ground units. The tactical bombardment is performed by air units assigned to ships escorting carriers and transport vessels that are not represented by
counters. Each US Tactical Bombardment provides the Allied
player with a +3 die roll modifier when attacking the enemy units during the ensuing Ground Combat Phase.
A US Tactical Bombardment can be made in a hex where
an Allied Close Air Support mission occurs. A maximum +4
die roll modifier is allowed when resolving a ground combat
(see 10.4). US Tactical Bombardment can also be performed
in a hex where an offensive Ground Combat Support mission occurs.
Restrictions: US Tactical Bombardment is subject to the following restrictions:
• A maximum of 3 US Tactical Bombardments can be made
in a turn, but each must be employed in a different hex.
CENTRAL AMERICA, Intervention Rules Book: Page 12
The Allied player must have Tactical Bombardment Points
available.
• US Tactical Bombardments can never be made in any coast
hex in Costa Rica. They can never be used in a coast hex
in El Salvador or Honduras that contains a port, town, or
village.
• US Tactical Bombardments can never be made in the
following hexes in Nicaragua: 3420 (Bluefields), 3517, 3518,
3611 (Carata), or 3707 (Bismuna Tara). They cannot be performed against coast hexes on Lake Managua or the Lake
of Nicaragua.
• US Tactical Bombardments can be used in support of Allied
units only when they attack, never when they defend. They
can be used in support of amphibious assaults by US Marine ground units (see 15.2).
PROCEDURE:
1. The Allied player declares which hexes will be attacked
by US Tactical Bombardment. For each bombardment (up
to a maximum of 3 per turn), he moves the US Tactical Bombardment Point marker down one box on the Information
Record Track.
2. He places a + 3 Tactical Bombardment marker in each
hex he selected.
3. During the Allied Ground Combat Phase, the Allied player
receives a +3 die roll when resolving combat against the hex.
After each combat is resolved, the marker is removed from
the hex. If he does not attack a hex containing this marker,
it is removed at the end of the Ground Combat Phase and
the die roll benefit is lost.
Note: A maximum +4 die roll modifier can be applied to any given
ground combat.
CLOSE AIR
SUPPORT IN
HEX 2221
CLOSE AIR
SUPPORT IN
HEX 2122
2521
2522
Alta
Graci
2324
San jua
N.
pia
Marine ground units
occupy hexes 2222 and 2322. FSLN ground units occupy hexes 2122
and 2221. During the Allied Air Mission Phase, an AV-8B performs
a Close Air Support mission against the FSLN units in 2221; a +2
Close Air Support marker is placed in the hex. Another AV-8B performs a similar mission in hex 2322, and a Marine attack helicopter
performs a Ground Combat Support mission in this hex. During the
Ground Combat Phase, the Allied player places a +3 Tactical Bombardment marker in hex 2122 (note that he cannot place one in
2221, since this is not a coast hex). He moves the US Tactical Bombardment marker down one space on his Information Record Track.
When resolving the combat against hex 2122, the Allied player
receives a maximum +4 die roll modifier (the additional +1 modifier is ignored). The attack against hex 2221 receives a +2 die roll
modifier (the US units also receive a column shift for the attack helicopter).
EXAMPLE OF US TACTICAL BOMBARDMENT: US
15.2 Amphibious Assaults
US Marine ground units can perform amphibious assaults
in coast hexes during the Allied Regular Ground Unit Movement Phase. If the coast hex is unoccupied, the Marine units
are simply moved into the hex; if the hex contains enemy
ground units, combat must be resolved between the Marines
and enemy units.
Units in the Pacific Holding Box can use amphibious
assault against coast hexes on the west edge of the map
(El Salvador, Honduras, Nicaragua, and Costa Rica). Units
in the Caribbean Holding Box can use amphibious assault
against coast hexes on the north (Honduras) and east edges
(Honduras, Nicaragua, and Costa Rica) of the map.
RESTRICTIONS ON AMPHIBIOUS ASSAULTS
• The US Marine units must begin the Regular Ground Unit
Movement Phase in the Pacific or Caribbean Holding Box.
• Two amphibious assaults can occur in a turn if Marine
ground units occupy both Holding Boxes. If only one Holding Box contains units, then only one amphibious assault
can take place in a turn.
• A maximum of 4 Marine ground units can be involved in
an amphibious assault.
• Marine units can attack up to two adjacent hexes in an
amphibious assault, but a maximum of four Marine ground
units can be involved.
• Amphibious assaults can take place in hexes containing
Clear, Rough, Swamp, or Forest terrain. The hex can contain enemy units.
PROCEDURE:
1. The Allied
player selects up to four Marine ground units
and indicates the hexes (one or two) that they will assault.
• If the hex does not contain enemy ground units, the Marine
units are placed in it. They can move up to one hex after
placement; they can move from one hex in an enemy ZOC
into another hex in an enemy ZOC.
• If the assault hex does contain enemy ground units, the
Marine units are placed in a Water hex adjacent to it until
ground combat is resolved.
2. During the Allied Air Mission Phase, US air units and
helicopters can perform combat air missions in support of
the assaulting Marines. Additional Marine units can be
brought onto the map by Transport Strike missions (including paradrops and helicopter assaults).
3. During the Ground Combat Phase, ground combat is
resolved between assaulting Marines and enemy units in the
coast hex. The Allied player can use US Tactical Bombardments to support the Marine units.
• If the enemy ground units are eliminated or forced to
retreat, the US units are placed in the vacated coast hex.
• If the enemy ground units do not leave the hex, the US
Marine units take one extra step loss (in addition to any
called for by the combat result) and they are placed back
in the Holding Box. They can attempt another amphibious assault in the next turn.
4. If the US Marine units enter a coast hex, a USMC Beachhead marker can be placed in the hex during any subsequent
Reinforcement Phase.
Attacking Enemy Units: Communist ground units in a hex
being amphibiously assaulted have their Defense Values
doubled if they are attacked solely by Marine units in Water
hexes. Attack helicopters on defensive Ground Combat Support missions do not have their Ground Combat Values doubled. Communist units are not doubled if they are also
attacked either by Allied ground units in adjacent land hexes
or by Allied paradrop and/or helicopter assault units in the
hex they occupy.
Unlike most other ground combats, the amphibiously
assaulting US Marine units can attack enemy units in one
CENTRAL AMERICA, Intervention Rules Book: Page 13
coast hex, even if there are enemy units in other adjacent
hexes. The Allied player can, if he wishes, have the assaulting Marine units attack enemy units in one other adjacent
hex, but the Defense Values of the units are doubled if they
are attacked solely by the Marine units in Water hexes.
The Communist player must retreat his ground units if
called upon to do so as a result of combat unless his units
occupy a city. Unlike other combats where retreat is voluntary if he takes an extra step loss, a retreat result from an
amphibious assault must be obeyed.
If an amphibious assault is successful, all Marine ground
units that participated in the attack are eligible to enter the
vacated hex. The Allied player cannot have Marine units enter
a hex in violation of the 4 unit stacking restriction for US
units. Any units that cannot enter a hex are returned to the
Holding Box (they take no step loss doing so).
EXAMPLE: Four US Marine ground units perform an amphibious
assault against a hex containing enemy ground units; two other
Marine units entered the hex through a paradrop and an helicopter
assault. The combat results in the enemy ground units retreating
(they must retreat unless they occupy a city). Because there are
already two US units in the hex, only two more of the assaulting
units can enter the hex. The other two Marine units are returned to
the Holding Box and they can either perform another amphibious
assault or enter as reinforcements in a subsequent turn.
Once the Marine units have entered a coast hex, they must
attack all adjacent enemy ground units normally in later turns. They
can also support other Marine units making amphibious assaults.
Notes on Amphibious Assaults
1. The Allied player must obey the restrictions for activating his air
and helicopter units (see 4.4 and 5.2).
2. Paradrop and helicopter assault units in hexes occupied by enemy
units are eliminated if the assaulting Marine units are forced to retreat
to the Holding Box. If there is a retreat route available through adjacent hexes containing Allied units, the paradrop and helicopter assault
units are not eliminated, but they do take a step loss when retreating (see 10.5).
US MARINE HELICOPTERS
US Marine attack and transport helicopters are made
available according to scenario instructions. They can be
placed in a Holding Box along with AV-8B's and the Allied
player does not have to remove US Navy air units as substitutes for these units.
The Marine helicopters can perform air missions from
the Holding Box; they move up to their Movement Radius,
counting from the first hex they enter on the mapedge, to
perform missions on the map. After completing their air missions, Marine helicopters can remain on the map either in
hexes occupied by US Marine ground units or in captured
air facilities, or they can return to the Holding Box.
Transport Helicopters: US Marine transport helicopters can
perform paradrops and helicopter assaults during the Allied
Air Mission Phase in support of US Marine ground units making amphibious assaults. The presence of these units in hexes
adjacent to enemy units or occupied by enemy units negates
the doubling for the ground units when defending against
amphibious assaults (see above).
US Marine transport helicopters can also bring US Marine
ground units from the Holding Box onto the map during the
Allied Helicopter Transport Phase. The hex to which they
are transported cannot be in an enemy ZOC.
Attack Helicopter: The Marine attack helicopter battalion
can be used to escort transport helicopters or to perform a
Bombardment Strike, Close Air Support, or Ground Combat
Support mission in support of Marine ground units making
amphibious assaults. If it performs a Bombardment Strike
or Close Air Support mission, it must immediately return to
the Holding Box or a friendly, supplied hex; it is rotated 180
degrees. If it performs a Ground Combat Support mission,
it is rotated 90 degrees in the target hex. If a US Marine unit
pursues into the hex after combat, the helicopter can remain
in the hex; if the hex still contains communist ground units,
it must move back to the Holding Box or to a friendly, supplied hex during the Return to Base Phase. It does not take
a step loss after performing an offensive Ground Combat Support mission. The unit is rotated 180 degrees after moving.
US MARINE AIR UNITS
US Marine combat air units (F-4, F-18, and A-6) that enter
as reinforcements can come on either as replacements for
US Navy air units (see 14.4) or via Transfer missions (see
15.4). US Marine AV-8B and the F-4 EW units never replace
US Navy units when they enter. Unlike US Navy air units,
US Marine air units can be based at and be activated from
captured air facilities.
SUPPLY FOR US MARINE UNITS
US Marine units are in supply when occupying a coast
hex. They can also draw supply from the USMC Beachhead
or from captured ports.
USMC Beachhead Marker: During any Allied Reinforcement Phase following a successful amphibious assault, the
Allied player can place a USMC Beachhead marker in a coast
hex captured by US Marine units (it does not have to be
placed in the turn that the Marine units enter the coast hex).
It is not necessary for an Allied ground unit to occupy the
hex where the marker is placed, but at least one Allied ground
unit must have occupied the hex before the marker can
appear. Beachhead markers do not count towards stacking
restrictions.
USMC Beachhead markers act as Supply Sources for all
Allied air, helicopter, and ground units, and they can be used
to bring on reinforcing US ground units.
A maximum of ten Allied ground, helicopter, and AV-8B
units (not US Marine units exclusively) can trace supply from
a Beachhead marker, which acts as a Supply Source for these
units. The units must be able to trace a supply line to the
marker (see 9.4). Air facilities that can trace a supply line to
a Beachhead marker have all air units at the facility in supply; the air units do not count towards the 10-unit maximum.
A marker can be placed in an Allied-controlled port or
a coast hex containing an 82nd Air Supply marker. The supply capacity of the port and markers are added together to
determine how many US units can be supplied from the hex.
A Beachhead marker has no Movement Allowance, but
the Allied player can voluntarily remove it during an Allied
Reinforcement Phase. It is then available to be placed in the
next Allied Reinforcement Phase in another Allied-controlled
coast hex.
A Beachhead marker has no Attack or Defense Value and
contributes nothing to ground combat in a hex. If a Beachhead marker is ever alone in a hex occupied exclusively by
enemy ground units, the marker is destroyed. A destroyed
Beachhead can never be used again by the Allied player.
US Marine Beachhead markers can never be placed on
the following eastern Honduran coast hexes because of the
swampy terrain: 3604, 3705, and 3806.
During a Reinforcement Phase, up to four US ground
units can enter the map via the USMC Beachhead marker.
A Beachhead marker counts as one unit moved during a turn
(see below). Stacking restrictions are in effect during this
phase. Reinforcements can use the Beachhead marker to
enter the game as long as it is on the map.
In a turn, a maximum of four US Marine units can be
moved from each Holding Box to coast hexes for amphibious assaults and/or as reinforcements (this reflects the limitations of transport craft). Additional units can be moved by
Transport Strike missions (paradrops, helicopters assaults, or
transports) and do not count towards the four unit limit per
Holding Box. Thus, if three Marine units perform amphibious assaults from the Pacific Holding Box during a Regular
Ground Unit Movement Phase, one other Marine unit could
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During Game Turn 3, the 1st
Marine Division and one US carrier-based air group are in the
Pacific Holding Box. The Allied player plans to use the Marines for
an amphibious assault. In the previous turn, Masaya was attacked
and it suffered damage, eliminating its electronic warfare capability.
There is an FSLN AN-12 EW unit in Tipitapa (2219). The Allied
player has decided to bring on the Marines air units by Transfer
mission from the north mapedge rather than substitute them for air
units of the carrier group. However, he does have two Marine transport helicopters, an attack helicopter, The F-4 EW unit, and two
AV-8B's in the Pacific Holding Box, since he does not have to substitute US Navy air units for these Marine units.
During the US Night Naval Bombardment Phase, the Allied
player attacks a Nicaraguan 3-3-8 tank regiment in Corinto 11718),
and it takes a step loss from the bombardment. The Communist
player, thinking that the Allied player will invade Nicaragua in this
hex, moves his 3-3-4 and 3-4-4 units in and adjacent to hex 1718.
He leaves 2-3-3 militia units to protect the rest of the Nicaraguan coast.
The Allied player actually plans to attack Montelimar (2020)
and hex 2021, and his attack on 1718 was made to draw the
stronger Nicaraguan units to the north. Hex 2020 contains two 2-3-3
infantry brigades and a 1-2-3 engineers battalion; hex 2021 contains
a 2-3-3 infantry brigade and a 2-2-7 anti-tank regiment. The Defense
Value in hex 2020 is 16 if the amphibious assault occurs there (the
Defense Value of 8 is doubled during the amphibious assault, assuming no other Allied units are adjacent to or in this hex); the Defense
Value in hex 2021 is 10.
During the Allied Regular Ground Unit Movement Phase, the
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Allied player places four US Marine units in hex 1921. The stack includes one 3-2-8 tank battalion, one 3-2-4 infantry battalion, one
2-2-4 engineers battalion, and one 2-1-7 self-propelled artillery
battalion. The combined Attack Value of the Marine units is 10.
Before committing his Marine units, the Allied player decides to use
his considerable US air power to weaken the defending units.
The first mission during the Allied Air Mission Phase is a Bombardment Strike and includes a B-52, two F-15's, and an F-16; the
stack flies from Honduras to hex 1918. When the Allied Air Mission
marker enters the hex, the stack is detected by the AN-12 EW unit
and the Communist player declares an Interception mission. Three
M-19 air units from Punta Huete are unsuccessful in their Interception against one F-15 and one F-16 escort, and the US air units
reach 2020 without further interference. The Allied player attacks
one of the 2-3-3 brigades, which takes a step loss. The Defense
Value of the Nicarguan units against amphibious assault is 14
(3+2+2=7, multiplied by 2).
The Allied player launches a second Bombardment Strike, composed of two B-52's, an F-15, and an F-16. Again, the Communist
player intercepts the units unsuccessfully. The B-52's bombard the
other 2-3-3 brigade, inflicting two step losses on the unit which
eliminate it. The Defense Value in the hex is now 8 (2+2=4, multiplied by 2). The Allied player is satsfied that the Marine units will
be able to take hex 2020 when they attack.
He now turns his attention to hex 2021 and launches an Alpha
Strike with all carrier-based US Navy air units in the Pacific Holding Box. Again, the Communist player launches an Interception mission with his last remaining M-23's. This time the mission succeeds,
CENTRAL AMERICA, Intervention Rules Book: Page 15
and the US air units take a step loss and a "return" result. The
Allied player decides to take enhanced losses to continue the mission, and he eliminates an escorting F-14. The remaining air units
bombard the anti-tank regiment in the hex and inflict a step loss.
The Defense Value in the hex is now 8 (3+1=4, multiplied by 21.
The Allied player launches another Bombardment Strike from
Honduras comprised of the EF-111, two A-10's, and one F-15 as
escort. These units are detected by the AN-12 EW unit, but the
Communist player has no more available air units at air facilities
within 3 hexes to intercept. The US units bomb the 2-3-3 brigade in
2021, causing it to lose one step. The Defense Value in the hex is
now 6 (2+1=3, multiplied by 2).
The Allied player now decides to launch helicopter assault missions into 2020 and 2021; a 3-2-4 Marine infantry battalion will be
transported by each of his helicopter battalions. The communist units
in 2020 have a Defense Value of 4; the Allied player rolls a 3,
which is increased by 2 for performing a helicopter assault in an
enemy-occupied hex, for a final modified die roll of 5. He checks the
Paradrop and Helicopter Assault Table under the 3-e column and
finds that the Marine infantry unit and transport helicopter each
take one step loss. He rolls a 1 for the helicopter assault against
2021, which is modified to 3; the US units are not affected. Note
that the presence of the Marine units in the hexes negates the
doubling of the FSLN units on defense.
The Allied player moves the attack helicopter into 2020 on an
offensive Ground Combat Support mission, and the two AV-8B's into
2021 on a similar mission. The units are rotated 90 degrees.
After all air missions have been completed by the Allied player,
he resolves ground combat. He decides to have his units perform
attacks against both hexes. The tank and engineers battalion will
attack 2020; combined with the reduced helicopter assault unit and
attack helicopter in the hex, the total Attack Value is 10
(3+2+2 +3= 101. The infantry and artillery battalions will attack
2021; combined with the helicopter assault unit and the two AV-8B's,
the total Attack Value is 12 13+2 +3+4= 121. The Allied player
declares he will use US Tactical Bombardments against the hexes,
and he places the +3 markers in the hexes.
The FSLN units in hex 2020 has a Defense Value of 4 now and
the units in 2021 have a value of 3. The attack against hex 2020 is
resolved first. The combat ratio is 10 to 4 (reduced in favor of the
defender to 2 to 1). The Initial Combat Ratio is placed in the 11 box
of the Clear row on the Ground Combat Table. The Allied player
receives two column shifts in his favor (one for the tank, the other
for the attack helicopters) and the Communist player receives a one
column shift for the engineers battalion; the final result is a onecolumn shift to the right, so the "Current" marker is placed in the 12
box. The only die roll modifier that applies to the combat is the +3
for the US Tactical Bombardment. The Allied player rolls a 4 which
is modified to 7. Cross-referencing the modified 7 with the 12
column, the result is two step losses and a retreat for the FSLN
units. Both reduced units are eliminated. The two US Marine units
advance into hex 2020. The Tactical Bombardment marker is removed from the map.
Now the Allied player resolves the attack against 2021. The
attack is made at 4 to 1 odds (12 vs. 3), and the "Initial" marker is
placed in box 15 on the Clear terrain row. The Allied player receives
a one-column shift in his favor for the artillery unit, so the "Current"
marker is placed in the 16 box. This box is colored blue, and the
FSLN units will have to retreat after combat. The AV-8B's do not
give a column shift as the attack helicopter did. Note that if the US
tank battalion has been used against this hex, the FSLN anti-tank
regiment in the hex would have negated the column shift for the
tank. Again, the only die roll modifier is the +3 for the Tactical
Bombardment marker. This time the Allied player rolls a 1, which is
modified to a 4. The result is two step losses to the FSLN units,
which eliminate them. The Marine units move into hex 2021, and
the Tactical Bombardment marker is removed.
The Allied player decides to leave the attack helicopter in 2020
and the AV-8B's in 2021 where they can perform defensive Ground
Combat Support missions during the Communist Ground and Air
Stage. The transport helicopters are moved back to the Pacific Holding Box during the Return to Base Phase. Note that if a transport
helicopter was available during the Transport Helicopter Phase, the
Allied player could have moved another Marine unit to either hex as
long as no other Nicaraguan ground units exert ZOC's into these hexes.
No other Marine units can enter during the Reinforcement
Phase, since four Marine ground units took part in the amphibious
assault, nor can the USMC Beachhead marker be placed on the
map. In the next turn, if the Marine units in 2020 and 2021 attack,
they must now attack all adjacent enemy ground units.
be placed in a coast map during the Reinforcement Phase;
if four Marine units performed amphibious assaults, no other
units can enter during the Reinforcement Phase. Note that
a USMC Beachhead marker counts as one Marine unit for
movement limitations, and it be placed on the map only during the Reinforcement Phase.
US ground units (not other Allied units) can also withdraw from a hex by way of the USMC Beachhead. During
the Regular Ground Unit Movement Phase, the US ground
units can move into the hex containing the counter, and if
they have 1 Movement Point left, they can be removed from
the coast hex and be placed in the appropriate Holding Box.
These units can re-enter the map on the following turn, either
by amphibious assault for US Marine units during the Regular
Ground Unit Movement Phase or as reinforcements during
the Allied Reinforcement Phase.
Coast Hexes: A11 US Marine ground, helicopter, and AV-8B
units are in supply when they occupy Caribbean and Pacific
coast hexes. Coast hexes are not Supply Sources, however.
When US Marine units move out of coast hexes, they must
trace supply lines normally to Allied Supply Sources/Depots,
USMC Beachhhead or 82nd Air Supply markers, or captured
ports. Other Allied ground units (including US Army units)
in coast hexes must always trace supply lines to Allied sources
of supply; US Marine air units based at air facilities in coast
hexes must draw supplies from other Allied sources of supply.
Captured Ports: US Marine units can draw supply from captured ports (see 15.5). A USMC Beachhead marker can be
placed in a captured port, and it can supply 10 Allied units
in addition to the supply capacity of the captured port.
Notes on USMC Beachhead Markers
1. The USMC Beachhead marker is an important method for bringing follow-up US reinforcements onto the map (see 15.4). US Marine
ground units can enter the map via amphibious assaults during the
Regular Ground Unit Movement Phase, Transport Strike missions
during the Air Mission Phase and Helicopter Transport Phase, or the
USMC Beachhead marker or Allied-controlled ports during the Reinforcement Phase.
2. Some scenarios may forbid US units that withdraw from the
USMC Beachhead (and captured ports) from re-entering the game.
3. Only US units can draw supply from controlled ports (see 15.5).
Allied units can draw supply from USMC Beachhead markers.
RESTRICTIONS ON MARINE UNIT MOVEMENT
Because of their limited supply transport capability, US
Marine ground units can move a maximum of four hexes
away from a coast hex. The coast hex is not included when
counting the four hexes.
The US Marine 1st Recon special forces battalion can
move anywhere on the map and is not subject to the above
restriction.
Boat Transport: One US Marine ground unit can use Boat
Transport in a turn to move from one hex on a coast to
another (see 7.4). The Marine unit must begin the Regular
Ground Unit Movement Phase in a friendly, undamaged port,
in a hex containing a USMC Beachhead marker, or in a coast
hex within 5 hexes of the port or marker. The unit can be
moved to any other coast hex within 5 hexes of the port or
marker. The hex to which the US Marine unit is moved cannot be in an enemy ZOC unless an Allied ground unit
occupies the hex.
MOBILE SAM UNITS
The Marine mobile SAM battalions can be used to perform air defense attacks against communist air units. One
air defense attack can be made per hex (unless there is an
Allied non-mobile AA site in the hex as well). SAM units have
an Attack Value of 1 and a Defense Value of 0. They can assist
in a ground attack against enemy units, but they contribute
nothing on the defense. If a SAM unit is ever alone in a hex
containing enemy ground units, it is immediately eliminated;
it does not have to be attacked by ground combat. A mobile
SAM can take one step loss, but it is permanently eliminated if it does so; it can never be rebuilt or reorganized.
CENTRAL AMERICA, Intervention Rules Book: Page 16
15.3 The US 82nd Airborne Division
All units in the 82nd Airborne Division are parachutecapable. A scenario will indicate when these units are available. Unless they begin the game set up on the map, they
enter from the north mapedge by Transport Strike missions
during the Allied player's Air Mission Phase. They are brought
on by US C-130 and C-141 air units. If a transport air unit
takes a step loss, the unit it carries may have to take a step
loss as well to meet the new Load Capacity (see 6.4). Transport air units can be escorted by US Air Force air units based
on the map or by air units scheduled to arrive as reinforcements that turn.
Air units can transport 82nd Airborne units to friendly
air facilities on the map. C-141 units must land at airports;
C-130 units can land at any air facility. Once they are on the
map, units of the 82nd Airborne can be moved by all other
Allied transport air units and helicopters.
Transport air units can also bring units of the 82nd Airborne onto the map and paradrop them into Clear and Rough
terrain hexes in their turn of arrival. The Allied player rolls
on the Paradrop and Helicopter Table if communist ground
units are in or adjacent to the hex where the 82nd Airborne
units are paradropped.
If 82nd Airborne units are placed in a hex containing
enemy units, they must attack them during Ground Combat
Phase. If the enemy units retreat or are eliminated, the 82nd
units remain in the hex (they cannot pursue). If the 82nd units
are forced to retreat, they take a step loss in addition to any
called for as a result of combat; if the units cannot retreat,
they are eliminated (see 10.5).
Units of the 82nd Airborne are in supply in the turn they
enter the map and also throughout the whole next turn. In
Supply markers are kept on the units throughout the turn
they enter the map and the next turn. In subsequent turns
they must trace supply lines normally.
Notes on the 82nd Airborne Division
1. If units of the 82nd Airborne are paradropped into hexes containing enemy Air Group markers, the air units based at the facility may
be able to perform Interception mission against the transport air units.
Also, if the hex contains ground units eligible to perform air defense
attacks, these attacks are resolved after the Interception mission and
before the paradrop procedure.
2. C-141 transport air units have a 07 rating. They can be attacked
by 7 rated communist air units. If C-141's are not escorted when
intercepted, they are immediately eliminated along with whatever
loads they are transporting.
3. It may take several turns to transport all the units of the 82nd
Airborne onto the map. Once US transport air units have brought
the 82nd Airborne units onto the map, they can immediately move
off the edge of the map to bring on more units in the next Allied
Air Mission Phase. Units waiting to enter the map should be kept
off the north edge of the map.
4. Honduran, Salvadoran, FDN, CIA, and CMA transport air units
and helicopters cannot be used to bring units of the 82nd Airborne
onto the map.
5. US transport air units can also move off the south mapedge to
bring on US reinforcements from that side of the map.
6. Units of the 82nd Airborne draw supply from all Allied Supply
Sources; Supply Depot, USMC Beachhead and 82nd Airborne Air
Supply markers; or friendly, controlled ports (see 15.5).
Allied ground, helicopter, and AV-8B units can be supplied
per turn by the marker. Air facilities that can trace a supply
line to an Air Supply marker have all air units in supply; air
units do not count towards the marker's supply capacity.
An Air Supply marker can be placed on the map in the
turn after the first unit of the 82nd Airborne is placed on the
map. During an Air Mission Phase, one Air Supply marker
can be transported to a friendly air facility or can be
paradropped on the map by means of a Transport Strike mission. An Air Supply marker has a Load Point cost of 4.
A marker can be paradropped into an unoccupied hex
or a hex containing friendly ground units. The hex must contain Clear or Rough terrain. If the marker is paradropped in
a hex adjacent to enemy ground units, the Communist player
rolls on the Paradrop and Helicopter Assault Table; if the
result calls for a step loss, the marker is destroyed. Like Supply Depot markers, an Air Supply marker can be paradropped
into a city.
A marker can be transported to or paradropped into a
hex containing a friendly, controlled port and it enhances the
supply capacity of the port. If the port hex contains an air
facility, the "10" side of the marker is placed face up; if there
is no air facility in the hex, the "5" side of the marker is used.
The number on the Air Supply marker and the port capacity
(damaged or undamaged) are added together; the combined
sum is the number of Allied units that can be supplied by
the marker and the port (see 15.5).
A marker can also be transported to or paradropped into
a hex containing a USMC Beachhead marker. The supply
capacity of both markers are added together when determining the number of Allied units that can draw supply from
the hex.
An Air Supply marker is not taken into account when
considering stacking limitations. Other friendly ground units
can be paradropped into the hex with the marker, but not
in excess of ground unit stacking limitations.
Once an Air Supply marker is on the map, it cannot move
nor can it be removed by the Allied player (even during withdrawals). The marker acts as a Supply Source for as long as
it is on the map. The marker never has to trace a supply line
to another Supply Source. In a given Supply Phase, it can supply a maximum of 10 Allied ground, helicopter, and AV-8B
units (not US units exclusively) if it occupies an air facility,
or 5 Allied units if it occupies a hex without an air facility.
The unit to be supplied must be able to trace a supply line
to the marker. Allied air units are supplied if a supply line
can be traced from an 82nd Air Supply marker to the air
facility where they are based; air units do not count towards
the supply capacity of the marker.
If transport air units carrying the marker take step losses
and no longer have enough load capacity to transport it, the
marker is destroyed. Once an Air Supply marker is destroyed,
it is no longer available to the Allied player (it does not count
for Victory Points for the Communist player). Transport air
units are subject to enemy air defense attacks and Interception missions.
An Air Supply marker is destroyed if it is ever alone in
a hex containing enemy ground units. The marker has no Attack or Defense Value and contributes nothing towards
ground combat.
00
US 82ND AIRBORNE AIR SUPPLY MARKERS
15.4 Follow-up US Reinforcements
If a scenario calls for the 82nd Airborne Division to enter
play, the Allied player also receives one or two US Air Supply markers. The Air Supply markers have two sides: the "10"
side is placed face up if the marker is transported to a friendly
or captured air facility, and the "5" side is placed face up if
the marker is paradropped into a Clear or Rough terrain hex.
The number on the counter, 10 or 5, indicates how many
A scenario will indicate what follow-up US reinforcements are available and the turns in which they appear. US
Army units do not have the same restrictions to mobility that
US Marines do; once they arrive on the map, they can move
beyond the 4-hex range from coast hexes that limits Marine
movement. The US Army units do have to trace supply lines
normally.
CENTRAL AMERICA, Intervention Rules Book: Page 17
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EXAMPLE OF THE 82ND AIRBORNE: The 82nd Airborne Division becomes available to the Allied player during Game Turn 6. A drive
up the Nicaraguan coast by the US 1st Marines Division that landed
in San Juan del Sur 12423) on turn 4 has been slowed by a strong
defensive line in hexes 2222 and 2322. The Allied player decides to
use the 82nd Airborne to capture Montelimar (2020) and Nagarote
(2019) and outflank the defending Nicaraguan units. Thvo
Nicaraguan 2-3-3 infantry brigades occupy 2020 and one 2-3-3
brigade occupies 2019.
During the Allied Air Mission Phase, the Allied player launches
a joint Bombardment Strike mission comprised of three B-52's, an
F-16, an 0-2 EW unit, and an F-15 as escort; the powerful strike
eliminates one of the brigades in 2020. Another strike by an EF-111,
two A-10's, and an F-16 (escort) inflicts a step loss on the 2-3-3 unit
in 2019.
The Allied player has four C-130's and two C-141's available (a
total Load Capacity of 14). He decides to bring on four 2-2-4 infantry battlions of the 82nd and the 2-1-8 tank battalion, 1-1-4 artillery
battalion, and 2-2-4 engineers battalion. An F-16 and F-15 join the
Transport Strike missions to act as escorts, defeating Interception
missions by Nicaraguan air units. 7\ vo infantry units, the tank unit,
and the artillery unit paradrop into 2020, and the other two infantry
units and the engineers unit paradrop into 2019.
Both paradrops are into enemy-occupied hexes, so there is a +2
die roll modifier applied to the rolls on the Paradrop and Helicopter
Assault Table. He rolls twice, one for each hex. The first roll for hex
2020 is a 1, which is modified to 3; the US units take no step losses.
The second roll for hex 2019 is a 4, which is modified to 6. The
reduced brigade in this hex has a Defense Value of 2, so one step
loss must be taken by the paradropped units. The Allied player flips
a 2-2-4 infantry unit to its 1-2-4 side.
After the paradrops are resolved, the transport air units leave
the north mapedge to bring on other units of the 82nd Airborne in
the next turn.
Finally, the Allied player launches an F-16 and an F-15 into
these hexes to perform Close Air Support missions. Neither mission
is intercepted because the Communist player has only "S" air units
remaining.
The Allied player resolves the ground combat in hex 2020 first.
His combined Attack Value is 7 versus the Defense Value of 3 for
the Nicaraguan brigade; the initial combat ratio is 2 to 1. The Initial
2324
San Ju
Combat Ratio marker is placed in the 11 box of the Clear terrain
row. He receives a two column shifts (for the tank unit and the
artillery unit), so the Current Combat Ratio marker is placed in the
13 box. The F-16 gives the Allied player a +1 die roll modifier. He
rolls a 3, which is modified to 4. The 2-3-3 brigade takes a step loss
and retreats.
The combat in hex 2019 is now resolved. The combined Attack
Value of the US units is 5 versus the Defense Value of 2 for the
reduced brigade. The combat ratio is 2 to 1, and the Initial Combat
Ratio is placed in box 11 on the Rough terrain row. There is a onecolumn shift for the engineers unit, so the Current Combat Ratio
marker is placed in the 12 box. The F-15 gives the Allied player a
+3 die roll modifier. He rolls a 1, for a modified die roll of 4. The
Nicaraguan brigade takes a step loss and is eliminated. The US
units were successful with their mission.
In turn 7, the Allied player uses two C-130 transport to bring on
an 82nd Air Supply marker. He uses the other two C-130's and the
two C-141:s to transport three more 2-2-4 infantry battalions and
two 1-1-4 artillery battalion. In one Transport Strike mission, the Air
Supply marker is successfully transported into hex 2020; since this is
an air facility hex, the marker is placed with its "10" side up. In
another mission, one artillery battalions paradrops into hex 2019,
but takes a step loss doing so. In a third mission, an artillery battalion and three infantry battalion paradrop into hex 2122 atop a 3-3-8
tank regiment in this hex; the paradrop results in one step loss
which is applied to one of the infantry units. Each air mission is
escorted by an F-15.
The majority of the US air units are used to weaken the defending units blocking the advance of the Marines up the coast. During
the Ground Combat Phase, the Allied player resolves these attacks
first, and the defending Nicarguan units in 2222 and 2322 retreat,
allowing Marine units to advance. The units paradropped into 2122
have less luck and suffer a step loss but no retreat result. However,
they still occupy a hex with enemy units and must retreat, so they
move through the Marine units in 2222 to 2323 and take an extra
step loss. The US units in 2019 and 2020 did not participate in the
attack because they have to attack all adjacent enemy units now,
and the defending Nicaraguan units in Managua are powerful; the
Allied player does not want to get a retreat result because there is
no available hex for his units to retreat into. The situation for the
82nd units is precarious, but they allowed the Marine
unit to surge forward and threaten Managua.
CENTRAL AMERICA, Intervention Rules Book: Page 18
GROUND UNITS
As a rule of thumb, US ground units enter from the following mapedges:
• Based in Panama and enter from the south mapedge: 3/7
Special Forces Battalion, 193rd Infantry Brigade, Southern
Command/Task Force Bayonet.
• West mapedge (Pacific Holding Box): 9th Light Infantry
Division (based at Fort Lewis, Washington).
• North or east mapedge (Caribbean Holding Box): 1st Cavalry
Division and 6th Air Cavalry Brigade (based at Fort Hood,
Texas).
• Variable entry according to scenario instructions: 1/7 and 2/7
Special Forces Battalions (Fort Bragg, NC), 1/75 (Rgr)
Special Forces Battalion (Fort Stewart, GA), 2/75 (Rgr)
Special Forces Battalion (Fort Lewis, WA), and 3/75 (Rgr)
Special Forces Battalion (Fort Benning, GA).
As indicated in the scenarios, some of the above units
can enter by way of Transport Strike missions during the
Allied Air Mission Phase. The rest enter by sea transport during the Allied Reinforcement Phase and are placed in the
Pacific or Caribbean Holding Box. Reinforcing units can be
held off the north edge of the map.
Entering the Map: Follow-up US reinforcements that enter
on the east or west mapedge are placed in the Caribbean or
Pacific Holding Box, respectively. Units in the Caribbean
Holding Box can enter coast hexes on the north or east edge
of the map; units in the Pacific Holding Box enter coast hexes
on the west side of the map.
During the Regular Ground Unit Movement Phase of the
turn after they are placed in the Holding Box, up to 4 ground
units from each box can be placed on the map. These reinforcements can be placed in the following hexes:
• A USMC Beachhead marker
• An 82nd Air Supply marker in a coast hex
• A damaged or undamaged Allied port that is not controlled
by the Communist player
• A damaged or undamaged Nicaraguan port that is Alliedcontrolled
Up to four US reinforcements can enter at an undamaged
port; up to two units can enter at a damaged port. Ports can
be damaged by demolitions (see 16.2) to reduce their supply
capability and the number of US reinforcements that can
enter in a turn. Ports can also be repaired to restore their supply and reinforcement capabilities (see 16.3).
US reinforcements may also come on the map via Transport Strike air missions. Ground units that use air transport
to enter the map do not affect the entry of units in the Holding Boxes.
US reinforcements cannot overstack when they are
placed in a hex. If no hex is available in the turn they appear,
they are kept in their Holding Box until a coast hex or port
is captured or a USMC Beachhead or 82nd Air Supply marker
is placed in a coast hex.
If US reinforcements are placed in a hex that is in an
enemy ZOC, they cannot move although they can attack during the Ground Combat Phase. If the units enter a hex that
is not in an enemy ZOC, they can move one hex during the
Regular Ground Unit Movement Phase, and they can attack
during the Ground Combat Phase.
In a given turn, the Allied player can have up to 8 seatransported US reinforcements enter at controlled ports,
USMC Beachhead markers, and/or 82nd Air Supply markers
in coast hexes; four units can enter from each Holding Box.
In addition, a variable number of reinforcements can arrive
by Transport Strike missions.
Reinforcement Phase: If fewer than four US units (per
Holding Box) enter the map during the Regular Ground Unit
Movement Phase, US reinforcements may also enter the map
during the Reinforcement Phase. They are placed in Alliedcontrolled ports and/or on USMC Beachhead or 82nd Air
Supply markers in coast hexes. A maximum of four units per
Holding Box can enter in the Regular Ground Unit Movement Phase and/or Reinforcement Phase.
Air Transported Reinforcements: US ground units that
enter from the north mapedge can be brought on by Transport Strike missions during the Allied Air Mission Phase (if
allowed by the scenario) or they can enter at Allied-controlled
ports on the Honduran coast during the Reinforcement Phase.
Units that enter by C-141's must either land at a friendly airport or be paradropped (if parachute-capable) on the map;
units that enter by C-130's can land at any friendly air facility
or be paradropped. US units must abide by stacking restrictions when they enter the map.
Once the air units have brought their loads onto the map,
they can be immediately moved off the north or south
mapedge to bring on other US reinforcements during the next
turn. They can otherwise be based at air facilities on the map
and they are placed in the "Used" space on the Air Group Display after completing a transport mission.
Notes on US Reinforcements
1. US Marine units can enter an unoccupied coast hex in an enemy
ZOC and move one additional hex (see 15.2).
2. The restriction to four units entering the map during a turn applies
to all US Marine units and US Army units in the same Holding Box.
3. Only US transport units can bring US reinforcements onto the
map. Allied transport air units and helicopters cannot be used to bring
US reinforcements on the map, but they can be used to perform
Transport Strike missions with the US units once they have entered
the map.
DELAYING REINFORCEMENTS
The Allied player can voluntarily delay bringing reinforcements onto the map. If units are supposed to arrive in
one Holding Box in a turn, the Allied player can delay these
reinforcements two turns to transfer them via the Panama
Canal to the Holding Box on the other side of the map. In
the turn that the reinforcements are supposed to arrive, the
Allied player places them on the Game Turn Track in the
box two spaces ahead of the one occupied by the Game Turn
marker. During the Reinforcement Phase of the future turn,
the units are removed from the Game Turn Track during the
Reinforcement Phase and are placed in the other Holding Box;
they can begin to enter the map during this turn's Reinforcement Phase.
Once the units have been placed on the Game Turn
Track, they must stay there for two complete turns, even if
the Allied player decides to bring the reinforcements back
to the Holding Box where they were originally supposed to
arrive.
The 1st Cavalry Division is scheduled to arrive in Game
Turn 12 in the Caribbean Holding Box. The Allied player decides to
delay the arrival of these units to have them arrive in the Pacific
Holding Box. During the Reinforcement Phase of turn 12, the 1st
Cavalry units are placed on the Game Turn Track in box 14. During
the Reinforcement Phase of turn 14, the units are removed from the
track and placed in the Pacific Holding Box. Up to four units can
enter the map from the Holding Box in this phase.
EXAMPLE:
US AIR AND HELICOPTER UNIT REINFORCEMENTS
Air and helicopter units assigned to US forces enter with
their parent ground forces according to scenario instructions.
These units are either placed in Holding Boxes with their
parent units during the Allied Reinforcement Phase, or they
enter during the Allied Air Mission Phase via Transport Strike
or Transfer missions.
US Navy Carrier-Based Air Units: All carrier-based air
units arrive as a group, and they are placed in a Holding Box
according to scenario instructions. These air units are placed
in the "Used' space of the Holding Box to which they are
assigned during the Reinforcement Phase of their turn of
entry; if the Allied player wishes to delay the arrival of these
units to have them transfer via the Panama Canal to the Holding Box on the other side of the map, he places the air units
4
CENTRAL AMERICA, Intervention Rules Book: Page 19
on the Game Turn Track two turns ahead of the current turn.
During the Reinforcement Phase of that future turn, the air
units are removed from the track and are placed in the "Used"
space of the new Holding Box.
US Marine Air and Helicopter Units: Marine combat air
units enter the map either by replacing US Navy air units
in a carrier air group or by Transfer mission during the Allied
Air Mission Phase. Only F-4, F-18, and A-6 combat air units
replace US Navy units; Marine helicopters, AV-8B's, and the
F-4 (EW) never replace US Navy air units.
If the Allied player does not wish to replace US Navy
air units with Marine units or if the Marine air units do not
arrive in the same turn as carrier air units, they can enter
the map from the north mapedge by Transfer mission. They
must land at an Allied-controlled air facility in Honduras within four hexes of the north coast. Once they reach the air
facility, they are removed from the map and are placed in
the "Used" space of the Air Group Display. They cannot perform a combat air mission in the turn of their arrival. If no
air facility is available in Honduras, these air units cannot
enter the map.
Marine helicopter units must be placed in the Holding
Box that their parents units are assigned to. During the Allied
Air Mission Phase, transport helicopter can move Marine
ground units onto the map by Transport Strike missions, and
attack helicopter can perform combat air missions; during
the Helicopter Transport Phase, helicopters can transport
Marine ground units to Clear or Rough terrain hexes not in
enemy ZOC's. Helicopters can move up to their Movement
Radius when they perform a paradrop, helicopter assault, or
combat air mission, or up to double their Movement Radius
when performing a Transfer mission or when transporting
ground units from the Holding Box to a friendly, supplied hex.
US Air Force Units: US Air Force units enter during the
Allied Air Mission Phase by Transfer missions. See 4.3 for
restrictions about air facility size for basing US air units. US
A-10, F-15, and F-16 air units must land at an air facility in
Honduras within four hexes of the north coast; US EF-111,
AC-130, 0-2 (EW), E-3 AWACS, C-130, and C-141 air units
can land at appropriate Allied air facilities anywhere on the
map because of their unlimited Movement Radius. If no air
facility is available, the US air units cannot enter that turn.
They may be kept off the north mapedge until an air facility
becomes available.
Once they reach the air facility, the air units are placed
in the "Used" space on the Air Group Display and cannot perform another missions in their turn of arrival. The Allied
player can delay the arrival of these units if he wishes.
US C-130 and C-141 transport units can bring on US reinforcements from the north mapedge by Transport Strike missions; once the ground units are on the map, the air units
can immediately leave the north or south mapedge to bring
in additional reinforcements in succeeding turns. They can
also remain on the map at air facilities. If these transport air
units are already on the map when US reinforcements are
scheduled to arrive, they can move off the north mapedge
of the map, pick up the ground unit, and return to an air
facility in the same Air Mission Phase; in this case, the US
ground units cannot perform a paradrop in their turn of
arrival and must be placed in an air facility hex.
Notes on US Air Units
1. US Navy air units replaced by Marine combat air units never enter
the game, and they do not count towards Victory Points for the Communist player because of their replacement.
2. US units that enter Costa Rica may face restrictions to entering
Nicaragua while Costa Rica is neutral (see 17.1). US units can be transported directly into Nicaragua to avoid these restrictions.
e
d.- PORT
SUPPLY
CAPACITY
In the Intervention Game, US units can draw supply from
captured and Allied-controlled ports. Each coastal port has
a number printed in it (6, 4, or 2), which is the number of
US ground units that can draw supply from that port while
it is undamaged. If a port is damaged, the supply capacity
is reduced; once a port is repaired, its supply capacity returns
to normal. US helicopters and AV-8B's can also draw supply
from ports; US air units are restricted when drawing supply
from ports.
Undamaged Damaged
Port
Port
6
3
2
4
1
2
The supply capacity of a port does not affect the number
of reinforcing US ground units that can be placed in the port.
Up to four US ground units can be placed in an undamaged
port, and up to two ground units can be placed in a damaged
or partially repaired port.
US ground, helicopters, and AV-8B units can freely draw
supply from controlled ports. Each ground unit counts as one
towards the port's supply capacity; helicopters and AV-8B's
do not count towards the ground unit supply capacity. Air
facilities in port hexes can draw supply from the port and
do not count towards the ground unit supply capacity; other
air facilities beyond port hexes must draw supply from other
Allied sources of supply.
Allied units of other countries never draw supplies from
ports. They must trace supply lines to other Allied sources
of supply. Communist units never use ports for supply (unless
the port happens to be a functioning communist Supply
Source).
Ports can be damaged by Bombardment Strike air missions, US Night Naval Bombardments, and by demolitions.
Damaged ports can be repaired.
Supply Lines: Eligible US units can draw supplies from ports
according to the following rules:
• US units in a port hex are always in supply, up to the supply capacity of the port.
• US units adjacent to a port hex are always in supply, up
to the supply capacity of the port. The port cannot contain an enemy unit, but it can be in an enemy ZOC.
• US units can trace a supply line of any length along a road
to a port hex, up to the supply capacity of the hex. The
supply line cannot be traced through an enemy-occupied
hex or a hex in an enemy ZOC (unless a friendly ground
unit occupies the hex).
• US units can trace a supply line along a road and from the
road along four trail hexes to a port hex, up to the supply
capacity of the port. Likewise, a supply line can be traced
along a road from a port and then along four trail hexes.
The supply line cannot be traced through an enemyoccupied hex or a hex in an enemy ZOC (unless a friendly
unit occupies the hex). A supply line cannot be traced into
hexes that do not contain a road or trail.
US Army and Marine ground units also draw supplies
normally from all Allied sources of supply. US Marine
ground, helicopter and AV-8B units are in supply in Pacific
and Caribbean coast hexes.
Notes on Ports
1. US and all Allied units can draw supply from USMC Beachhead
and 82nd Airborne markers in addition to regular Allied Supply
Sources. US Marine units are in supply in coast hexes.
2. The inland ports of Granada (2321), San Carlos (2924), and Rama
(3319) cannot supply US units.
3. If the weather option is being used, the use of trails for drawing
supply lines is negated by rain or heavy rain (see 18.1).
CENTRAL AMERICA, Intervention Rules Book: Page 20
EXAMPLE OF PORT SUPPLY: Puerto
Castillo (2301) has a supply
capacity of 2. Up to two US
ground units in or adjacent to this
hex are in supply. Suppose a US
ground unit occupies Jocon (1804).
It can trace a supply line to
Puerto Castillo along the road in
hexes 1904 and 2003 and then
along the trail in hexes 2103,
2202, 2302, and into 2301. If a
2-3-3 Nicarguan infantry brigade
moved into hex 2203, it would cut
the supply line because its Zone of
Control extends into hex 2103.
Note that if the weather option is
being used and rain or heavy rain
is in effect, the US unit cannot
trace a supply line to Puerto
Castillo because the trails are no
longer usable.
15.6 Withdrawing US Units
Some scenarios may call for US units to be withdrawn
from the map when certain conditions occur. A scenario will
indicate which US units can remain in the game.
WITHDRAWING GROUND UNITS
US ground units must be withdrawn first. They can leave
either by Transport Strike missions or by moving off the map
from USMC Beachhead markers, 82nd Air Supply markers
in coast hexes, or Allied-controlled ports. The process is the
reverse of bringing on US reinforcements.
Transport Strike Missions: A US unit that begins a turn
in a hex with transport air or helicopters units can be transported off any mapedge. Load capacities of the transport units
are in effect. Units transported off the north mapedge by
C-130 and C-141 air units are considered transported by plane
back to the United States. After an air unit has transported
a ground unit off the map, it can immediately return to an
air facility and is placed in the 'Used" space on the Air Group
Display.
Transport helicopters can move ground units to Holding
Boxes or off the south mapedge. For a helicopter to reach
the Pacific Holding Box, the last hex on the west mapedge
must be within the helicopter's printed Movement Radius. To
reach the Caribbean Holding Box, the last hex on the north
or east mapedge must be within the helicopters Movement
Radius. After the helicopter has transported its load, it can
return to the map during the Return to Base Phase; it must
enter the same hex it used to leave the map, and it can land
at any friendly, supplied hex within its Movement Radius.
Transport helicopters can move up to double their Movement Radius to carry ground units off the south mapedge (to
Panama). Once a helicopter leaves the south mapedge, it cannot return to the map.
Only US air units and helicopters (including CIA) can be
used to transport US units off the map. Transport air units
and helicopters used for withdrawals cannot be intercepted
nor do air units safer air defense attacks.
CIA air and ground units remain on the map after all
other US units have been withdrawn. These units are never
included as part of a US withdrawal.
Beachheads and Ports: Withdrawing US Army and Marine
ground units must move as quickly as possible to the nearest
USMC Beachhead marker, an 82nd Air Supply marker in a
coast hex, or an Allied-controlled port. If a ground unit has
one Movement Point left, it can move off the map immediately; otherwise, it must wait for the next turn.
A maximum of eight US ground units can leave the map
in a turn (four from the west mapedge to the Pacific Holding
Box and four from the north and/or east mapedge to the Caribbean Holding Box). In addition, a variable number of ground
units can exit the map by Transport Strike missions.
In the turn before the last US ground units are withdrawn, the Allied player can keep up to three units on a
USMC Beachhead marker or four on an 82nd Airborne Air
Supply marker to prevent it from being overrun by enemy
ground units. Once the last US ground units have been withdrawn from the map during the Allied player's Ground and
Air Stage, any USMC Beachhead markers are removed during the End of Turn Stage. 82nd Air Supply markers remain
on the map and may be overrun by communist ground units,
but their elimination does not give the Communist player
Victory Points.
Movement and Combat: Withdrawing US units must move
as quickly as possible towards a point of exit (a controlled
port, an air facility containing transport units, or a USMC
Beachhead or 82nd Air Supply marker). Before beginning to
move his units, the Allied player should indicate where he
plans to withdraw the US units.
The Communist player can attack withdrawing US units,
and the US units defend normally. Withdrawing US ground
units can continue to attack enemy units, but they are somewhat limited in when they can attack (see below). They can
pursue after combat only if they move closer to a point of exit.
Withdrawing US units can attack communist ground
units for the following reasons:
CENTRAL AMERICA, Intervention Rules Book: Page 21
• They are trying to form a defensive line behind which other
US ground units can exit the map.
• They are trying to eliminate enemy units blocking a path
of withdrawal.
• They are trying to protect points of exit from being overrun by enemy units.
US air units and attack helicopters continue to perform
offensive and defensive combat air missions while US ground
units withdraw. Once the last ground units have exited the
map, the US air units must exit.
US ground units in coast hexes that are attacked and supposed to retreat must take an extra step loss to remain in
place. Combat losses for withdrawing US units may count
for Victory Points.
If a scenario allows some US units to remain in the game,
they can support other withdrawing US units and are free
to attack communist units.
Notes on Withdrawing Ground Units
1. During the Allied Air Mission and Helicopter Transport Phases,
82nd Airborne units can be withdrawn via Transport Strike missions.
During the Allied Ground Unit Movement Phase, the can withdraw
from the map via controlled ports, USMC Beachhead markers, or
Air Supply markers in coast hexes.
2. Players should use common sense in resolving movement and
combat for withdrawing US ground units.
3. In the Scenario Generation System (22.0), US ground units may
be forced to withdraw from Nicaragua and yet not be forced to leave
the map. These units must move as quickly as possible towards an
Allied country, following the restrictions listed above.
WITHDRAWING AIR UNITS AND HELICOPTERS
Once all required US ground units have been withdrawn
from the map, land-based US air units and helicopters are
withdrawn next. US Air Force air units leave from the north
mapedge (to the United States) or south mapedge (to Panama).
They must use a Transfer mission to leave the map by the
nearest mapedge, and they have up to two turns to leave after
the last US ground unit has exited the map.
US Marine combat air units must leave either the north
or south mapedge via Transfer missions or by moving to
Holding Boxes to replace eliminated US Navy air units on
a one-for-one basis. Helicopter, AV-8B, and the F-4 (EW) units
can perform a Transfer mission to the nearest Holding Box
containing US Navy air units.
Once all land-based air units have been withdrawn,
carrier-based air units are removed from the map during the
End of Turn Stage following the last transfer of US air units
and helicopters off the map.
Transport helicopters can leave the map with withdrawing US ground units, and they must leave as quickly as possible. Attack helicopters remain on the map until the last
ground unit has withdrawn and then they perform Transfer
missions until they move to a Holding Box or exit the south
mapedge. The last hex on the south mapedge must be within double the printed Movement Radius of the withdrawing helicopters.
Withdrawing US air units cannot be intercepted by the
Communist player. They can be intercepted, however, while
performing combat air missions in support of withdrawing
US ground units.
Combat Support: While US ground units are in the process
of withdrawing, US air units and attack helicopters can perform all offensive and defensive combat air missions in support of these units. They can also support US ground units
that are allowed to remain in the game. Once the last withdrawing US unit has left the map during the Allied player's
Regular Ground Unit Movement Phase, the air units and attack helicopters that are supposed to withdraw can perform
only Transfer missions during subsequent Air Mission Phases.
Note: In some scenarios, US air and helicopter units are allowed
to remain on the map. They can freely continue to support US ground
units that withdraw from the map or into an Allied country.
In a generated scenario, all US units are
forced to withdraw from the map because of the War Powers Act
(see 22.5). Units of the 1st Marine Brigade and the 9th Light Infantry Division in Nicaragua are centered around Corinto (1718) and
Puerto Sandino (1919); in addition, there is a USMC Beachhead
marker in Leon (1818). These units were driving south to capture
Managua.
The 82nd Airborne Division is centered at Esteli (2115) and is
driving southeast to capture Matagalpa (2316). The 5th Marine
Brigade has captured Bluefields (3420) and is driving towards Rama
(3319).
During the Communist Ground and Air Stage, an FSLN insurgency unit was successfully placed behind the Allied lines in hex
2018. In addition, a strong force of Nicaraguan units surrounds the
1st Marine Brigade and 9th Light Infantry Division. Weaker
Nicaraguan units threaten the 82nd Airborne and the 5th Marines Brigade.
In his Ground and Air Stage, the Allied player indicates that the
1st Marines and 9th Light Infantry will withdraw from the ports of
Corinto and Puerto Sandino, the 82nd Airborne will be withdrawn
by C-130's from Esteli and from the west coast, and the 5th Marine
will withdraw from El Bluff. US C-141 air units cannot be used to
withdraw units from Esteli because it contains an airstrip and they
must operate out of airports.
Four units of the 9th Light Infantry move to Corinto and off the
map in this turn. The other units of the 9th Light Infantry and the
1st Marines pull back to a defensive line in hexes 1718, 1817, 1918,
and 2017 to the north and hexes 1920 and 2019 in the south. The
FSLN insurgency unit blocks the path of the US units in 2017, and
so it can be attacked. Assuming the unit is eliminated, US units can
pursue into the hex because it is in the direction of a point of exit.
Two C-130 air units are sent to the captured air facility at Esteli
(there are two F-16 air units and two transport helicopters already
there). Two ground units that began the turn in Esteli use the transport helicopters to move to Leon, where they will withdraw from the
Beachhead marker on the next turn. Other 82nd Airborne units pull
back to hexes 2115, 2116, and 2215. The two helicopters move back
to Esteli during the Return to Base Phase.
Four units of the 5th Marines reach El Bluff and are withdrawn
in the same turn. Once they have been taken off the map, four other
units move into the hex.
In the next Communist Ground and Air Stage, FSLN ground
units attack the US units in 2018 and force them to retreat. These
units advance and now threaten the port of Puerto Sandino. The
FSLN forces around the 82nd Airborne and 5th Marines are too
weak to attack them.
In the Allied player's stage, during the Air Mission Phase, two
battalions in Esteli are moved off the map by the C-130's, which
then return to the air facility to remove more units in the next turn.
Two other battalions use transport helicopters to move to Puerto
Sandino. During the Regular Ground Unit Movement Phase, the
remaining four units of the 5th Marines are removed from the map
through El Bluff. Four units of the 82nd Airborne move into Esteli;
one infantry battalion remains in 2215.
The two units of the 82nd transported to Leon in the previous
turn exit the map, followed by two more units of the 9th Light
Infantry (the maximum that can be removed in the turn). In the
Ground Combat Phase, US units could attack the FSLN units in
2018 in hopes of forcing them to retreat. However, there are now so
many FSLN ground units adjacent to the US units that a retreat
result would prove disastrous, so the Allied player does not perform
any more attacks.
In the next Communist Ground and Air Stage, attacks are made
against the US units on the Pacific Coast. However, all the attacks
fail, resulting in hex 2018 being vacated.
In the Allied Ground and Air Stage, two battalions are moved
by helicopter to Leon. To protect the 82nd Air Supply marker is
Esteli, the Allied player does not remove the other three battalions in
the hex. In the Regular. Ground Unit Movement Phase, two units
from 2019 advance into hex 2018. The battalion in 2215 moves into
Esteli, and these three units can be transported in the next turn. The
two units of the 82nd Airborne in Puerto Sandino leave the map in
this phase with two units of the 9th Light Infantry. Once these units
have exited the map, the Allied player moves his remaining 1st
Marines and 9th Light Infantry into a smaller defensive line (hexes
1718, 1817, 1918, and 1919).
In the next turn, the three remaining battalions in Esteli are
withdrawn. Two units exit by the C-130's and the third moves to
Leon with the transport helicopters. (The Allied player transfers the
two F-16's to Comayagua.) The 82nd Air Supply marker remains in
Esteli since it cannot be withdrawn from the map.
EXAMPLE OF WITHDRAWAL:
CENTRAL AMERICA, Intervention Rules Book: Page 22
The Allied units on the Pacific Coast continue to exit in succeeding turns. Note that the two transport helicopters from Esteli can be
used to move two units off the map each turn in addition to the four
units that exit via the ports and USMC Beachhead marker. The
withdrawal continues until three units are left on the USMC Beachhead marker in Leon. The Communist player attacks these units and
inflicts a step loss and retreat result on the units. Since they cannot
retreat, they take another step loss. In the Allied Ground and Air
Stage, the remaining three ground units exit the map and the USMC
Beachhead marker is removed during the End of Turn Stage. Starting with the next turn, US air units on the map must withdraw by
Transfer missions. Once these units are all off the map, carrierbased air units in the Holding Boxes are withdrawn.
16.0 INTERVENTION GROUND RULES
In the Intervention Game, insurgency units have the
additional ability to perform guerrilla attacks. Regular ground
units can attempt demolitions against installations and terrain
features, and they can repair damage. In some scenarios, the
Cuban mechanized brigade may be allowed to enter play.
161 Guerrilla Attacks
During the Guerrilla Attack Phase, a player can have his
insurgency ground units perform guerrilla attacks against installations and terrain features in adjacent hexes. Guerrilla
attacks against roads, bridges, ports, and air facilities are
resolved on the Terrain Feature Bombardment Table; attacks
against non-mobile SAM and AA sites are resolved on the
Ground Unit Bombardment Table. Masaya, Supply Sources,
Entrenchments, Fortifications, USMC Beachhead and 82nd
Air Supply markers, and ground units cannot be targets of
guerrilla attacks.
A stack of insurgency units can make two guerrilla attacks
in one or two hexes to which they are adjacent. A single insurgency unit in a hex can attack either a terrain feature or
an installation in one adjacent hex. A stack of insurgency units
can perform one or two attacks into adjacent hexes. If several
stacks of insurgency units are all adjacent to a hex, they can
combine to perform a guerrilla attack into the hex.
Note: Roads and ports are considered terrain features. Ports, air
facilities, and non-mobile SAM/AA sites are installations. Note that
a unit can use demolitions against a target in the hex it occupies
(see 16.2).
REQUIREMENTS:
1. The insurgency unit or stack must be in supply.
2. It must be adjacent to the hex that it will attack. The hex
can be outside all enemy ZOC's, in an enemy ZOC, or it can
contain enemy ground units. Insurgency units in several
hexes can combine to attack the same target, as long as all
of them are adjacent to the target hex.
3. The owning player must have Insurgency Command
Points available. The costs for making attacks are as follows:
• If the target is against a hex either outside all enemy ZOC's
or in an enemy ZOC, the guerrilla attack costs 1 Insurgency
Command Point.
• If the target is against a hex containing enemy ground units,
the attack costs 2 Insurgency Command Points.
A guerrilla attack against a bridge that is adjacent to an
enemy-occupied hex costs 2 points. If no enemy unit is
adjacent to the bridge, the attack costs 1 point.
PROCEDURE:
1. The owning player declares the target of a guerrilla attack
and the insurgency unit(s) that will perform each attack. If
a stack of units is performing the attack, he can choose two
targets in different hexes or two targets in the same hex. Units
in several hexes can combine to make attacks into the same
adjacent target hex.
2. The owning player immediately expends one or two
Insurgency Command Points for each attack he will make,
depending on whether the target is outside enemy ZOC's, in
an enemy ZOC, or in an enemy-occupied hex.
3. Each insurgency unit involved in attacking a bridge has
a Bombardment Value of 1. When attacking any other terrain
feature or installation besides a bridge, each insurgency unit
involved has a Bombardment Value of 2.
4. The owning player adds up the Bombardment Values of
the insurgency units performing each attack. An insurgency
unit's value cannot be split up between targets.
5. The player consults the appropriate Bombardment Table
and rolls the die. No die roll modifier is applied to guerrilla
attacks.
6. The result of each attack is applied to the terrain feature
or installation.
7. Once the guerrilla attack is resolved, the insurgency units
or stacks involved are rotated 180 degrees to indicate that
they cannot move or attack for the rest of the turn (they
defend normally if attacked).
Results of Guerrilla Attacks: A13" result to a road, bridge,
port, or non-mobile SAM/AA damages it. Non-mobile
SAM/AA sites that suffer a damage result are flipped to their
"SAM/AA Site Damaged" sides. A road has a Road Out marker
placed in it, and a bridge has a Bridge Out marker placed
in a hex adjacent to the bridge hexside with the arrow pointing the the damaged bridge. Ports have Damage markers
placed on them. Damaged terrain features and installations
can be repaired (see 16.3).
A result of "N' damages an air facility; all air units in the
"Sitting" space on the Air Group Display for the facility are
destroyed. A superscript number on a result is the number
of step losses suffered by air units or helicopters based at an
air facility (note that it is possible to damage the air units or
helicopters without damaging the air facility itself). The player
who performed the guerrilla attack selects which air units or
helicopters at the facility take step losses; if step losses are
applied to air units, they can be taken by any units on the
Air Group Display or by helicopters in the hex (units in the
"Sitting" space are eliminated on an W result).
Design Note: The attacking player selects the units to
take step losses to simulate the selective targeting by
insurgency forces.
RESTRICTIONS
• A single insurgency unit in a hex can attack either a terrain
feature or an installation, not both. There must be at least
two insurgency units in a hex to make two guerrilla attacks.
• Insurgency units can be stacked with regular ground units
and perform guerrila attacks. The regular ground units are
not affected by the guerrilla attack and can move and have
combat in the same turn.
• A given terrain feature or installation can be attacked only
once per turn by a guerrilla attack.
• A player can declare as many guerrilla attacks in a turn
as he has Insurgency Command Points and insurgency
units or stacks available.
• A bridge can be subjected to a guerrilla attack as long it
is within one hex of the insurgency units making the attack.
Note: When an air facility is damaged by Bombardment Strike
missions or US Night Naval Bombardment, the owning player selects
which air or helicopter units take step losses.
CENTRAL AMERICA, Intervention Rules Book: Page 23
EXAMPLE 1
EXAMPLES OF GUERRILLA ATTACK: A stack of four 1-1-4 FDN insurgency units occupies hex 3111; they are in supply because they
can trace a supply line to Rus Rus (3107) and along the road to
Puerto Lempira (3505). During the Allied Guerrilla Attack Phase,
these units are used to make one attack against the air facility in
La Rosita (3211) containing a communist Air Group marker (but no
ground unit). Four air units are based at the facility; two are in the
"Used" space and two in the "Sitting" space, since the facility is contested. The Allied player expends one Insurgency Command Point for
the attack since no communist ground unit occupies the hex.
The combined Bombardment Value of the four FDN units is 8
against an air facility (2 per unit). The Allied player rolls the die,
obtaining a 5. Checking the Terrain Feature Bombardment Table
under the "7-9" column of the air facility row, he sees that the result
is a "D/Al." The air facility is damaged, so a Damage marker is
placed in the hex. The two air units in the "Sitting' space are eliminated. In addition, the Allied player assigns one step loss to an air
unit at the facility. The FDN units are rotated 180 degrees after the
attack and can perform no other action for the rest of the turn.
The same stack of units could have been used to attack the air
facility in La Constancia (3010), the roads in hexes 3010, 3112, or
3211, or the bridge across hexside 3112-3211. Two FDN units could
have attacked a road (with a Bombardment Value of 4) while two
others attacked the bridge (with a Bombardment Value of 2).
In example 2, a stack of four FSLN insurgency units in 1608,
using a hidden Supply Depot (see 16.41 to be in supply, can perform
guerrilla attacks against the bridges at hexsides 1408-1508,
1408-1509, 1509-1609, 1609-1710, and 1708-1709. They could not
attack the bridge at hexside 1606-1707 because it is more than one
hex away. If Allied ground units occupy hexes 1408, 1710, and
1708, it would cost the Communist player two Insurgency Command
Points each to attack any of these bridges because all the bridge hexsides are adjacent to Allied-occupied ground units. The FSLN insurgency units could attack up to two bridges if the Communist player
so wishes at a cost of four Insurgency Command Points.
PROCEDURE:
During the Demolitions Phase, regular ground units and
insurgency units can attempt to damage or destroy installations (air facilities and ports) and terrain features (roads and
bridges) in the hexes they occupy. All demolition attempts
are resolved on the Terrain Feature Bombardment Table.
REQUIREMENTS:
4
1. The unit attempting demolitions cannot have performed
any other action in the current turn. It cannot move, attack
in ground combat, or reorganize in the turn it will attempt
demolitions.
2. The unit must be in supply when it makes the demolitions attempt.
3. Demolition attempts cannot be made in hexes that are
within enemy Zones of Control.
4. Each unit or stack can make one demolitions attempt per
turn. A target of demolitions can have one attempt made on
it per turn.
5. One unit in a stack can make a demolitions attempt. The
other units in the stack can perform other actions in the turn.
1. The owning player declares he will perform demolitions
and indicates what terrain feature or installation will be
attacked.
2. If the unit making the demolitions attempt is an engineers
unit, the attempt automatically succeeds. No die roll is made,
and the result is either a "D" or "A" depending on the target.
3. All other insurgency and regular ground units must roll
on the Terrain Features Bombardment Table to resolve the
demolitions. Depending on the terrain feature or installation
being attacked, the demolition attempt has the following Bombardment Values:
• Bridge: 2 Bombardment Points
• Road, Port, or Air Facility: 7 Bombardment Points
No matter how many units are in the hex, a demolitions
attempt is made with one of these two Bombardment Values.
4. The owning player rolls the die, applying any die roll
modifiers, and cross-references the modified die result with
Bombardment Value on the correct row of the Terrain
Features Bombardment Table.
CENTRAL AMERICA, Intervention Rules Book: Page 24
5. If the attempt succeeds, damage against the terrain feature
is immediately applied.
Die Roll Modifiers: There are two possible modifiers applied
to demolitions die rolls:
+ 3: Demolitions is attempted against a port in a home country. Nicaragua is the home country for the Communist
player; Honduras, El Salvador, and Costa Rica are home
countries for the Allied player.
+ 1: An insurgency unit is using demolitions against a road
or bridge.
Effects of Demolitions: A "D" result on the Terrain Feature
Bombardment Table damages a road, bridge or port. A
damaged road has a Road Out marker placed in the hex; a
damaged bridge has a Bridge Out marker placed in a hex
adjacent to the bridge hexside with the arrow pointing to the
bridge that was attacked. A damaged port has a Damage
marker placed in the hex. An "N' result against an air facility
damages it and a Damage marker is placed in the hex. If there
are any air units still based in the hex, the owning player must
eliminate them.
Demolitions Against Ports in Nicaragua: The Communist
player cannot perform a demolitions attempt against ports
in Nicaragua until the turn after a US ground unit enters the
country. He cannot make demolition attempts against the
internal ports of Granada, San Carlos, and Rama until the
second turn after a US ground unit enters Nicaragua.
Bridges: If a unit occupies a hex that has more than one
adjacent bridge, the owning player can attempt to demolish
some or all of the bridges. He declares which bridges are
targets of the demolitions attempt and makes only one die
roll for all of them. If the attempt is successful, all bridges
he chose are demolished.
Note on Repairs
1. In the Conventional Game, captured air facilities are automatically
considered Damaged. In the Intervention Game, a player must use
demolitions against captured air facilities to damage them.
2. Insurgency units that have been placed on the map during the
Insurgency Placement Phase can perform demolitions in their turn
of placement. They cannot move or attack, however.
A drive by Communist forces to capture
Honduras has been repulsed by US ground units, and now the
Nicaraguan units are being forced to retreat. Rather than let the
Allied player regain use of the airport in Tegucigalpa, the Communist player decides to make a demolitions attempt against it
before US units can move adjacent. If the Communist player has an
engineers unit in the hex, the demolitions automatically succeeds. If
he has any other units in the hex, he must roll the die on the
Terrain Feature Bombardment Table. The demolitions attempt is
worth 7 Bombardment Points, and the Communist player succeeds if
he rolls a 5 or 6.
In another situation, the Salvadoran ARCE insurgency infantry
battalion occupies San Miguel (1113) while Nicaraguan units
threaten to invade the country in their next turn. During his Demolitions Phase, the Allied player decides to perform a demolition attack
against the three bridges in 1113-1213, 1113-1214 and 1113-1114.
The Bombardment Value for a demolitions attempt against bridges 4
2, and the insurgency unit receives a +1 die roll modifier. Only one
attempt is made for all three bridges, and if the Allied player rolls a
4, 5, or 6, the attempt succeeds.
In a third situation, the Allied player successfully conducted an
amphibious assault against Puerto Sandino (1919). In the turn after
one US Marine ground unit enters Nicaragua, the Communist player
can attempt to demolish ports in the country. During his Demolitions
Phase, the Communist player decides to make demolition attempts
against the ports of Puerto Morazan (1615), Corinto (1719) and San
Juan del Sur (2423) to keep them from being captured undamaged by
other Allied amphibious assaults. He must have a ground unit in
each of these hexes.
EXAMPLES OF DEMOLITIONS:
In the Intervention Game, damage to terrain features and
installations can be fixed during the Repair Phase. Mobile
AA and SAM units, logistics supply units, Supply Sources,
air units, and helicopters can never be repaired. Engineer
units are the most efficient at repairs, but any regular ground
unit (not insurgency units) can make repairs.
During a player's Repair Phase, he performs the following actions in the order listed below:
• Installations and terrain features possessing "Repair 1"
markers are considered completely repaired and the
markers are removed from the hexes.
• Other installations and terrain features still undergoing
repairs have their Repair markers adjusted to indicate the
number of turns remaining until the repairs are complete.
• New Repair markers are placed on the map in hexes where
eligible units have begun repairs.
To perform repairs a ground unit must meet the requirements listed below and follow the procedure for repairs.
REQUIREMENTS:
1. A unit must begin the turn in the hex where repairs will
occur. It cannot move or participate in combat (either attacking or defending). A unit possessing a Reorganization marker
can perform repairs.
2. The unit must remain in the hex throughout the number
of turns needed to make the repairs.
3. The unit must be in supply throughout the number of
turns needed to make the repairs.
4. A given unit or stack can attempt to repair only one feature
in a hex or on a hexside at a time. If there are several repairs
to be made in a hex (except ports, see below), they must be
done separately.
PROCEDURE:
1. The player whose Repair Phase is in effect declares which
units will repair terrain features or installations in the hexes
they occupy.
2. The player consults the Repair Chart to see how many
complete turns the repairs will take.
3. He places a Repair marker on the unit with a number corresponding to the number of turns needed to make the
repairs. The Repair marker should be placed atop the Road
Out, Bridge Out, or Damage marker in the hex.
4. During each subsequent friendly Repair Phases, the
Repair markers on the map are flipped over or replaced, if
necessary, with other markers numbered one less than the
original marker (see below). When the hex contains a "Repair
1" marker in it at the beginning of a Repair Phase, the marker
is removed.
5. If the repairs are interrupted for any reason, the Repair
marker is removed from the hex.
Notes on Repairs
1. Each player makes repairs during his Ground and Air Stage only,
never during the opposing player's Repair Phase.
2. Repairs to ports by armor and infantry units has a second marker
other than the Repair marker involved (see below). Once a port is
partially repaired, a player can repair something else in the hex before
completing the port repairs.
3. A more detailed method of repairs is given in the optional rules
(see 18.6).
Repair
Repair
Repair
Repair
1
2
3
4
REPAIR MARKERS
Repair markers are used to keep track of repairs in a hex.
Repair markers have the numbers 1, 2, 3, and 4 printed on
them, corresponding to the number of complete turns that
must pass before the repairs are finished.
After the 'Repair 1" markers have been removed at the
beginning of a player's Repair Phase, he next adjusts all his
Repair markers on the map. "Repair 4" markers are flipped
to their "Repair 3" sides, 'Repair 3" markers are replaced with
"Repair 2" markers, and "Repair markers are flipped to the
"Repair 1" sides.
r
CENTRAL AMERICA, Intervention Rules Book: Page 25
It is possible for a ground unit to enter a hex where repairs
are taking place and take over this duty for another unit that
initiated repairs (this exchange of duties cannot take place
until the turn after the unit entered the hex). An engineers
unit can substitute for another engineers unit; an armor or
infantry unit can substitute for another such unit. Engineers
cannot substitute for an armor or infantry unit and vice versa.
After all the Repair markers are adjusted, the player than
announces what new installations and terrain features will
be repaired by his units. He checks the Repair Chart to see
how many consecutive turns it will take to complete the
repairs and places a Repair marker with the corresponding
number (1, 2, 3, or 4) in the hex.
Begin
Port
Repair
Port
Partial
Repair
Ports: Because ports takes up to eight turns for an armor or
infantry unit to repair, there is another marker used to keep
track of the repairs to a port. A Begin Port Repair marker
is placed in the hex when an armor or infantry unit begins
repairs on the port, and then a "Repair 4" marker is placed
atop the other marker. When four turns have passed, the
Begin Port Repair marker is flipped over to its Port Partially
Repaired side and another "Repair 4" marker is placed atop
the first marker. After the eight turns have passed, the 'Repair
1" and Port Partially Repaired markers are removed.
Once a Port Partially Repaired marker has been placed
in the hex by an infantry or armor unit, it remains on the
map even if the unit making the repairs exits the hex. Any
Repair marker in the hex is removed, however. Thus, if at
least four turns of repairs have been made by an armor or
infantry unit, the Port Partially Repaired marker remains in
the hex. The last four turns of repair can be completed either
by an engineers unit or by another armor or infantry unit.
Also, once a Port Partially Repaired marker is in the hex,
a player can elect to repair another terrain feature or installation in the hex before completing repairs on the port.
REMOVING REPAIR MARKERS
If, for any reason, a unit vacates a hex before repairs are
completed, the Repair marker is removed from the map. The
Road Out,Bridge Out, or Damage marker remains in the hex;
a non-mobile SAM/AA site remains on its damaged side. Port
Partially Repaired markers are not removed, although any
Repair marker in the hex is removed.
Enemy regular ground units that move adjacent to a hex
where repairs are underway and that attack friendly units
in the hex cause a Repair marker to be removed, even if the
units defending in the hex do not retreat. After the combat
is resolved, the friendly units cannot perform repairs in the
hek while enemy regular ground units continue to exert a
Zone of Control into the hex. If the enemy ZOC if removed,
then friendly units can begin repairs anew; all previous
repairs are lost. If enemy ground units move adjacent but
do not attack the hex where repairs are underway, the unit
performing repairs is unaffected and continues to perform
repairs; the Repair marker remains in the hex. If an enemy
ground unit (including insurgency units) pursues into a
vacated hex, any Repair marker in the hex is removed.
A Port Partially Repaired marker is not removed if enemy
regular ground units attack into the hex, although any Repair
marker in the hex is removed. If an enemy ground unit
pursues into the hex after combat, the Port Partially Repaired
marker is removed.
An attack made solely by insurgency ground units does
not cause a Repair marker to be removed from the hex unless
the defending units retreat. If the defending units retreat out
of the hex, the Repair marker is removed from the map. If
insurgency units perform a guerrilla attack into a hex containing a Repair marker, the marker is removed. If the hex
contains a Port Partially Repaired marker as well, this marker
remains in the hex but any Repair marker is removed.
An insurgency unit or stack that ends movement in a port
hex containing a Port Partially Repaired marker must have
combat since the port is enemy-controlled; see 8.5 and 10.4.
If the insurgency unit remains in the hex after combat is
resolved, the Port Partially Repaired marker is removed; if
the insurgency unit is forced to leave the hex, the marker
remains in the hex.
If a player performs a Bombardment Strike mission or
a US Night Naval Bombardment in a enemy-occupied hex
containing a Repair marker, the marker is removed if the
bombardment causes another damage result to the terrain
feature or installation being attacked. If the bombardment
had no effect, the Repair marker remains in the hex. No
additional damage occurs to the terrain feature or installation (except possible step losses to air units and helicopters
at air facilities) because of the bombardment. If a port is bombarded and receives another damage result, a Port Partially
Repaired marker in the hex is removed along with the Repair
marker.
EXAMPLE: A Cuban engineers unit is in a hex containing a damaged
airport during the Repair Phase of Game Turn 4. The Cuban
engineer did not perform any actions in the turn and it is in supply.
It takes three consecutive turns to repair the airport. After adjusting
all other Repair markers, the Communist player places a "Repair 3"
marker in the hex, indicating that it will take three turns to complete the repairs. In the Communist Repair Phase of Game Turn 5,
he replaces the marker with a "Repair 2" one; in Game Turn 6, he
flips the marker to its "Repair 1" side. At the beginning of the Repair
Phase in Game Turn 7, he removes the Repair marker, and the airport becomes fully operational in Game Turn 8.
Assume that a US regular ground unit moves adjacent to the
airport undergoing repairs during Game Turn 5. If the US unit does
not attack the Cuban engineers unit, the repairs continue normally.
The presence of an enemy ZOC does not in itself affect repairs. In
this case, however, the US ground unit does attack the Cuban unit.
No matter what the combat result, the Communist player must remove the Repair marker in the hex. As long as the US unit for other
Allied units that might move into its hex) continues to exert a Zone
of Control into the hex, repairs cannot be performed in the hex.
Assume that the combat resulted in the US ground unit retreating from the adjacent hex with no effect on the Cuban engineers.
The Cuban unit can now begin repairs again in the next Communist
Repair Phase, placing a "Repair 3" marker in the hex. All previous
repairs in the hex are lost as a result of combat, and the Cuban unit
must remain in the hex until the repairs are complete.
Hidden
Supply
POINTS
A scenario will list the number of Hidden Supply Points,
if any, available to the Communist player. The Hidden Supply Point marker is placed on the Information Record Track
in the box corresponding to the number of depots available.
Each time the Communist player creates a hidden Supply
Depot, he moves the Hidden Supply Point marker one box
down the track. When the marker reaches the "0" box, no
more hidden Supply Depots can be created. The number of
Supply Depot markers in the countermix limits the Communist player; if he does not have a Supply Depot marker
available, he cannot create hidden supplies.
During step A of the Supply Phase of his Ground and Air
Stage, the Communist player can declare he is using a hidden
Supply Depot. He immediately expends one Hidden Supply
Point and places one of his Supply Depot markers on the map
in whichever hex he declares the supplies were hidden. A
hidden supply depot functions like any other Supply Depot
(see 9.3). In addition to creating hidden supplies, the Communist player can also create two Supply Depots in cities,
ports, and air facilities in step D of this phase.
Hidden supplies can be created in hexes in enemy Zones
of Control, but not in any hex containing an enemy unit of
any kind. Hidden supplies can be created in any country on
the map.
CENTRAL AMERICA, Intervention Rules Book: Page 26
A hidden supply depot cannot be transported. Once
placed on the map, it must remain in the hex in which it was
placed. Hidden supply depots face all other restrictions of
regular Supply Depots.
Note: In the optional supply rules in 18.5, the Communist player
can use Hidden Supply Points to create a Communist Supply Source
marker.
Design Note: This rule simulates the emplacement of
war material stockpiles by insurgency groups before
the outbreak of hostilities.
11
cu
ED 8
3-2
11
cu
8
3-2
11
cu
Cgi 8
2-3
11
cu
r.g) 8
2-3
11
CU
Eg3 8
2-3
16.5
Some scenarios allow the Cuban mechanized brigade to
appear in the game. The brigade consists of five units: two
3-2-8 tank battalions and three 2-3-8 mechanized infantry
battalions. The appearance of this brigade is usually triggered
by a US ground unit entering Nicaragua.
For the Cuban brigade to appear, the Communist player
first places a Reorganization marker on one of his full-strength
FSLN 3-3-8 tank regiments inside Nicaragua. The marker is
placed during his Reorganization Phase in the turn after the
US unit first enters Nicaragua. In his Reorganization Phase
of the following turn, the Communist player removes the Reorganization marker and the Nicaraguan tank regiment from
the map and places the Cuban units on the map. The Cuban
units are placed in or adjacent to the hex from which the
Nicaraguan tank unit was removed; stacking restrictions must
be obeyed.
If the Nicaraguan tank regiment possessing the Reorganization marker is attacked by Allied ground units before the
Cuban units replace it, the tank can defend normally and the
Reorganization marker remains with the tank if it retreats
and/or takes step losses. The Cuban units appear during the
next Communist Reorganization Phase, but any step losses
suffered by the tank regiment must be applied to the Cuban
units. Likewise, if the tank regiment is attacked by Allied
Bombardment Strike missions or US Night Naval Bombardment, any step losses the unit suffers must be applied to the
Cuban units when they appear. The tank regiment can suffer
a maximum of four step losses from Allied attacks, and even
if the tank regiment is removed from the map, the five Cuban
units can appear with four step losses among them. The Communist player decides which units will take the step losses.
If because of stacking restrictions there is not enough
room in the hex or in adjacent hexes for all the units of the
Cuban brigade to appear, the Communist player can place
on the map only as many Cuban units as will meet stacking
restrictions. If step losses have been taken by the Cuban units,
they must be applied to the units appearing on the map.
Withdrawing the Cuban Brigade: In the Scenario Generation System, the Communist player is allowed to withdraw
the Cuban mechanized brigade during a game (see 22.6). During any End of Turn Stage, the Communist player announces
he will withdraw the brigade. He immediately removes any
remaining units of the brigade from the map. He does not
get back the Nicaraguan tank regiment he removed to create the Cuban brigade.
During the Allied Regular Ground Unit Movement Phase,
US Marine units perform a successful amphibious assault against
Montelimar (2020). In his next Ground and Air Stage, the Communist player can now place a Reorganization marker on any 3-3-8
tank unit in Nicaragua and he places it on a tank unit in Managua.
During the Allied Ground and Air Stage, the Allied player performs
a Bombardment Strike mission against the tank unit and inflicts two
steps losses; the tank unit is exchanged for its replacement unit. During the Ground Combat Phase, the Allied player decides not to
attack Managua, since his foothold in Nicaragua is so tenuous.
During his next Reorganization Phase, the Communist player removes the replacement tank unit and Reorganization marker from
Managua. He distributes the two step losses by giving one loss each
to two 2-3-8 mechanized units. The five units of the Cuban brigade
must be placed in or adjacent to Managua within stacking restrictions.
EXAMPLE:
Design Note: The appearance of the Cuban brigade
represents a US intelligence failure. During a transfer
of Cuban advisors into Nicaragua, there are temporarily enough in the country to man the "purported"
FSLN equipment and form the brigade. A similar
event occurred during the Carter Administration when
it was discovered that a second Soviet brigade
existed in Cuba.
16.6 Exiting the South Mapedge
Some scenarios allow the Communist player to move his
regular ground units (not insurgency units) off the south
mapedge. These units are considered to be driving south to
threaten the Panama Canal. The presence of these units off
the map restricts the appearance of US and Allied reinforcements scheduled to arrive.
During his Regular Ground Unit Movement Phase, the
Communist player can have his armor and infantry units exit
the south mapedge. They must have sufficient Movement
Points remaining to exit the map. Assume that the first hex
off the map has the same terrain as the last hex on the map,
and the communist units must have sufficient Movement
Points remaining to exit the map.
As soon as regular ground units with a cumulative Attack
Value of 18 have exited the map, no more US or Allied reinforcements scheduled to arrive from the south can come onto
the map. Nicaraguan 2-3-3 infantry units cannot move off the
mapedge (they are militia units), but any other regular ground
units can move off the map.
Once a communist ground unit has moved off the south
mapedge, it can never return. The Communist player never
receives Victory Points for exiting units off the map.
If US or Allied reinforcements from the south have
already moved onto the map, they remain on the map. No
other reinforcements from the south can be brought on. Units
of the US 193rd Infantry Brigade, Southern Command/Task
Force Bayonet, perhaps some special forces units, and
Colombian units are primarily affected.
CENTRAL AMERICA, Intervention Rules Book: Page 27
17.0 POLITICAL CONSIDERATIONS
In the Conventional Game, all Allied units can stack,
move, and undertake combat together unless specifically forbidden to do so in the scenarios. Intervention Game scenarios
will list special rules pertaining to the political considerations
of the Central American area. Listed below are political
restraints that hold true in most scenarios.
Note: Zones of Control do not cross set-up boundaries at the beginning of a game (see 7.3).
17.1 Allied Player Restrictions
COSTA RICA
Costa Rica begins most games neutral. Its units cannot
move or perform any actions until a communist unit (regular
ground unit or insurgency) enters the country or attacks one
of its units or, in some cases, until a communist unit enters
another country allied with Costa Rica. Once Costa Rica's
neutrality has been violated, its units become controlled by
the Allied player and are free to move and have combat.
While Costa Rica is neutral, US units can enter the
country but they cannot enter a hex completely within
Nicaragua from Costa Rica. Salvadoran, Honduran, and FDN
ground units cannot enter Costa Rica while it is neutral. US
air units and helicopters can perform air missions from Costa
Rica while it is neutral.
ARDE units can be based in Costa Rica while it is neutral.
They can freely enter Nicaragua and attack communist
regular ground units and insurgency units.
Note: US ground units can be transported directly into Nicaragua
by Transport Strike missions while Costa Rica is neutral. US units
draw supplies normally from Costa Rican Supply Sources while the
country is neutral.
EL SALVADOR
El Salvador beings most games under control of the Allied
player. Salvadoran units face the following restrictions:
• Its air units can conduct Close Air Support missions only
in support of Salvadoran, US, CIA, Israeli, CMA, and FDN
ground units.
• Its air units can employ a maximum of 2 Bombardment
Points in Close Air Support missions in cities inside El
Salvador.
• Its air units can perform Interception missions only when
enemy air units enter a hex totally within El Salvador.
• Its air units cannot move over Honduran territory (that is,
beyond the El Salvador side of the set-up boundary), and
its ground units cannot enter Honduras unless a scenario
specifically allows them to.
Note: In the Scenario Generation System, other restrictions may
apply to Salvadoran units (see 22.0).
HONDURAS
Honduras begins most scenarios under control of the
Allied player, but sometimes it is neutral. While neutral, its
air and ground units cannot move or perform any actions.
Honduras remains neutral until a unit (air, ground, or helicopter) controlled by the Communist player enters the
country or attacks one of its units. US ground and air units
can move through, have combat in, and occupy Honduran
air facilities while the country is neutral; the presence of US
units in Honduras never affects its neutrality or its interaction
with other countries.
Once Honduras' neutrality is violated by the Communist
player, its units are controlled by the Allied player; its air
units can perform Close Air Support Missions for Honduran,
US, CIA, CMA, Israeli, and FDN units. Honduran ground
and air units can never enter Salvadoran territory (and vice
versa) unless a scenario specifies they can.
FDN UNITS
Nicaraguan Democratic Forces (FDN) units can move in
Honduras, but they can never move west of the 1900 row
(hexes 1902 through 1911 inclusive). Thus, these units can
move and attack in any hexes 1900 through 3900, but never
in hexes 0100 through 1800. If FDN units are forced to retreat
west of hex row 1900, they are removed from the map; FDN
regular ground units can be rebuilt and insurgency units are
placed on the Game Turn Track two boxes ahead of the current turn. FDN units can move anywhere inside Nicargua.
They can never enter El Salvador, but they can enter and
move anywhere in Costa Rica.
17.2 Communist Player Restrictions
The FMLN consists of two factions operating in different parts of El Salvador. In the rules below, ERP refers to
the FMLN faction in western El Salvador and FMLN refers
to all other units of this faction in eastern El Salvador. Note
that on the counters, ERP units are part of the FMLN but
they have a different color of print.
11
"CA
CED 4
FARN
1 -2
11
CO
FAC
FNIN
4
1-1
FMLN UNITS
Farabundo Marti National Liberation (FMLN) units are
active in the eastern section of E1 Salvador. In most scenarios,
FMLN units are restricted to movement in hex rows 0900
(0908-0914) through 1300 (1309-1314). They can attack
Salvadoran units west of hex row 0900, but they cannot enter
these hexes.
FMLN units can enter Forest terrain hexes in Honduras
that are within two hexes of the Salvadoran border. They cannot end movement in hexes in Honduras containing villages
or air facilities, nor can they attack Honduran units unless
allowed by scenario instructions.
FMLN units draw supply from their Entrenchment
marker in Lislique (1311), from communist Supply Depots
and hidden Supply Depots, and from Potosi (see below). They
cannot draw supplies from the ERP Entrenchment marker.
11
MA
123 4
ERP
1 -1
ERP UNITS
People's Liberation Army (ERP) units are active in the
western section of El Salvador. In most scenarios ERP units
are restricted to movement in hex rows 0100 (0111) through
0800 (0807-0814). They can attack Salvadoran units east of
hex row 0800, but they cannot enter these hexes.
ERP units can enter Forest terrain hexes in Honduras that
are within two hexes of the Salvadoran border, but they cannot end movement in a village or air facility in Honduras nor
can they attack Honduran units unless the scenario allows
it. ERP units can never enter hexes totally within Guatemala
(that is, on the Guatemalan side of the set-up boundaries).
ERP units draw supplies from their Entrenchment
marker, hidden supply depots, and Potosi (see below). They
cannot draw supplies from the FMLN Entrenchment marker
unless allowed by a scenario.
RESTRICTIONS ON FMLN AND ERP UNITS
Because of the bitter rivalry between these factions, units
from one faction normally cannot support units from the
other faction in attacks upon Salvadoran units (unless allowed
by scenario instructions). If units from these factions ever
end movement adjacent to each other, at least one unit from
each faction must attack a unit from the other faction during
the Communist player's Ground Combat Phase. This attack
is over and above any attack the units make against adjacent
Salvadoran units and must be made before any attacks on
Allied units. The combat ratio is always 1 to 1, and the
Current Combat Ratio marker is placed in the row of better
terrain that either unit occupies; the attacker is the faction
CENTRAL AMERICA, Intervention Rules Book: Page 28
that moved adjacent to the other faction. There are no die
roll modifiers applied to this combat. The combat is resolved
only between the two FMLN and ERP units and does not
affect any other units in the hex; these two units cannot take
part in later attacks against Allied units. Note, however, that
remaining adjacent ERP and FMLN units cannot combine to
attack Salvadoran units.
Nicarguan insurgency and regular ground units can stack
with FMLN and ERP units. If a Nicarguan regular or insurgency ground unit enters El Salvador, the rivalry between
the FMLN and ERP immediately ends, and units of each
faction can join together to attack Salvadoran units. The factions are no longer restricted in movement inside El Salvador,
they can stack together, and no combat occurs between the
factions. In addition, each faction can begin drawing supplies
from the other faction's Entrenchment marker.
Victory Points: A scenario may allow the Communist player
to gain Victory Points for cities and towns controlled by
18.0 OPTIONAL RULES
The following optional rules add extra realism but also
make play of the game much longer. Players should agree
before starting a game as to which optional rules they will
use. Optional rules should be used only when playing the
Intervention Game.
Clear
Rain
Heavy
Rain
MA Weather
In the Conventional and Intervention Games, al
scenarios are considered to take place in clear weather. When
using this optional rule, the weather can turn nasty and can
affect the movement of ground units and combat. A scenario
will indicate on which turn weather comes into effect.
There are three types of weather: Clear, Rain, and Heavy
Rain. During the End of Turn Stage, starting with the turn
that weather must be determined, players consult the
Weather Table. One player rolls the die, applying any
modifier, and cross-references the die result with the column
corresponding to the Game Turn number of the next turn.
The table will indicate what kind of weather will be in effect
for the that turn. Players should place one of the weather
markers (Clear, Rain, Heavy Rain) on the Game Turn Track
to indicate what the weather will be for the next turn.
Note: If the Scenario Generation System is being used, players can
go back to the first column at the end of Game Turn 50.
EFFECTS OF WEATHER
Clear: There is no effect on movement or combat for units.
Rain: Trails are no longer usable. A ground unit moving along
a trail must pay the full Movement Point cost of the terrain
when entering a new hex. Units restricted when moving into
certain terrain types can only enter these hexes along roads
(see 7.7 and 10.5). Zones of Control extend into Jungle and
Mountain Jungle only along roads (see 7.3). Also, supply lines
cannot be traced through the hexes (see 9.5 and 15.6).
In ground combat, defending units within 4 hexes of a
Caribbean coast hex receive a —1 die roll modifier when
resolving combat. Attack helicopters do not give a one-column
shift to the owning player when aiding in ground combat
although they still contribute their Ground Combat Value.
Heavy Rain: Trails are no longer usable (see above). There
is an additional + 1 Movement Point cost for regular ground
unit to cross an unbridged river hexside. In ground combat,
defending units within 5 hexes of a Caribbean coast hex
receive a —2 die roll modifier when resolving combat; in all
other ground combats beyond 5 hexes of the Caribbean coast,
defending units receive a —1 modifier. Attack helicopters cannot be used except for Transfer missions.
FMLN/ERP units. He gains 1 Victory Point for each city or
town that contains an FMLN or ERP unit during the End of
Turn Stage.
Potosi: Units from both factions can draw supplies from the
Supply Source of Potosi (1415) in Nicaragua. While Allied
units occupy Tiger Island (1414), a supply line must be traced
through-land hexes; the supply line can be traced through
Allied Zones of Control but not through hexes containing
Allied ground units. ERP units are in supply if they can trace
a supply line of 16 hexes to Potosi. Other FMLN units are
in supply if they can trace a supply line of 10 land hexes (do
not include the hex occupied by the FMLN units) to Potosi.
If all Allied ground units on Tiger Island are eliminated,
FMLN and ERP units automatically are supplied across the
Gulf of Fonseca by Potosi; they do not have to trace supply
lines. If Potosi is captured by Allied ground units, FMLN and
ERP units can no longer draw supplies from this hex.
Note: Rain and heavy rain never affect the movement of insurgency
ground units. Armor units may be stranded in Mountain Jungle hexes
during rain and heavy rain turns.
18.2 Optional Column Shifts and
Die Roll Modifiers
Marine Security Teams: These teams supplement other
troops attached to CIA operations. To reflect their presence,
CIA EW/engineers units receive a one-column shift in their
favor when they are alone in a hex defending in combat (not
when attacking). This shift is in addition to the shift for the
CIA unit itself (see 10.4).
Ground Unit Bombardment Table: Two additional die roll
modifiers apply when resolving attacks against ground units
on this table by Bombardment Strike air missions and US
Night Naval Bombardment:
—1: Target occupies a Forest, Swamp, Jungle, or Mountain
Jungle hex.
+ 1: Target is a communist tank unit in a hex containing a
road and is attacked by US smart bombs. The tank unit
cannot be attacked in a city, town, port, or village.
18.8:Nkomoas Border hihm
The borders around Nicaragua have been heavily mined
by Sandinista forces. Hexes in Nicaragua that are mined are
noted on the map. An Allied regular ground unit or stack must
expend one additional Movement Point the first time one
enters a mined border hex. Once a mined border hex has been
entered by one unit or stack, other Allied units can enter it
without paying the extra Movement Point cost. Players may
wish to keep track of which hexes have been cleared with
spare counters. Note that this rule applies only to Allied
regular ground units; Allied insurgency units are not affected
by border mines.
18.4 Nicaraguan Motor Torpedo 411.1
Boat Attack
In the turn that a US Marine unit first uses an amphibious
assault against a hex on either coast of Nicaragua, the Communist player can immediately declare a motor torpedo boat
attack against US Navy vessels in the area. One motor torpedo
attack can be declared in a game per invasion of the east and
west coast.
During the End of Turn Stage, the Communist player rolls
the die. On a result of 6, he receives 1 Victory Point for minor
damage inflicted by the motor torpedo boats. On any other
result, the attack failed. In either case, the motor torpedo
boats on that coast are considered destroyed.
CENTRAL AMERICA, Intervention Rules Book: Page 29
18.5 Optional Supply Rules
Swan Island: The United States has a major facility on Swan
Island in the Caribbean (off the northeast mapedge). This
facility can be used to supply Contra units in coast hexes.
FDN and ARDE units are considered to be supplied if they
can trace a supply line to an Allied-controlled city, town, port,
or village on the eastern and northern Honduran coast; they
are also in supply if they capture a town, port, or village on
the eastern coast of Nicaragua. FDN and ARDE units that
can trace a supply line to the captured hex are in supply.
FDN and ARDE units can also use ports in Nicaragua on
the Pacific coast. If a port is captured by the FDN/ARDE, it
must be undamaged to act as a source of supply; repairs can
be made to the port by regular ground units. If US ground
units captured the port, it can be damaged or undamaged and
still act as a source of supply for FDN and ARDE units.
Additional Communist Supply Sources: The Communist
player can create new Supply Sources on the map. There are
two methods for creating a new Supply Source. During step
A of his Supply Phase, he can expend five available Supply
Depot markers (see 9.3), Hidden Supply Points (see 16.4), or
a combination of these two to create a Communist Supply
Source. The new Supply Source marker is placed on the map
in any hex in Nicaragua or Honduras containing a communist
regular ground unit. The marker likes a regular Supply Source
for all communist units that can trace supply lines to it.
The second method is for the Communist player during
step A of his Supply Phase to remove a logistics supply unit
on the map and replace it with a Communist Supply Source
marker in the same hex. Once the marker is on the map, it
cannot be converted back to a logistics supply unit. The Supply Source marker cannot be attacked, but it is eliminated
if the hex is ever occupied by an Allied regular ground unit.
US ground units have driven deep into Nicaragua and
have cut off supply lines to most communist units. The Communist
player still has two Supply Depots and four Hidden Supply Points
available. During his Supply Phase, he expends the four Hidden
Supply Points and one of his available Supply Depots to create a
EXAMPLE:
new Communist Supply Source in Siuna 130121, which now supplies
most of his remaining units.
In another situation, US air units have eliminated two FSLN
logistic supply units through Bombardment Strikes. The Communist
player has one unit left to support his drive into Honduras. He
decides to replace the logistics supply unit with a Communist Supply
Source to prevent the unit from being eliminated by the US air units.
Supply Lines: To reflect more realistically the problems of
supply lines in the mountainous regions of Central America, a ground unit (infantry, armor, or insurgency) is in supply
if it can trace a supply line of 12 infantry Movement points from
the hex the unit occupies to a friendly Supply Source/Depot,
Entrenchment or Fortification marker, or, for Allied units,
to a USMC Beachhead or 82nd Airborne Air Supply marker
or to a controlled port (US units only). Do not count the hex
occupied by the unit when tracing supplies.
Bridge Out and Road Out markers do affect supply lines.
A player must take into account any extra Movement Point
costs for tracing supply lines across unbridged river hexsides
and through hexes with damaged roads. Remember, when
counting supply lines, that rain and heavy rain negate trails.
Notes on Optional Supply
1. FMLN and ERP units trace a supply line to Potosi as outlined in
17.2 when using this optional rule.
2. In the Scenario Generation System, US air units can transport
Supply Depot markers from the United Stated to supply US units
in conquered countries (see 22.9).
18.6 Optional Repair Rules
This optional rule reflects more accurately the times
needed for repairs and the resources that must be expended
by each player to make repairs. Each player is given a number of Resource Points in a scenario, which must be expended
to perform repairs. Each player places his Resource Point
marker on the Information Record Track in the box corresponding to the number of points he receives in the
scenario. As Resource Points are expended for repairs, the
The Allied player
traces a supply line for a Honduran 1-2-4 infantry battalion in
hex 2404. The Supply Source in
Catacamas (2406) has been captured by Nicaraguan ground
units, so the Allied player traces
supply to La Ceiba. The supply
line runs into hexes 2304 (3
Movement Points), 2203 (2 MP),
and along the trails in 2103,
2003, 1903, 1802, and into
1801 (1 MP each); the supply
line is within the 12 infantry
Movement Points and so the
unit is in supply.
EXAMPLE:
CENTRAL AMERICA, Intervention Rules Book: Page 30
marker is moved down the track; when the marker reaches
the "0" box, no new repairs can be started although repairs
already underway can continue.
If a Repair marker is removed from a hex, the owning
player must expend new Resource Points to start repairs
again. A11 other rules in section 16.3 are in effect.
When armor and infantry units make repairs to ports,
a Port Partially Repaired marker is placed in the hex after
the completion of the seventh turn of repair. It remains in
the hex until the port is completely repaired or until removed
when an enemy ground unit enters the hex. Note that players
will have to make up numbered chits for keeping track of
repairs to ports by armor and infantry units.
EXAMPLE: The Allied player wishes to repair a port in Nicaragua
with an engineers unit. The unit must spend four turns in the port
hex, and the Allied player must immediately expend 4 Resource
Points. If the Repair marker in the port is removed for any reason,
the Allied player would have to spend another 4 Resource Points to
begin repairs on the port another time.
18.7 Optional Air Rules
US AWACS AIR UNITS
In the Conventional and Intervention Game, the US Air
Force E-3 and US Navy E-2 AWACS units can be used by all
Allied air units to perform Interception missions, form joint
air missions, and receive die roll benefits. The systems in the
two units are not fully compatible. To reflect this fact, the
US Air Force E-3 AWACS unit benefits all US Air Force and
Allied air units, but not US Navy and Marine air units. Likewise, US Navy E-2 AWACS units can be used by Navy and
Marine air units but not by any other Allied or US Air Force
units. There is no additional effect if the 10-hex ranges for
the E-3 and E-2 overlap.
EXAMPLE: The US E-3 AWACS unit is based at Comayagua (1508)
and an E-2 AWACS unit is in the AWACS Detection Box in hex
1519. A group of three US Air Force A-10's and an F-15 as escort
head towards Masaya to perform a Bombardment Strike mission.
When the Air Mission marker moves to hex 1917, the US units are
now outside the 10-hex range of the E-3. If they are intercepted, they
do not receive any die roll benefits from the US Navy E-2, even
though they are within that unit's 10-hex range.
Standoff
Air Attack
Capability
1,11
tJ
A-6
4s 25
STANDOFF AIR ATTACKS
Certain air units can perform standoff air attacks, which
allow them to attack a target from a distance. The following
air units can perform standoff air attacks:
US Air Units: EF-111, F-15, F-14, F-18, A-6
Soviet Air Units: M-27
A colored circle highlights the standoff air attack capability for combat values on the air unit counters (Air Combat for the US F-14, Bombardment for all others).
A scenario will list the number of standoff air attacks that
are available to a player. Each player places his Standoff Air
Attack marker on his Information Record Track in the box
that corresponds to the number he receives. As a standoff
air attack is made, the owning player moves the marker down
one box. When the marker reaches the "0" box, the owning
player can no longer make this kind of attack.
A player can make as many standoff air attacks in a turn
as he has air units available and standoff air attacks
remaining.
3.1
SAF
8J
SAF
•
Standoff-capable on Bombardment Strike and Close Air Support
Combat Missions: A player can employ standoff air attacks
in Bombardment Strike and Close Air Support missions.
PROCEDURE:
1. The player sets his standoff capable air units aside. He
moves his Air Mission marker across the map to a hex that
is within four hexes of the target (do not count the hex the
marker occupies but do include the target hex).
2. While the Air Mission marker moves across the map, the
air units are subject to enemy air defense attacks and Interception missions.
3. Because they can attack up to four hexes away from the
target hex, they cannot be attacked by air defense units in
the target hex. Also, at a 4-hex distance, they cannot be
detected by EW air and ground units in the target hex and
therefore cannot be intercepted by enemy air units based at
the facility.
4. The owning player announces he is making a standoff air
attack and moves the Standoff Air Attack marker down one
box on his Information Record Track. A stack of standoffcapable air units can perform both a Bombardment Strike
and a Close Air Support in the same mission; in this case,
the Standoff Air Attack marker is moved down the track only
one box.
5. The owning player resolves the Bombardment Strike or
Close Air Support mission normally from the 4-hex range.
After the mission has been resolved, the air units return to
an air facility within their Movement Radius from the hex
where they performed their attack or to a Holding Box, as
appropriate, and are placed on the "Used" space.
RESTRICTIONS:
• Standoff air units cannot perform a standoff Bombardment
Strike/Close Air Support in conjunction with other air units.
Standoff air attacks are performed only by units with this
capability. If they are activated with units unable to perform a standoff attack, the other units can act as Escorts
but cannot contribute their Bombardment Value during the
mission.
• Should the standoff air attack units be forced to abort their
mission before performing their mission, the owning player
does not expend a Standoff Air Attack point.
• If a standoff air attack unit uses its Air Combat Value during an air mission when escorting other units, it can no
longer use its Bombardment Value. The unit continues to
move with the other units to the hex where the standoff
air attack occurs, acting as escort.
• Standoff capable air units can form a joint mission with
other air units without this ability to perform a Bombardment Strike and/or Close Air Support mission, but this
mission must be performed in the target hex and may be
subject to enemy Interception missions and air defense
attacks in the target hex.
Note: Even if a stack of standoff air units is outside the detection
range of EW units, Masaya (if operational) or AWACS air units can
still be used to detect the enemy air units for Interception missions.
EXAMPLES: A stack of US air units comprised of the EF-111 and two
F-15's moves from Tela 11502) and two F-15's from La Ceiba (1801)
form a joint mission to attack two Nicarguan 3-3-8 tank regiments
in hex 1810 that threaten Tegucigalpa. The Allied player could
declare a standoff attack in hex 1806 if he wishes to avoid an air
defense attack by the Nicaraguan units. (Note that 1810 is outside
the 10-hex detection range of Masaya, so the US air units cannot be
intercepted.) He decides to make a combination Bombardment Strike
and Close Air Support mission, but he moves his Standoff Air Attack
marker only one box down on the Information Record Track.
One F-15 is used for a Close Air Support mission, and so he
places a +3 Close Air Support marker on the tank regiments. The
CENTRAL AMERICA, Intervention Rules Book: Page 31
other units perform a Bombardment Strike mission against one tank
unit; they have a combined Bombardment Value of 13. The attack is
resolved on the Ground Unit Bombardment Table.
Standoff-capable on Interception and Escort
Interception and Escort Missions: Only US F-14 air units
can perform standoff air attacks when intercepting enemy
units or escorting friendly units. The Allied player must
announce that he is using this capability before air combat
is resolved.
An F-14 or stack of F-14's can use its standoff air capability only once during a mission. If the unit is escorting other
air units, it can use this ability against one Interception mission; other Interception missions are resolved normally.
PROCEDURE:
1. The Allied player announces that his F-14's will perform
a standoff air attack, and he moves the Standoff Air Attack
marker one space down on his Information Record Track.
A stack of F-14's makes only one standoff air attack.
2. The F-14's are automatically the attackers in the ensuing
air combat, and the air combat ratio is determined normally.
All die roll modifiers apply.
3. The Allied player rolls the die and checks the Air Combat Table for the correct intensity level.
• If communist air units intercept Allied air units and the
air combat calls for any step losses or a "return" result for
the communist units, the escorting F-14's successfully force
the communist units to break off their attack. Any step losses or "return" results for the Allied units are ignored and
the stack continues its mission.
• If F-14's obtain any step losses or a "return" result when
intercepting communist air units, only the communist units
are affected. The Communist player can take enhanced
losses to continue a mission. Any step losses for the F-14's
are ignored.
• If communist air units intercept Allied air units and the
air combat calls for step losses or a "return'. result only for
the US units, the F-14's air-to-air missiles were ineffective
and the communist aircraft were able to inflict damages.
Step losses are applied normally to US units. The Allied
player can take enhanced losses to continue a mission.
• If F-14's intercept communist air units and receive step
losses without affecting the communist units, the F-14's
must take the step losses. The communist units can continue their mission.
In effect, if the communist air units suffer any negative
effect from the air combat (step losses or a "return" result),
only their units are affected. If the communist units suffer
no negative effect, then the US units must take step losses
or abort their mission as required by the combat result.
Note: On a result of "Or," the affected player takes one step loss if
he wishes to continue his mission.
EXAMPLE: The Allied player launches an Alpha Strike against
Masaya with all air units from the Pacific Holding Box. When the
units enter the first coast hex in Nicaragua, the Communist player
launches an Interception mission with four M-19 units from Punta
Huete. The Allied player declares that the two F-14's will act as
escorts. Since the combined Air Combat Value of the F-14's is 16
versus 8 for the M-19's, the Allied player does not declare a standoff
air attack. The combat is resolved normally, and the M-19's suffer
two step losses and return to Punta Huete.
When the US units enter the next hex, the Communist player
announces another Interception mission from Punta Huete composed
of four Cuban M-23's. This time the intercepting M-23's have an Air
Combat Value of 16, and so the Allied player announces a standoff
air attack. He immediately moves the marker one space down on his
Information Record Track. The F-14's are the attackers, and the
final die roll modifier is a +1 for the Allied player (for the EA-6 EW
unit; the AWACS and Masaya modifiers cancel each other). The
combat is resolved on the "1 to 1" column of the medium intensity
Air Combat Table (10 air units are involved). The Allied player rolls
a 3, which is modified to 4. The table calls for a result of "111r." The
M-27's take one step loss and return to Punta Huete. The Allied
player can ignore the result calling for one step loss, since he performed a standoff air attack and the communist air units suffered a
negative result.
If the US air units are intercepted again, the Allied player cannot declare another standoff air attack since he is allowed to make
only one such attack per mission.
US SPECIAL MUNITIONS
The Allied player can have US air units use special
munitions to enhance Bombardment Strike and Close Air
Support missions. There are three types of US special munitions: smart bombs, incendiary bombs, and cluster bombs.
This option should be used in conjunction with US Command
Restrictions (see 18.9).
A scenario will indicate how many of each type of US
special munitions the Allied player receives. The Allied player
places the three special munitions markers (Smart Bombs,
Incendiary Bombs, and Cluster Bombs) on the his Information Record Track in the boxes corresponding to the number of each munitions in the scenario. As a form of munitions
is used, the correct marker is moved down one box. When
a marker reaches the "0" box, the Allied player can no longer
use that type of special munitions. If a stack of air units uses
a type of special munitions, the corresponding marker is
moved down one box.
Only one type of special munitions can be used in a given
air mission. Thus, a stack of US air units that uses special
munitions can use only one type (for example, a cluster bomb
attack cannot be combined with a smart bomb attack). US
air units cannot combine special munitions with a standoff
air attack on Bombardment Strike or Close Air Support missions; US F-14's can use a standoff air attack when escorting
other US Navy air units that will use special munitions. US
air units stacked with Allied air units can employ special
munitions.
PROCEDURE:
1. When the Allied player activates a US air unit or stack,
he does not have to indicate that his air unit(s) will use special
munitions.
2. As the Air Mission marker moves across the map, it is
subject to communist Interception missions and air defense
attacks.
3. If his air units are intercepted, the Allied player declares
either that he is using special munitions and which type he
is using or that no special munitions are being used. If he
declares that special munitions are being used, he immediately moves the appropriate marker down one box on the
Information Record Track. He does not have to declare the
target of his attack.
The interception and all subsequent ones are resolved
normally. If the Allied player has declared he is using special
munitions and his air units are not forced to abort their mission, he can use the special munitions when his units reach
the hex where the attack will be made. If he declares his units
are not using special munitions and they reach the target hex,
he cannot use special munitions when resolving the attack.
If the US units are intercepted and abort their mission
after the Allied player declared they were using special
munitions, his units return to air facilities or a Holding Box
normally. He does not get back the special munitions point
he spent, however (the US units were forced to dump their
munitions). The Allied player can take enhanced losses to
continue a mission.
4. If the US air units are not intercepted, the Allied player
can declare that he is using special munitions and which kind
will be used when the Air Mission marker reaches the hex
where the attack will be made. He moves the appropriate
marker one box down on the Information Record Track.
CENTRAL AMERICA, Intervention Rules Book: Page 32
5. Once the mission is completed or when the air units are
forced to abort, they return to air facilities or a Holding Box
and are placed in the "Used' space.
When used in Bombardment Strike missions, smart
bombs give the following positive die roll modifiers when
resolving the bombardment:
RESTRICTIONS:
DIE ROLL
MODIFIER TARGET OF BOMBARDMENT
• Special munitions can be used by US air units only.
• US air units must have a Bombardment Value of 1 or more
to employ special munitions.
• Special munitions can be used in Bombardment Strike and
offensive Close Air Support missions. A stack of US air
units performing a combined Bombardment Strike/Close
Air Support mission in the same hex must use the same
type of special munitions.
• Special munitions cannot be used in Interception, Escort,
Aerial Counterinsurgency, Ground Combat Support missions or in defensive US Marine Close Air Support
missions.
+2:
+ 2:
+ 2:
+ 1:
+ 1:
+ 1:
US
Smart
Bombs
Smart Bombs: US air units employing smart bombs can
attack a target from a hex adjacent to the target hex. Because
the units do not enter the target hex, they cannot be attacked
by air defense units in the hex. The air units can be attacked
by communist Interception missions while they move, but
not by air units in a target hex that is outside of an EW air
unit's or Masaya's detection range.
When used in an offensive Close Air Support mission,
smart bombs provide a one-column shift to the right when
resolving ground combat against communist units. This shift
is in addition to the positive die roll applied for the Bombardment Points in the attack.
Masaya
Bridge
Non-mobile SAM or AA unit
Airport or airstrip
Road
Tank unit (on a road, but not in city, town, village,
or port hex)
US
Incend
Bombs
Incendiary Bombs: Air units employing incendiary bombs
must be in the same hex as the target. These air units can
be attacked by communist air defense and Interception
missions.
Incendiary bombs give the Allied player a +2 die roll
modifier when used in a Bombardment Strike mission against
a communist ground unit (on the Ground Unit Bombardment
Table). When used in an offensive Close Air Support mission, they provide the Allied player with a two-column shift
to the right when resolving ground combat against communist
ground units in addition to the positive die roll modifier for
the Bombardment Points applied in the hex.
Incendiary bombs cannot be used in the following hexes
inside Allied countries: cities, ports, and towns. They cannot be used in unoccupied road hexes in Allied countries during the first three turns of a scenario; if a communist regular
ground unit (not insurgency unit) occupies a road hex in an
Allied country, incendiary bombs can be used against it.
US B-52 air units can use incendiary bombs, but not smart
bombs or cluster bombs.
US
Clustr
Bombs
Cluster Bombs: Air units employing cluster bombs must be
in the same hex as the target. The air units can be attacked
by communist air defense attacks and Interception missions.
Cluster bombs give the following die roll modifiers when
used in Bombardment Strike missions resolved on the Terrain
Feature Bombardment Table:
DIE ROLL
MODIFIER TARGET OF BOMBARDMENT
The Allied player launches an Alpha
Strike air mission from the Pacific Holding Box to attack Masaya.
The US units are detected and an Interception mission is declared;
the Allied player announces that he plans to use smart bombs during
the mission (if he does not declare this now, he cannot use smart
bombs later). He immediately expends one Smart Bombs point.
The F-14's use a standoff air attack and defeat the communist
mission. The Allied player moves the Standoff Air Attack marker
down one box on the Information Record Track (it cannot perform
another standoff attack for the rest of the mission). A second communist interception is also repulsed.
When the Allied Air Mission marker reaches hex 2121, the
Allied player can use smart bombs against Masaya. (He does not
have to move his units into Masaya and subject them to an air
defense attack.) The combined Bombardment Value of the two F-18's
and the A-6 is 8. The Allied player rolls the die, obtaining a 4. The
final die roll modifier is a +2 (for the smart bombs against Masaya.
The modified die roll is a 6. Checking the Terrain Feature
Bombardment Table under the "8-12" column for Masaya, the result
is "D/A2/M." Masaya is damaged, and a Damage marker is placed
in the hex.
Note that if the US air units are not intercepted, the Allied
player does not have to declare his use of smart bombs until the Air
Mission marker reaches hex 2121.
EXAMPLE OF US SMART BOMBS:
+ 3:
+ 2:
Road
Airport or airstrip
When used during a Close Air Support mission, cluster
bombs increase by 1 the Bombardment Value targeted against
the stack of communist units (up to a maximum of 3). Thus,
if the Allied air units had 2 Bombardment Points in their
stack, cluster bombs would give it a value of 3 (if the stack
already had a Bombardment Value of 3, the cluster bombs
would provide no additional point). Cluster bombs do not provide a column shift for the Allied player.
RESTRICTIONS:
The Allied player is restricted in the use of cluster bombs
as follows:
• They can never be used in hexes containing cities.
• They can never be used in hexes in Allied countries containing cities, ports, and towns. They cannot be used in
unoccupied road hexes in Allied countries during the first
three turns of a scenario; if a communist regular ground
unit (not insurgency unit) occupies a road hex in an Allied
country, they can be used against the unit.
• In offensive Close Air Support missions, they can never
be used in hexes containing ports or towns.
CENTRAL AMERICA, Intervention Rules Book: Page 33
EXAMPLE: The Allied player performs a Close Air Support mission with
a half-strength USA-10 (Bombardment Value of 2"B") against two 2-3-4
Nicaraguan infantry brigades in 1611. He plans to attack these units with
US ground units during his Ground Combat Phase. The A-10 reaches
1611 without being intercepted, and the Allied player announces that he
will use cluster bombs in the mission. He immediately moves the Cluster
Bomb marker one box down on his Information Record Track. The cluster
bombs increase the Bombardment Value of the A-10 by 1 (from 2 to 3).
He places a +3 Close Air Support marker on the FSLN brigades. The
A-10 returns to an air facility after the mission.
18.8 Chemical Warfare
There are two types of chemical attacks available to the
Communist player: Persistent and Non-Persistent Chemical
Weapons. A scenario will indicate the number, if any, of each
type of chemical weapon the Communist player receives. The
chemical warfare markers (Persistent and Non-Persistent) are
placed on the Information Record Track in boxes corresponding to the number of each chemical weapon listed in scenario.
As a form of chemical weapon is used, the Communist player
moves the appropriate marker one box down on the track.
When the marker reaches the "0" box, no more attacks of that
type can be performed for the rest of the game.
A unit employing chemical weapons must be in supply.
Chemical weapons cannot be used in cities, town, villages,
or ports inside Nicaragua.
The use of chemical weapons by the Communist player
has a significant effect on US Command Restrictions (18.9)
and should be used in conjunction with that rule.
PLACED ON
INFORMATION
RECORD TRACK
PLACED
440 ON MAP
PERSISTENT CHEMICAL WEAPONS
Persistent chemical weapons can be used by Cuban and
Soviet ground units and by Nicaraguan artillery units. One
of these units can use persistent chemical weapon attack
against an unoccupied adjacent hex during the Reserve Movement Phase of the Communist player's Ground and Air Stage
and up to two attacks during the Ground Combat Phase of
the Allied player's Ground and Air Stage.
The employment of persistent chemical weapons removes US command restrictions (see 18.9).
Communist Reserve Movement Phase: After all communist units possessing Reserve markers have completed
reserve movement, the Communist player can have one eligible communist unit place a Persistent Chemical Weapons
marker in an adjacent hex. The hex in which the marker is
placed cannot be occupied by Allied ground units. The
marker remains in the hex throughout the Allied player's
Ground and Air Stage and is removed from the map during
the End of Turn Stage.
The Persistent Chemical Weapons marker has the following effects:
• A unit or stack of Allied (including US) regular ground or
insurgency units that enters the hex with the marker must
take one step loss.
• All Allied units that enter the hex must expend one Movement Point in addition to the normal movement cost.
Design Note: Even though US troops have protective
suits against chemical weapons, they would be
extremely cumbersome in such a hot climate and in
such difficult terrain.
Allied Ground Combat Phase: If a unit or stack capable
of chemical warfare is forced to retreat, the Communist
player can immediately announce that it is using persistent
chemical weapons. A Persistent Chemical Weapons marker
is placed in the hex from which the unit or stack retreated.
No Allied unit can pursue into the hex containing the marker.
A maximum of two units or stacks can use persistent chemical
weapons in a turn when retreating after combat; persistent
chemical weapons cannot be used during the Communist
Ground Combat Phase. The markers are removed during the
End of Turn Stage.
NON•PERSISTENT CHEMICAL WEAPONS
The Communist player can use Nicaraguan artillery units
to deliver non-persistent chemical weapons against adjacent
Allied units; non-persistent weapons can never be used
against stacks containing US ground units. Non-persistent
chemical weapons are used during the Communist player's
Ground Combat Phase. A maximum of one attack can be
made in a turn.
PROCEDURE:
1. The Communist player selects one Nicaraguan artillery
unit to use in the attack.
2. He indicates which hex will be subjected to the attack.
3. He rolls the die and consults the Persistent Chemical
Weapons Table to determine the effects of the attack. No
modifier is applied to the die roll. Step losses are immediately
applied to the Allied units.
4. The unit that performed the attack cannot participate in
any other ground combat. The Allied unit or stack that was
attacked can be ignored by the Communist player when
resolving other ground combats; the unit can be attacked if
the Communist player wishes. The Allied unit or stack loses
its ZOC for the rest of the turn (place a No ZOC marker on
the unit).
The Allied player can reduce one step loss by retreating
the affected unit or stack two hexes.
Repercussions of Non-Persistent Chemical Weapons: If
the FDN or ARDE units were attacked by the weapons, there
are no repercussions and US Command Restrictions remain
in effect. If the attack was made on any other Allied units,
US Command Restrictions are immediately lifted.
If the US Special Munitions and Chemical Warfare rules
are being used, US command restrictions must also be used.
The Allied player is initially restricted by political considerations in the use of air units and special munitions. US
command restrictions are in effect until a Nicaraguan unit
conducts a non-persistent chemical weapons attack against
any Allied unit (except FDN or ARDE units) or a persistent
chemical weapon attack. Once such an attack has been made,
the Allied player is freed from the command restrictions.
US COMMAND RESTRICTIONS:
1. US B-52 air units cannot perform Bombardment Strike
missions in hexes that contain cities, towns, villages, or ports.
They cannot perform Bombardment Strikes against unoccupied road hexes in Allied countries.
2. US air units cannot perform Bombardment Strike missions
in unoccupied road hexes in Allied countries during the first
three turns of a scenario (refugees are clogging the roads).
3. US air units cannot use incendiary bombs against hexes
in an Allied country that contain the following features: city,
port, or town. They cannot be used in unoccupied road hexes
in Allied countries during the first three turns of a scenario.
4. US air units cannot use cluster bombs against any hex containing a city nor can they be used in hexes in an Allied
country that contain a port or town. During the first three
turns of a scenario, they cannot be used against unoccupied
road hexes in an Allied country.
5. If a communist regular ground unit or stack occupies a
road hex in an Allied country during the first three turns of
a scenario, it can be subjected to Bombardment Strikes by
all US air units; cluster bombs and incendiary bombs can be
used against the occupied road hex.
CENTRAL AMERICA, Intervention Rules Book: Page 34
THE SECRET WARS
by James H. McQuaid
Not since the lost nights of super spy Reinhard Gehlen (and
the now legendary post-World War II Berlin intelligence war)
has so much mystery shrouded a battlefield. The modern conflicts that have convulsed Central America erupted with the tragic
"Soccer War" between El Salvador and Honduras. They then
escalated from pre-revolutionary Nicaragua to the fall of Somoza,
spread to the struggle in El Salvador, and returned again to the
post-revolutionary Nicarguan civil war. This cycle of strife continues even unto today.
The Seeds of Conflict
El Salvador is one of the most densely populated countries
in the world (even more so than India). Its notoriety in this
century as a land of bloody politics was first earned with
the 1930-1931 communist-instigated peasant revolts led by
Farabundo Marti, who General Augusto Cesar Sandino had
earlier booted out of Nicaragua for being a Marxist. This insurrection was sparked by the collapse of the coffee-based export economy during the Depression, and machete wielding
campesinos (rural farmworkers) savagely attacked urban dwellers.
After the peasants were put down, the Salvadoran military structure (strongly influenced by Chile) aligned itself with the landed
gentry until 1979, when young officers, watching the fall of
Somoza in Nicaragua, overthrew the old guard. The events of
1969, however, were to trigger the beginning of modern social
unrest in the country.
The War of the Dispossessed (also known as the Soccer War),
in July 1969, came about as a result of pressure by the Honduran
military on its government to institute an effective land reform
program. The unfortunate sequence of events (see the background to Scenario 2: The Soccer War) resulted in an relatively
high loss of civilian life, a trait characteristic of all later Central
American wars.
The Salvadoran invasion relied on a strategic pincer maneuver; one major push was to drive through Nueva Ocotepeque
and into Santa Rosa de Copan while the other thrust was to capture Goascoran and then battle on towards Tegucigalpa. Pressure on the capital would supposedly force Honduran
capitulation and lead to a peace favorable to E1 Salvador. While
the jaws of the pincer were to advance to their targets, another
thrust was made in the center to seize Guarita, Concepcion, and
Marcala (presumably which would be retained after the war);
it was hoped that these attacks in the center would draw enemy
units away from the breakthrough points.
On 14 July, the Salvadoran air force launched a poorly conducted and ineffective raid on Tegucigalpa. That very night,
however, the Salvadoran army captured Nueva Ocotepeque
(where fighting was intense) and Goascoran. On the next morning the Hondurans retaliated with their superlative air force —
proceeding to bomb Ilopango airport, knock down Salvadoran
aircraft, and destroy the port oil facilities at La Union and
Acajutla. The pillars of smoke could be seen up to 30 miles away.
Thereafter, the lack of sufficient supplies stalled the Salvadoran
attacks and the fighting was over by 20 July.
In hindsight it is clear that the invaders had only a slim chance
of achieving their overambitious goals. Today the Hondurans
claim victory in the affair.
While the war itself was brief, the effects of it were to last
much longer. The Central American Common Market collapsed
in the aftermath, an event that has since retarded economic
growth in the entire region, particularly in El Salvador and
Honduras.
The "Popular Army
Honduras today is an impoverished nation with almost no
industrial enterprise. The people are plagued by malnutrition,
poverty, and high illiteracy, but are stoic in outlook. The reformminded Honduran military establishment is relatively young and
does not share the various, and often politically extreme, institutional biases of its neighbors. They play an important role in
national life and have been pressing for a series of land reforms
and education programs.
The Chief of the Armed Forces and the General Staff are based
in the capital as are the Presidential Guards, who are under the
direct control of the Presidency. Cursed with few resources and
comparatively small United States aid, despite attempts by the
US military to improve the nation's roads and air facilities, the
Honduran military has had no chance to match the build-up in
armed forces of its sometimes hostile antagonists (El Salvador
and Nicaragua).
In 1969, Honduras withdrew from CONDECA (the Central
American Defense Council), which subsequently damaged President Somoza's counterinsurgency programs in Nicaragua during 1977. Since the Soccer War, the General Staff has done
excellent work in developing a small but effective military
organization. Despite the rivalry between the CES (Special
Security Corps) and the army, they have created a solid foundation for expansion of forces, which may be useful in any future
US containment policy. Today, their human rights record is very
good, unusual for the region. The presence of FDN military units
also has contributed a degree of defensive integrity to the
Honduran frontier, but at the same time they have tempted
Nicaraguan forces to invade the country. Despite its genuinely
'popular' army, Honduras' strategic military position will probably not be sustained in a high intensity war unless there is US
intervention.
Conquest in Nicaragua
Nicaragua developed into a prime candidate for a successful
communist insurgency movement during the middle part of this
century. The country's rigidily stratified socioeconomic system,
which kept the poor impoverished and afforded status only to
the rich, and the increasing polarization within its body politic
made Nicaragua a tinderbox. President Anastasio Somoza
Debayle's participation in the Bay of Pigs attempt against Cuba
infuriated Fidel Castro. It is not surprising then that Nicaragua
was given high priority within the socialist bloc as an arena for
armed struggle.
The 1970's saw intense doctrinal conflict between Nicaragua's
revolutionary Marxists. Two major schools of thought developed.
One faction, the GPP (Prolonged Popular War) stressed rural
guerrilla tactics. Influenced by Mao Tse Tung, these strategists
studied the experiences of the Viet Cong and argued that the
entire conduct of the revolution should be subordinate to the
rural campaign of subversion. The other major group became
known as the TP (Proletarian Tendency), which was theoretically concerned with a Leninist, worker-based revolution. Led
by Jaime Wheelock, the TP stressed the radicalization of the
urban population. Lucidly, Humberto Ortega combined both programs and proposed the Tercerista (third tendency) insurrection
strategy. The Tercerista tacticians theorized that an insurrection
nationwide would create the conditions required for revolution,
and they crafted a strategy leading to broad radicalization of the
masses in 1978 and final victory in 1979. (See the Historical Notes
accompanying Scenario 10: The 1979 Revolution, and Scenario
3: The Fall of Somoza for an analysis of how this campaign
succeeded; the accompanying Chronology gives dates of the
revolution.)
Following the revolution, moderates were allotted a minority
of seats in the junta. Gradually they were ignored, arrested,
forced into exile and/or out of the government. When elections
mobs' attacked
were conducted in 1984, FSLN-controlled
the democratic opposition (which was also restricted by the
government). As Humberto Ortega said, "Keep firmly in your
minds that these elections are to consolidate revolutionary power,
not to place it at stake?
By 1985, it was widely reported that a number of combatant
leftist groups were being trained in Nicaragua. They included
the Red Brigades, the Baader-Meinhof Gang, the Basque ETA,
the MRH, the MRP, the FMLN, the Shining Path, the Argentinean
Montoneros, the Uruguyan Tupamaros, the PFLP, Libyans,
and others.
CENTRAL AMERICA, Intervention Rules Book: Page 35
The War Without Borders
Nicaragua was not the only Central American revolution
underway in the late 1970's. Guerrilla attacks were common in
El Salvador, which seemed a likely place for the expansion of
"the revolution without frontiers! The country's feudal system
was ruled by an oligarchy of landed families. For some years,
government forces had occasionally murdered innocent civilians
in reprisal for communist-inspired terrorist acts, a tactic which
succeeded in driving El Salvador's democratic left into the communist camp. The guerrillas began receiving combat supplies
from the FSLN in August 1979.
In October of that year, a cabal of junior officers overthrew
the regime of General Carlos Romero and proposed socioeconomic reforms. Few moderates participated in the provisional
government which succeeded the junta in 1980, but the pattern
for change was established and the government began nationalizing some of the larger estates.
Leftist guerrillas launched a Tercerista-style insurrection in
January 1981. The insurgents engaged government forces in
fights that extended across the nation and they overran a number of provincial capitals. The government came within a hair's
breadth of defeat, but the rebel high command finally broke off
the attacks and retreated into the northern border strongholds.
That fall, however, the guerrillas blew up key bridges in the
country, thereby severely limiting the mobility of the government's forces.
In March 1982, amidst intense guerrilla attacks (many aimed
at voters), Roberto D'Aubuisson's right-wing ARENA (Republican Nationalist Alliance), a political-paramilitary organization,
won numerous seats in the constituent assembly. Their victory
threatened to undermine anti-communist unity within the
government. Following this election, the Central Intelligence
Agency spent millions of dollars on behalf of the liberal campaign of Christian Democrat candidate Jose Napoleon Duarte.
Duarte, who the military had previously prevented from becoming president after winning an election, was reelected in the
spring of 1984. This political victory also followed Lieutenant
Colonel Oliver North's covert action program against the now
unsanctioned death squads, who had threatened moderates.
Many of the squads were liquidated; others were suppressed.
The Salvadoran guerrillas have proven to be as effective tacticians as the best of the Nicaraguans. By April 1983, they had
developed the tough insurgency battalions, but they nevertheless have shown prudence by shifting from direct military confrontation to guerrilla attacks on the national economic
infrastructure (upon which the government depends). Thus, their
long-term survival has been assured. Indeed, their subsequent
operations have been remarkably successful. From August to
December 1983, heavy fighting north of Chalatenango forced
Salvadoran troops to withdraw into the town. Through July 1984,
government forces were continually reorganizing without being
able to attack. In December, a government battalion was destroyed south of Nueva San Salvador. Even the US-planned Operation Wellbeing (south of San Vicente) in June 1983 failed, since
the Salvadoran troops found it impossible to engage the rebels.
The Farabundo Marti National Liberation Front (FMLN)
stratagem of attacking the nation's economic structure proved
particularly effective. Between 1980 and 1984, the cost of the
war to the government exceeded one billion dollars. In contrast,
US aid during these years was only 927 million dollars. Despite
this economic drain, the Salvadoran government (with US help)
has managed to build up its military strength.
In response to government moves, the FMLN in 1985 and
1986 broke down units into smaller groups in the populated areas
while maintaining battalion-level superiority to the north. Once
again they proved their determination when they forced the
government to retreat from La Union in October 1985. The
government reoccupied the Military Training Center at Punta
Ruca Naval Base soon after, but morale was shaken.
The majority of the army's casualties (about 70 percent) during this conflict have been caused by land mines emplaced by
the guerrillas. Just as immobilizing for the army is the fact that,
due to local political pressures, their units are tied down in defensive postures in the larger towns and cities. Hence, the government has found it impossible to mass the strength needed to
destroy the rebel entrenchments in the north and their support
capabilities. To limit the guerrillas' choice of action, the army
has adopted a multifaceted strategy — including an aggressive
counterinsurgency campaign, the development of its own insurgency abilities, and sufficient supply capacity to mount required
patrol operations. Despite the government's efforts, the end of
the war is still not in sight.
From Counterrevolution to Crisis
During the period following the 1979 revolution in Nicaragua,
small groups of Somoza guardsmen were bivouacked in southern
Honduras. At the center of this disaffected group was Colonel
Enrique Bermudez Varela. He had prepared himself for command by attending General Staff College at Fort Leavenworth,
Kansas; a military engineering school in Brazil; and by taking
counterinsurgency courses at Fort Gullick, Canal Zone.
Bermudez established the 15th of September Legion (named to
celebrate Nicarguan independence from Spain in 1821), and
around his command the disparate anti-Sandinista groups
eventually formed into the Nicaraguan Democratic Forces (FDN)
from March to August 1981.
As early as 1980, anti-Sandinista forces had implemented Plan
C, an ill-founded attempt to initiate popular insurrection in
Nicaragua. Indeed, the FSLN experience showed that insurrection was the product of extensive and complicated underground
organizational planning by activists, not a spontaneous contagion
of momentary revolutionaries. Additionally, the Nicaraguan
people were still hoping for peace after the great suffering they
experienced in 1978 and 1979; they were not yet sufficiently
alienated from the new Sandinista government to rebel.
Plan C initially consisted of guerrilla attacks from Esteli to
Matagalpa and northwards. Later, since the insurrection did not
happen, tactics were changed to larger formations making deep
penetrations and direct attacks. The results were disastrous; in
one engagement an entire battalion was wiped out near Boaco.
The experience forced the FDN command to change tactics once
more. This time US Ambassador to Honduras, John Negroponte
(a Vietnam-era counterinsurgency specialist), was called in and
he, not surprisingly, stressed the importance of a coordinated
counterinsurgency doctrine.
The Sandinista government had its own problems at this time.
Acrimony between Managua and the Indians of Mosquitia in
the east had been the rule long before the revolution and remained so afterwards. By late 1980, increasing anti-government
disturbances occurred along the Caribbean coast (including riots
at Bluefields) as Sandinist edicts clashed with Indian traditions.
By early 1981, the situation had escalated to open conflict as
Sandinista Popular Army (EPS) units, including the 90-15, destroyed Miskito Indian villages.
When elements of the FDN conducted Operation Red Christmas (a series of cross-border raids and successful ambushes) from
November 1981 through January 1982, the native population supported the harassment of Sandinista forces. In response, the FSLN
began massive relocations of the Indians throughout the country.
Communities were razed and their thousands of inhabitants displaced into guarded camps. By late 1981, the Miskito Indians
formed their own guerrilla units and volunteered in the FDN.
Farther south the Rama and Sumosita Indians operated their own
bands and were later to join the ARDE command at its inception in 1982.
By early 1982, the FDN had established at least twenty
encampments within Honduras and another seven within
Nicaragua. CIA funds began to arrive and with it new advisors
and Agency influence. Through the pressure of international
opinion, the FDN was politically restructured. The outlawing
by Congress in 1982 of using American aid to overthrow the
government in Managua forced the FDN into a new position.
Despite the physical distance between the Contras and El
Salvador, the FDN was asked to help interdict supplies running
from Nicaragua to the leftist guerrillas in El Salvador. Among
these operations was the joint FDN-CIA attack on Potosi in
September 1983.
CENTRAL AMERICA, Intervention Rules Book: Page 36
Reassessing Operations
Operation M83 (1983) was conducted with more realistic
(lessened) hopes than Plan C had been. Few of the fighters expected "to be in Managua by the end of the year. Recognizing
the significant military build-up of the EPS by Soviet and Cuban
assistance, the Contras directed their new operation to gaining
recruits and succeeded in this admirably. Much to the chagrin
of the Sandinista regime, the FDN managed to establish strong
solidarity with the generally conservative campesinos, who
perhaps saw little difference between the large Somoza-era
estates and the new FSLN collectives. Many of the farm workers'
shacks and shanties had been torn down and replaced with
"worker's barracks" (much hated by the workers). The guerrilla
attacks that later ensued from Operation M83 pushed to within
60 miles of Managua.
Aside from their supply interdiction role, their recruitment
in the Pancasan (east of Matagalpa) and their guerrilla attacks,
the FDN engaged in the largely conventional battle for Nueva
Segovia in northwest Nicaragua (on the 'bulge" of the border with
Honduras). This border province was traditionally the most conservative in Nicaragua, and many FDN troopers had relatives
living in the area. By September 1983, there were pitched fights
for Ocotal, Jalapa, Murra, Quilali, and other small towns. The
EPS responded zealously and in time with a concentration of
larger, better equipped units. By March of the following year,
the EPS had regained enough control of the province to begin
the selective relocation by forced march of much of the citizenry
to areas to the south.
Following the FDN's defeat in Nueva Segovia, it was revealed
in April of 1984 that the CIA and FDN had mined the harbors
at Corinto, Puerto Sandino, and El Bluff. In fact, the FSLN had
lost a coastal patrol boat on 25 February at El Bluff. Also in April,
the Honduran air force sank an FSLN (Guardia Costa) vessel
which was monitoring US exercises south of Puerto Lampira.
The American Congress responded harshly to the escalation and,
in May, suspended any further aid to the resistance movement.
To further trouble the waters, the CIA's assassination manual
(based loosely on the anti-Japanese resistance experience in the
Philippines during World War II) was pliblicized in November,
garnering even more Congressional criticism as it became evident
that Contra efforts were actually directed towards the overthrow
of the government in Managua.
During this period, Operation Managua '84 was being conducted by the FDN. Morale was high as were hopes for direct
US intervention in the wake of the Grenada invasion. In this
operation they began to utilize effective guerrilla attacks in support of their localized insurgencies. At year's end the FDN controlled most of the jungle areas north of Rama, but the damaging
effects of the aid embargoes (US Congress and Argentina) were
beginning to be felt. Instead of being able to carry the battle to
the Sandinistas, the initiative slipped away.
On the southern front in the same year, things started out
poorly and got worse. In February, the Sandinistas launched an
offensive which destroyed ARDE entrenchments along the San
Juan River on the Costa Rican border. Supply efforts to Contra
forces were disrupted and in the next month several formations
in the vicinity of Rama ran out of supply and were shattered
by EPS attacks. In April, ARDE commander Eden Pastora's forces
overran the small port of San Juan del Norte. The limited supplies smuggled in through the Parismina Fishing Club (about 60
miles south of Colorado in eastern Costa Rica) were insufficient,
and an FSLN counterattack forced the ARDE to retreat into Costa
Rica. On 30 May, Pastora was nearly killed by a bomb explosion at a press conference. The ARDE command was badly split
by mid-summer, and Pastora publicly blamed the faction's
problems on the CIA and FDN. The CIA, for its part, complained
about Pastora's overall mismanagement. Nicaragua's southern
front was in shambles. Interestingly, by the end of 1984, it was
known that the United States and the FSLN were involved in
secret negotiations at Manzanillo, a resort town in Mexico. As
with the public Contadora negotiations, little progress was made
toward a secret treaty.
Tempest
Throughout 1985, Contra forces were ravaged by Hind
helicopters (a combination gunship and flying tank) and languished from lack of supplies. Guerrilla forces were maintained
in the outlying countryside, but the new strategy entailed a
diminished scale of operations. Dubbed Project UNO, activities
were well aimed at troop training and civilian recruitment. In
August, the US Congress restored humanitarian funds (that is,
non-lethal supplies) and specifically encouraged the State Department to seek aid for the Contras from other countries. So, FDN
insurgency battalions ventured deep into Nicaragua again, but
it became obvious that the enormous EPS build-up was taking
its toll.
The Cuban military presence had become pervasive; their
combat experienced officers were rotated in from Angola and
were placed in command of EPS brigades. In March 1986, Cuban
General Nestor Lopez ordered attacks on the FDN's Las Vegas
base camps in Honduras (see the background in Scenario 1:
Bloody March). These attacks were continued through the
summer and fall of 1986, but were scarcely reported in the United
States (possibly because of Nicaragua's lawsuit seeking war
reparations from Honduras, which was pending in the World
Court). By fall, the incursions had extended beyond the Las Vegas
area all along the border. In early December, the Honduran army
clashed with an EPS unit at Las Trojes.
The southern front remained in a state of collapse throughout the year. The Rama and Sumo Indian units were continually
out of supply. Pastora quit in bitter despair (closing the year shark
fishing). More significantly, Costa Rican authorities forced the
ARDE command to reduce cross-border operations. ARDE began
to regroup and joined the Unified Nicaraguan Opposition (UNO),
but they still managed to carry out guerrilla attacks as far north
as Rama.
US involvement also increased throughout 1986. CIA forces
were increased from a few Beechcraft prop planes loaded with
radio gear (1982) to monitoring vessels off the coast and bases
on Tiger Island, at Cedeno, and in Honduras' jungled mountains
(1986). The US military continued to conduct periodic exercised
in in Honduras. FSLN air defenses were "stimulated" and measured by the so-called Cobra Ball Program. Additionally, the US
Southern Command regularly conducted spy flights from Fort
Howard, Canal Zone, and had Task Force Bravo positioned at
Comayagua and Task Force Bayonet stationed in the Canal Zone.
The US Congress also approved direct, overt military aid for the
Contras.
Private American paramilitary efforts were also evident in
1986 as a Civilian Military Assistance (CMA) C-123 was shot
down (over hexside 2923-2924) by a Soviet person-held missile.
The incident resulted in Buzz Sawyer's death and Eugene Hasenfuss' capture, trial, and later release. The plane's former owner,
a Drug Enforcement agent, was murdered in New Orleans in
April. The rumor in interested circles suggested that it was committed by Sandinista intelligence agents for M-19. The CMA
actually consists of several paramilitary organizations (of which
Major General John Singlaub's outfit is only one). Their activities have been limited in general to training, reconnaissance,
medical and logistics support. By late 1986, however, scandal
rocked Washington and devastated the US government as it was
revealed that one of these operations (Project Democracy) had
received financial backing as a result of the National Security
Council's illicit dealings with Iran (selling arms to the country
in return for vague promises of release for American hostages
in Lebanon). The credibility of US "counterterrorist policy" had
been wrecked.
CENTRAL AMERICA, Intervention Rules Book: Page 37
The degree of the West's commitment to the Contras was
evidenced by the breadth of the clandestine support provided.
It included involvement by Canada, Israel, Saudi Arabia, NATO,
South Korea, several South American nations, and others. Many,
however, lamented the fact that the Soviet bloc (with its internationalist outlook) was more committed to its world communist
ideology than the West was to world democracy. In the case of
Nicaragua, this failing could be seen both before and after the
fall of the Somoza dictatorship.
In its attempt to defeat the Contra insurgency, the Sandinista
regime has become extremely vindictive and restrictive to its own
people. La Prensa, the nation's only independent newspaper, was
closed down completely and over 20 radio news programs were
silenced. Given the sporadic anti-draft riots and their own
Leninist propensities, the FSLN has good reason to be uncertain
of the support it has enjoyed outside the movement. On the other
hand, in 1987, the Contras' prospects for renewed US aid seemed
severely restricted. UNO leadership and budgetary procedures
were shuffled as Adolfo Calero and Arturo Cruz resigned from
the political leadership. More telling, however, Honduras has
suggested that it wants the Contras off its soil within the year.
the FDN and FSLN engaged in firefights in January (in hexes
2013,2211,2313,2513,2517,2518,2612,2614,2619,2712,2714,
2716, 2720, 2913, 3020, and 3122) and in February (in hexes 2619
and 3319).
The US government has been unable to formulate a timelasting policy. The Reagan administration has supported the
Contras, but has not requested adequate aid nor been able to
stop the mass influx of Soviet-made weaponry to the FSLN.
Meanwhile, the US Congress has reversed itself so often that
a consistent policy is now almost impossible. The United States'
credibility may suffer severe damage should the Contras be
slaughtered; still, an evacuation has not been widely discussed
by their supporters. The fact that fortunes have repeatedly
changed overnight seems the Contras' best source of hope.
On the Horizon
Guerrilla warfare is probably a longer-term social enterprise
than the political systems of the democratic nations are capable
of sustaining. Regardless, it remains an indispensable tool on the
modern battlefield. In the past, US policy toward Central America
has been deficient so often since the exercise of US influence
has been repeatedly restricted. National policymakers have often
been left with two extremes: total neglect or intervention with
US forces. Currently, little consideration is being afforded to the
Kissinger Commission's proposals. Of the other grand strategies
discussed, the "Prospects for Containment of Nicaragua's Communist Government" are gloomy. In this May 1986 Department
of Defense brief of the same name, the US cost of an ineffective
containment policy is placed at 9.1 billion dollars per year.
Moreover, armed conflict is almost certain to continue; the
objectives of peace and prosperity have been renounced. According to the 1969 FSLN Declaration of Goals, "We will struggle for
a true union of the Central American peoples within one country
" More recently they have vowed to "Vietnamize Central
America.' Indeed, given the military capabilities of communist
forces, the US must now choose either a new arms race, a
dangerous military imbalance, or diplomacy (which failed in
Vietnam). Lacking a significant US response, the perpetual
advance of the Red Army seems assured.
The Sandinista build-up, of course, has not occurred in a
vacuum; Cuban forces now exceed 500,000, and the cumulative
effect has been to cast a dark shadow over the ability of the US
to carry on its role in world affairs. The threat to the Caribbean
Sea shipping lanes is substantive: Over 90 percent of the US's
supply of cobalt, manganese, titanium, and chromium are at
stake, and 55 percent of the US's crude oil imports could be
attacked. During the first 60 days of a war in Europe, over 60
percent of NATO's resupply and reinforcements will have to pass
through the Florida Straits. The Panama Canal, of course, would
be subject to attack.
In essence, the international political-military orientation of
Central America is vital to long-term US national security interests. It is the last region that the communists need dominate
before the big three American nations (Mexico, the United States,
and Canada) could be threatened with direct invasion from the
Soviet Union, Cuba, and a communist Central America.
Americans can take sustenance and pride in both the democratic
and prgmatic traditions of our armed forces (a typically American
example: General Pershing personally saved my grandfather's
life in World War I), but unprecedented challenges loom ahead.
The American people, however, have been warned and will have
to bear the consequences of their choices (choices which become
more difficult as time passes).
A Select Bibliography
Anderson, Thomas P. The War of the Dispossessed. Lincoln:
University of Nebraska Press, 1981.
Booth, John A. The End and the Beginning: The Nicaraguan
Revolution. Boulder: Westview, 1982.
Borge, Tomas, et al. Sandinistas Speak. New York:
Pathfinder, 1982.
Bratzel, Dr. John F. "The OAS and the Soccer War,'" Red
River Valley Historical Journal of World History. Durant:
Southeastern Oklahoma State University, Spring 1982.
Christian, Shirley. Nicaragua: Revolution in the Family. New
York: Random House, 1985.
Cline, Dr. Ray S. The CIA under Reagan, Bush and Casey.
Washington: Acropolis, 1981.
Collier, Simon, et al. The Cambridge Encyclopedia of Latin
America. London: Cambridge University Press, 1985.
Eich, Dieter. The Contras: Interviews with Anti-Sandinistas, ed.
Carlos Rincon. San Francisco: Synthesis, 1984.
Grossman, Karl. Nicaragua: America's New Vietnam? Sag
Harbor: Permanent, 1984.
Guevara, Ernesto. Guerrilla Warfare. New York: Monthly
Review, 1961.
Martz, John D. Central America. Chapel Hill: University of
North Carolina Press, 1959.
Nolan, David. The Ideology of the Sandinistas and the
Nicaraguan Revoltion. Coral Gables: Institute of InterAmerican Studies, 1984.
Soldier of Fortune Magazine. Mt. Morris, Illinois.
Somoza, Gen. Anastasio, and Jack Cox. Nicaragua Betrayed.
Belmont: Western. Islands, 1980.
United States. Department of State and Department of
Defense; Col. Tracy. "The Challenge to Democracy."
Washington: GPO, 1986.
United States. Department of State and Department of
Defense. "The Soviet-Cuban Connection in Central America."
Washington: GPO, 1985.
Walker, Thomas W. ed. Nicaragua in Revolution. New York:
Praeger, 1982.
White. Richard Alan. The Morass. New York: Harper, 1984.
Zwerling, Philip. Nicaragua: A New Kind of Revolution, ed.
Connie Martin. Westport: Hill, 1985.
CENTRAL AMERICA, Intervention Rules Book: Page 38
A Chronology of the
1979 Nicaraguan Revolution
1912.1925 and 1927.1933
The United States Marine Corps occupies
Nicaragua.
1933
1969
Carlos Fonseca becomes Secretary-General
and successfully reorganizes the FSLN.
July: An FSLN activist attempts to hijack an
airliner.
16-25 July: Demonstrations occur in Esteli,
Leon, and Managua.
1 Sept: Carlos Fonseca is arrested for bank
robbery.
4 Nov: The FSLN successfuly hijacks an
airliner.
23 Dec: German Pomares leads FSLN volunteers in a failed attempt to free Fonseca from
a Costa Rican jail. Humberto Ortega is subsequently wounded and captured.
2 Feb: General Augusto Cesar Sandino signs
a peace agreement with President Sacasa, the
Liberal Party, and the Conservative Party after
the United States Marine Corps is withdrawn
from Nicaragua.
21 Feb: Sandino is murdered by the Guardia
Nacional (GN) in an empty field near the old
airfield (northwest of Managua). His body,
buried in an unmarked grave, is never found. 1970
1936
Miguel Obando y Bravo becomes the Arch6 June: Anastasio Somoza Garcia overthrows bishop of Managua and takes issue with the
President Sacasa and founds the Nationalist regime.
Liberal Party (PLN).
1 May: The GN suppresses May Day demon1947
strations.
Jan: Conservative General Emiliano Cha- Aug: The Sandinistas steps up their rural
morro's anti-Somoza coup attempt is foiled by assassination campaign.
the Mexican police.
6 Sept: An FSLN activist is killed in a PFLP
(Popular Front for the Liberation of Palestine)
1948
2 Feb: Leonardo Arguello (the PLN pre- attempt to hijack an airliner.
9 Sept: An FSLN activist participates in a sucsidential candidate) wins fixed elections.
May: President Arguello is overthrown by cessful PFLP hijacking.
21 Oct: The FSLN hijacks a Costa Rican plane
Somoza.
and takes four United Fruit Company execu1950
Feb: After making a back room deal with the tives hostage. Carlos Fonseca and Humberto
Conservatives, Somoza is elected to a third Ortega are subsequently released.
1971
term as president.
19 May: The Catholic Church condemns the
1954
Somoza participates in the overthrow of repression of the Somoza regime.
1972
Guatemala's Arbenz regime.
Catholic radicals form the Christian Revolu1956
21 Sept: Anastasio Somoza Garcia is assassi- tionary Movement.
nated by a Liberal. The GN subsequently 23 Dec: A killer earthquake destroys central
Managua (18,000 people perish). Somoza's
represses dissidence.
autocratic manner — and alleged corruption
1959
— during the relief effort alienate many sup23 July: Campuses begin the process of porters; officials of the Catholic Church
radicalization with observance of National comandeer supplies in transit. As a result of
Student Day.
Somoza's decision to focus rebuilding in
1960
Managua away from the former business disApr: Elements of the Bay of Pigs invasion trict, the traditional business community begroup depart Puerto Cabezas.
comes increasingly hostile to the regime.
23-25 July: Students riot in Managua.
23 July: Carlos Fonseca, Tomas Borge, and 1973
Silvio Mayorga found the Sandinista National Apr-July: Construction workers strike.
Sept-Dec: FSLN leadership quarrels over grand
Liberation Front (FSLN).
Throughout the 1960's, the CIA funds pro- strategy.
democratic left-wing organizations in Central
1974
America.
June: Independent publisher Pedro Joaquin
1963
Chamorro calls for a boycott of the elections.
2 Feb: Conservatives boycott the presidential 1 Sept: Despite a 40 percent voter abstention,
election.
Somoza is reelected.
1964
27 Dec: Somoza's relatives are taken hostage
June: Nicaragua's first legal labor strike occurs. at a Christmas party. Following the arbitraDec: Activist Daniel Ortega is arrested.
tion of Archbishop Obando, a number of
FSLN prisoners (including Daniel Ortega) are
1965
Dec: Father Ernesto Cardenal founds the released.
Solentiname Islands lay community (stressing
1975
Liberation theology).
The FSLN intensifies guerrilla warfare in
1966
Mosquitia. The GN responds by beginning a
Dec: FSLN guerrilla activity is centered east largely successful counterinsurgency policy.
of Matagalpa in the Pancasan.
Oct: Factionalism and purges occur in the
1967
FSLN's leadership.
6 Feb: General Anastasio Somoza Debayle is
1976
elected to the presidency.
18 Nov: Daniel Ortega is arrested and im- Feb: Tomas Borge is captured in Managua.
prisoned.
8 Nov: Carlos Fonseca is killed in a firefight.
Dec-Feb '77: Forces of the Central American
Defense Council (CONDECA) conduct exercises in Mosquitia.
1977
A split occurs between the TP (urban doctrine)
and GPP (rural doctrine) factions within the
FSLN.
4 Mar: The US State Department criticizes the
Somoza regime's human rights record.
28 Mar: Representative Ed Koch (D-NY) introduces a bill in congress to cut off aid to the
regime.
23 June: Congress restores military aid to the
regime, but the Carter administration suspends military credits.
7 Sept: General Somoza has General Alegrett
arrested.
19 Sept: Martial law and press censorship are
curtailed.
5 Oct: President Carter restores military aid
to the regime.
13 Oct: Radicals from the Solentiname Islands
religious community attack the GN at San
Carlos.
Nov: The GN attacks the Solentiname Islands
in retaliation.
1978
Throughout 1978 and 1979, the Carter administration clandestinely supplies the FSLN.
10 Jan: The popular editor of La Prensa, Pedro
Joaquin Chamorro, is assassinated in
Managua. The public blames Somoza.
11-12 Jan: Following two days of rioting in
Managua, 30,000 people attend Chamorro's
funeral.
23-24 Jan: A nationwide general strike and
demonstrations in Managua occur.
2-4 Feb: Guerrilla attacks take place from
Corinto to Rivas.
20-28 Feb: GN forces attack and aerially bomb
rioters in the Monimbo Indian barrio of
Masaya.
26 Feb: 40,000 people rally in support of
Somoza in Managua.
26-27 Feb: Combat occurs between rioters and
the GN in Diriamba (near Jinotepe).
2 Mar: Riots break out in Leon and Jinotepe.
8 Mar: FSLN agent Nora Astorga lures GN
General Perez Vega to her hotel room, and
there he is killed.
6 Apr-May: Student strikes happen throughout the country.
25 May: Riots occur in Esteli.
July: Business taxes are increased.
19July: A one-day general strike paralyzes the
country.
20 July: Fernando Chamorro fires a bazooka
from a window of the Intercontinental Hotel
at Somoza's bunker. Somoza survives and
Chamorro is jailed.
22-24 Aug: Dora Maria Tellez, Eden Pastora,
and High Torres lead FSLN commandos in
seizing the National Palace and taking the
Nicaraguan congress hostage. Tomas Borge
and other are released, and the FSLN also
receives half a million dollars.
27 Aug-2 Sept: An insurrection in Matagalpa
is crushed by air power and the EEBI
battalion.
29 Aug: Somoza revokes the charter of the
Chamber of Commerce.
CENTRAL AMERICA, Intervention Rules Book: Page 39
9 Sept: After 150 Tercerista commandos attack
GN posts, popular insurrections occur in
Managua, Masaya, Leon, Chinandega, and
Esteli. Fighting continues in Esteli until 20
September.
10 Sept: GN infantry retake the Managua
barrios.
11-13 Sept: The 1st Armored battalion and
attack helicopters retake the barrios of
Masaya.
13-16 Sept: The GN prevails in Leon after
bitter house-to-house firefights.
15 Sept: Venezuela begins supplying the FSLN
through Costa Rica.
18 Sept: The FSLN withdraws from Chinandega.
19 Sept: The US embassy proposes negotiations.
20 Sept: As the popular insurrection ends, the
FSLN gains thousands of new recruits (which
will alter the balance in 1979).
25 Sept: The two-week-old national strike
ends.
30 Sept: Somoza vows to serve out his term
of office (though May 1981).
21 Nov: Costa Rica breaks diplomatic relations
with the regime.
21 Dec: Lieutenant General McAuliffe of US
SouthCom asks Somoza to resign.
1979
Jan: FSLN guerrillas attack near Esteli and
Jinotega.
9 Jan: Luis Medrano Flores (a trade union
leader) is assassinated in Managua.
10 Jan: Another one-day general strike is
called.
8 Feb: The United States cancels military
agreements with the regime.
21 Feb: Guerrilla attacks occur in Managua,
Masaya, Granada, Leon, and Diriambi.
Attacks against the economic infrastructure
intensify.
7 Mar: Large amounts of war material flow
from Cuba into Costa Rica for use by the
FSLN.
26 Mar: The Turcios' insurgency infantry
battalion attacks near Jalapa.
30 Mar: Pastora's forces attack San Carlos and
San Juan del Norte.
7 Apr: Sandinista guerrillas attack in El Sauce
and Condega.
8 Apr: The cordoba (Nicaragua's national
currency) is devalued against the dollar.
8-13 Apr: Beginning on Easter Sunday morn-
ing, a popular revolt in Esteli shakes the for Esteli. Pastora takes Penas Blancas and
nation. A GN infantry battalion retakes the pins down the EEBI battalion.
city after heavy losses to civilians.
18 June: Guerrilla attacks persist in and
11 Apr: The Turcios battalion attacks Wiwili. around Rivas.
29 Apr: A major guerrilla attack occurs against 19 June: The 1st Armored battalion attacks the
Sandinista Defense Committees (CDS) in
the GN in Leon.
30 Apr: Moderate business, political, and labor Managua.
leaders are arrested. The United States 20 June: Bill Stewart (ABC News) is killed by
protests.
the GN in Managua and the scene is televised
1 May: May Day strikes and demonstrations in the United States. The event turns American opinion against Somoza. FSLN insurgency
are held.
forces occupy Santo Tomas. The GN evac7 May: The national student strike starts.
8-9 May: The GN attacks the FSLN near uates Rama.
Colonia Nueva Guinea while the Chamorro 21 June: Panama breaks diplomatic relations
with the Somoza government.
battalion attacks the GN at Rama.
14 May: The International Monetary Fund 22 June: The Sandinistas seize the GN's command post at Chichigalpa. Guerrillas attack
(IMF) loans Somoza 66 million dollars.
20 May: Mexico cuts diplomatic relations with near Jinotepe.
23 June: Attack helicopters engage the FSLN
Managua.
24 May: German Pomares dies after a guerrilla in Managua.
24 June: Masaya falls to the FSLN.
attack is repulsed.
28 May: Guerrillas raid at La Rosita and 26 June: Brazil cuts relations with Managua.
27 June: The new United States ambassador
Bonanza.
29 May-10 Apr: Pastora's forces engage the GN arrives in Managua.
2 July: The GN withdraws from Matagalpa.
south of Rivas.
Early June: GN forces are tied down in Rama, 5 July: Sandinista forces attack Jinotepe.
6 July: Jinotepe falls.The GN retreats to
awaiting an attack which never comes.
2 June: FSLN insurgency forces operate in Granada.
strength near Chinandega, Chichigalpa, and 7 July: Guerrillas impede GN movement by
El Viejo.
demolishing bridges and roads.
3 June-9 July: Anti-Somoza insurrection and 9 July: The FSLN takes control of Leon and
Tipitapa.
guerrilla attacks break out in Leon.
4 June: The general strike called by Sandinistas 10 July: The GN attack to reoccupy Sebaco
and moderates begins.
ends in defeat.
5 June: The Turcios battalion leads the attack 11July: FSLN insurgency forces move into El
against the GN in Matagalpa. Other FSLN in- Sauce.
surgency battalions join in the battle. In 16 July: The GN's garrison at Esteli collapses.
Jinotepe, other guerrilla attacks occur.
17July: Anastasio Somoza Debayle resigns and
6 June: Hilario Sanchez leads the Sandinista flies to Miami. Francisco Urcuyo becomes the
insurrection which begins in Masaya. General new president as FSLN units advance on
Managua. The Orozco battalion attacks the
Somoza imposes a "state of siege.°
GN at Granada. The FSLN occupies La Paz
7 June: A guerrilla group attacks Ocotal.
9 June: Francisco Rivera commands the insur- Centro and Juigalpa.
rection now beginning in Esteli. The EEBI 18 July: FSLN units advance on Puerto
attacks Pastora's forces, which retreat into Cabezas. GN forces in Granada surrender
while other GN units enter San Juan del Sur.
Costa Rica to reorganize.
9-27 June: Riots and guerrilla attacks in 19July: President Urcuyo resigns and flies to
Managua turn into positional combats. By the Guatemala. FSLN units move into Managua
night of 29 June, FSLN forces retreat to and Rivas.
Masaya.
20 July: The FSLN government enters
11 June: The aerial bombardment by the FAN Managua. The revolution ends after some
(GN air force) of Managua begins.
50,000 persons have died. (Somoza is later
11-14 June: The Bravo insurgency battalion assassinated in Paraguay.) The communisttakes Condega.
dominated revolutionary junta takes control
15 June: The Bravo battalion joins the battle and gradually begins a new era of repression.
Central America Design Credits
Original Game Design and Game Development:
James H. McQuaid
Additional Design and Development and
Scenario Generation Design:
Mark Herman, Michael E. Moore
Technical and Research Assistance:
Tony Curtis, Capt. Thomas F. Woloszyn
Editorial Development: Michael E. Moore
Graphic Design: Ted Koller
Cover Art: James Talbot
Graphics: Rosaria Baldari
Playtesting: Andrea Cantatore, Tony Curtis, Randy Haynes,
Mark Herman, Roger A. Herrick, William L. Herrick, Gerry
Klug, James H. McQuaid, John R. McQuaid, Dr. Robert E.
McQuaid, Michael Moore, Henry Weldon
Pre-Production: Ted Koller, Rosaria Baldari, Jim Talbot,
Colonial Composition
Camera Department Supervisor: Elaine M. Adkins
Printing: Monarch Services
Project Oversight. W. Bill
INTERVENTION GAME INFORMATION SUMMARY
OPTIONAL RULES
AIR UNITS
Weather
Rain: Trails no longer usable for movement or
supply lines; —1 modifier applies to defending
units within 4 hexes of Caribbean coast hex;
attack helicopters do not give column shift for
Ground Combat Support.
Heavy Rain: Trails no longer usable for movement or supply lines; a —2 modifier applies to
defending units within 5 hexes of Caribbean
coast hex and a —1 modifier anywhere else on
map; helicopters can perform Transfer only.
Nicaraguan Border Mine: First Allied regular
ground unit or stack (not insurgency units) to
enter hex pays 1 extra MP.
Nicaraguan Motor Torpedo Boat Attach: Once per
coast in turn after US Marine amphibious
assault, Communist player rolls die; on a result
of 6, he gains 1 VP.
Optional Supply
• Swan Island provides supply to FDN/ARDE
units that capture or occupy town, port, or
village on east or north mapedge.
• Communist player can create Supply Source
marker from FSLN logistics supply unit or by
expending combination of 5 Supply Depots
and/or Hidden Supply Points.
• Supply lines extend for 12 infantry Movement
Points to source of supply (Bridge Out and Road
Out markers affect supply line).
Standoff Air Attacks
• Eligible air units perform Bombardment Strike
or Close Air Support from up to 4 hexes away.
• US F-14's on Interception and Escort (once in
air combat) can use capability as attackers; US
units ignore negative results if communist air
units take step loss or return result.
US Special Munitions
• Allied player announces type of munitions
when units intercepted or in target hex; air unit
must have Bombardment Value of 1 or more.
• Smart bombs used from hex adjacent to target; provide die roll modifier to Bombardment
Strike or one-column shift for offensive Close
Air Support.
• Incendiary bombs used in target hex; provide
+2 modifier when attacking ground unit in
Bombardment Strike or two-column shift for
offensive Close Air Support.
• Cluster bombs used in target hex; provide die
roll modifier for Bombardment Strike against
road or air facility, or add 1 to Bombardment
Value (to a maximum of 3) for Close Air Support.
Chemical Weapons
• Persistent Chemical Weapons placed by Soviet
or Cuban ground or Nicaraguan artillery unit.
Communist Reserve Movement Phase: Unit
places marker in adjacent, unoccupied hex;
Allied ground units expend 1 extra MP to enter
hex and take one step loss.
Allied Ground Combat Phase: Up to 2 units or
stacks place markers in hex they vacated by
retreat; Allied ground units cannot pursue into
hexes.
• Non-Persistent Chemical Weapons used by
Nicaraguan artillery unit against adjacent hex
with Allied ground units. Communist player
rolls on Non-Persistent Chemical Weapons
Table and applies step loss results to Allied
units. Artillery unit cannot take part in ground
combat. Allied units that were attacked can be
ignored when resolving ground combat. If used
against FDN and ARDE units, does not end US
Command Restrictions.
US Command Restrictions
• US B-52's cannot perform Bombardment
Strikes in cities, towns, ports, or villages, or in
road hexes in Allied countries.
• No Bombardment Strikes in unoccupied road
hexes in Allied country for first 3 turns.
• No incendiary bombs in cities, ports, towns,
or unoccupied road hexes in Allied countries.
• No cluster bombs in cities; not in port, towns,
or unoccupied road hexes in Allied countries.
• Bombardment Strikes, incendiary and cluster
bombs allowed against communist ground units
in road hexes.
Holding Boxes
• US Navy air units based in Holding Box only;
US Marine air units based in Holding Box or
controlled facilities.
• Two turn transfer between Holding Boxes.
US B-52 Air Units
• Cannot perform defensive Close Air Support
or Interception. To perform offensive Close Air
Support, US ground unit must be adjacent to
target hex.
• Cannot inflict last step loss among enemy
ground units in hex.
• Can use US incendiary bombs (not smart or
cluster bombs).
US AV-8B Air Units
Movement Radius of 12 (based at air facility or
Holding Box); radius of 3 (other friendly, supplied hex).
AIR MISSIONS
Close Air Support [defensive]
¡US Marine combat air units)
• One US Marine air unit enters hex with enemy
ground units (must be adjacent to Marine
ground unit).
• USMC Defense Support ( — 1 or —2) marker
placed on enemy units.
Merchant Shipping Raid
(communist combat air units)
Only M-27, T-22, and S-24 eligible. Must have
Bombardment Value of 2 or more. Up to 4 units
per turn (3 successive turns) can perform
mission; joint mission allowed.
• If placed in hex outside enemy ZOC during
Regular Ground Unit Movement Phase, US
units can move one additional hex; cannot move
if placed in enemy ZOC.
• US reinforcements (including air units) can be
delayed 2 turns to transfer to other Holding Box.
• US air units entering via Transfer must land
at air facility within 4 hexes of north Honduran coast.
• Captured ports can supply US ground, AV-8B,
and helicopter units (and air facilities in port
hex); number of units supplied depends on if
port is damaged or undamaged.
1. US units in or adjacent to captured port can
be supplied.
2. US units can trace supply line along a maximum of 4 trail hexes to port.
3. US units can trace supply line along any
road length to port.
GUERRILLA ATTACKS
• One insurgency unit can attack terrain feature
or installation in adjacent hex; stack can make
two attacks.
• Each attack in hex (or along hexside) either
in or outside enemy ZOC costs 1 Insurgency
Command Point; each attack in enemy-occupied
hex (or along hexside) costs 2 points.
• Each insurgency unit attacking bridge worth
1 Bombardment Point; each unit attacking road,
port, air facility, or non-mobile AA:AM site
worth 2 Bombardment Points.
• Insurgency unit rotated after attack.
US INVOLVEMENT
US Night Naval Bombardment
• One bombardment made against terrain
feature or ground unit in coast hex per turn.
Attack worth 10 Bombardment Points.
• If USMC Beachhead marker on map, bombardment must take place within 5 hexes.
US Tactical Bombardment
• Maximum of 3 attacks per turn.
• Per attack, +3 US Tactical Bombardment
marker is placed in coast hex.
• Cannot be performed in Costa Rica; in town,
port, or village hexes in Honduras or El Salvador; or in hexes 3420, 3517, 3518, 3611, or
3707 in Nicaragua.
Amphibious Assaults
• Up to 4 US Marine ground units (per Holding Box) perform assaults against 1 or 2 adjacent coast hexes per turn.
• Can occur in Clear, Rough, Forest and Swamp.
• If assault hex is outside all enemy ZOC's,
Marine units can move 1 hex after placement.
• Defending unit Ground Combat Values
doubled if assaulted solely from Water hex
(benefit negated if Allied unit attacks in same
or from adjacent land hex).
• If assault fails, Marine units take extra step
loss and return to Holding Box.
• Defending units must retreat (except in city).
• USMC Beachhead marker placed in coast hex
in any turn after successful amphibious assault;
supplies up 10 Allied ground, AV-8B, and
helicopter units (air facilities are also supplied
if they trace supply line to marker). Beachhead
cannot be placed in 3604, 3705, or 3806.
• US Marine units supplied in coast hexes.
• US Marine ground units can move maximum
of 4 hexes beyond coast hex.
• One US Marine infantry unit can use boat
transport per undamaged port or Beachhead.
US Follow-up Reinforcements
• 82nd Air Supply marker at air facility supplies
10 Allied ground, AV-8B, and helicopter units;
marker in another hex supplies 5 units.
• Allied air facilities can trace supply line to Air
Supply markers.
• Maximum of 4 US ground units per Holding
Box can enter map per turn (including amphibious assault units).
• Up to 4 US units can enter at undamaged port;
up to 2 at damaged port.
B-3769
7/87
18123.7
DEMOLITIONS
• Unit must be in supply; cannot perform
another action in turn.
• Unit or stack makes one attempt in hex.
• Attempt against bridge worth 2 Bombardment
Points; attempt against road, port, or air facility
worth 7 points.
• Communist player cannot demolish
Nicaraguan coast ports until turn after US
ground unit enters country; inland port attempts
made in second turn after US entry.
REPAIR
• One repair in hex made at a time; repairing
unit cannot move or take part in combat.
• Unit must be in supply throughout time of
repair; unit with Reorganization marker can perform repairs.
• If infantry or armor unit spends 4 turns in
port, Port Partially Repaired marker is placed
in hex.
POLITICAL RESTRICTIONS
• Salvadoran air units: Can perform Close Air
Support for Salvadoran, FDN, US, CIA, CMA,
Israeli ground units; can use a maximum of 2
Bombardment Points in Salvadoran city; can
perform Interception only when enemy air units
enter hex inside El Salvador.
• Honduran air units: Can perform Close Air
Support for Honduran, US, CIA, CMA, Israeli
ground units.
• Movement of FDN ground units is restricted
in Honduras to east of hexrow 1900 (inclusive);
can move anywhere in Nicaragua and Costa
Rica.
• FMLN/ERP units restricted to hex rows
0100-0800 in El Salvador or in Forest hexes in
Honduras. Other FMLN units restricted to hex
rows 0900-1300 in El Salvador or in Forest hexes
in Honduras. Cannot end movement in village
or air facility.
• FMLN and ERP units cannot combine to attack Allied ground units; one unit (in each stack)
must attack another if adjacent.
• Potosi acts as Supply Source for FMLN/ERP
units (16 hex supply line) or other FMLN units
(10 hex supply line); supply line cannot be traced
through Allied-occupied hex.
CENTRAL AMERICA, Scenario Book: Page 1
Central America
Scenarios
19.0 INTRODUCTORY SCENARIOS
19.1 Scenario 1: Bloody March
19.2 Scenario 2: The Soccer War
19.3 Scenario 3: The Fall of Somoza
19.4 Scenario 4: The SS-20 Incident
2
2
3
4
5
6
6
20.0 INTERMEDIATE SCENARIOS
20.1 Scenario 5: Civil War in El Salvador
20.2 Scenario 6: The Contra Drive
20.3 Scenario 7: FSLN Contravention
20.4 Scenario 8: Revolution Without Borders
20.5 Scenario 9: Operation Conquistador)
9
12
13
21.0 CAMPAIGN SCENARIOS
21.1 Scenario 10: The 1979 Revolution
21.2 Scenario 11: Christmas War
21.3 Scenario 12: The Contadora Intervention
21.4 Scenario 13: Operation Big Pine
21.5 Scenario 14: Paper Tiger
21.6 Scenario 15: Missiles of Red October
21.7 Scenario 16: World War III
15
15
17
18
20
22
25
28
8
43
22.0 SCENARIO GENERATION SYSTEM
43
22.1 Random Generation of Scenarios
44
22.2 Player Selection of Scenarios
22.3 Preparedness and US Intervention Levels . . . . 45
45
22.4 World Tension
47
22.5 The US War Powers Act
47
22.6 Voluntary Withdrawal of Units
The four Introductory Scenarios in Section 19.0 teach
players the basics of the game. The first three scenarios use
the Conventional Game Sequence of Play and allow players
to experiment with movement and ground combat. The
fourth scenario uses rules from the Intervention Game to
teach players the full capabilities of their air units.
The Intermediate Scenarios in Section 20.0 involve more
units per side. Many of them can be played at the Conventional and Intervention Level. The Campaign Scenarios
in Section 21.0 examine in detail various aspects of war in
Central America.
Each scenario gives a short background to the conflict
that occurs and the Orders of Battle for each side. For ground
units the set-up hex and the number of units in the hex are
indicated. For example, a listing might look like this:
1416 (Leon)
1 x 1-2 -4 (242) infantry brigade
[2-3-4 with step loss]
The number on the first line is the hex (identified by a
name, if applicable, in parentheses) where the unit is placed.
The second line indicates that one infantry brigade is set-up
in the hex, in this case a Nicaraguan unit with an Attack Value
of 1, a Defense Value of 2, and a Movement Allowance
of 4. The number 242 in parentheses identifies the unit for
historical purposes; players can ignore the the identification
of the unit if they wish and set up any unit with a similar
value in that hex. The notation in brackets on the second line
indicates that a unit is set up in the hex flipped over to its
half-strength side.
The first side listed in the Orders of Battle (Communist
or Allied) has its units set up first. After the first player sets
up his units, the second player sets up his. Freely deployed
ground units normally cannot be set up adjacent to enemy
ground units. Zones of Control do not extend across the setup boundaries unless a scenario says otherwise.
©1987, Victory Games, Inc., New York, NY 10001
48
49
50
22.7 World War III
22.8 Random Events
22.9 Victory Objectives
23.0 PREPAREDNESS AND
60
US INTERVENTION LEVELS
insert
23.1 FSLN Preparedness Levels
23.2 Communist Allies Preparedness Levels . ...insert
60
23.3 Allied Preparedness Levels
63
23.4 US Intervention Levels
COMMUNIST PLAYER SET- UP INSERT
29
Scenario 5: Civil War in El Salvador
29
Scenario 6: The Contra Drive
29
Scenario 7: FSLN Contravention
30
Scenario 8: Revolution Without Borders
30
Scenario 9: Operation Conquistador!
31
Scenario 10: The 1979 Revolution
31
Scenario 11: Christmas War
Scenario 12: The Contadora Intervention
33
33
Scenario 13: Operation Big Pine
34
Scenario 14: Paper Tiger
35
Scenario 15: Missiles of Red October
36
Scenario 16: World War III
37
23.1 FSLN Preparedness Levels
23.2 Communist Allies Preparedness Levels ....40
The set-ups for communist units in scenarios 5 through
16, plus set-ups for the FSLN/Communist Allies Preparedness Levels in the scenario generation system, are gathered
in the central 12 pages of this booklet. This section can be
removed to facilitate setting up and starting a scenario.
Air units are normally deployed freely at any air facilities
in Air Groups in the parent country. Unless otherwise indicated, the owning player can-set up his air units at one or
more air facilities; he places the air units on his Air Group
Display and places the corresponding Air Group marker on
the map in the hex containing the air facility.
After the Order of Battle comes information about
markers on the Information Record Track. The appropriate
marker should be placed in the box corresponding to the
number indicated.
Following the marker information are the insurgency
ground units in the owning player's pool of available units
that may be placed on the map. Insurgency units listed in
the Orders of Battle must be placed on the map; they can
be disbanded, starting with the first turn of play.
If reinforcements appear in the scenario, they are listed
next. See 12.0 for bringing communist reinforcements onto
the map. Some scenarios have communist air units being
transfered from Cuba to Nicaragua in the first turns of the
game; the special rules explain how these units are brought
on. In scenarios where US reinforcements appear, instructions are given as to the phase in which they appear.
Most scenarios have a number of Special Rules listed after
the Orders of Battle. These rules explain the use of special
units used in a given scenario and also give changes to the
standard rules of the game. The special rules take precedence
over the normal rules. Players should read these rules carefully before beginning play.
The Victory Conditions indicate what objectives players
must achieve to win the scenario. In general, Victory Points
3002477
CENTRAL AMERICA, Scenario Book: Page 2
are awarded for capturing hexes on the map and for eliminating enemy units. During the course of play or during the End
of Turn Stage, players should adjust their Victory Point
markers on the Victory Point Track; when the last turn of
a scenario is completed, the players check the VP schedule
to determine who won the scenario and at what level. In some
scenarios there is a description of the political effects in
Central America, based on the victory.
Information is given after the Victory Conditions for
applying Intervention Game rules as appropriate and for
using various optional rules.
Notes on Scenarios
1. Some scenarios have both players keeping track of Victory Points
gained during a scenario. Each player has his own set of Victory Point
markers. It is suggested that one player use the plus ("+") side of his
VP markers while the other player uses the minus r-1 side. The
player whose VP must be subtracted to determine the final VP total
should use the minus side.
2. The Victory Point Record in the Charts and Tables Booklet can
be used by a player in Campaign Scenarios to keep track of VPs
gained during a game. The VP awards on this sheet are for the
Scenario Generation System; players should note down the values
for VP gair.s and losses as indicated by a scenario.
19.0 INTRODUCTORY SCENARIOS
19.1 Scenario 1:
Bloody March (Historical)
BACKGROUND: Emboldened by the political indecisiveness and
bickering within the US government over the issue of Contra aid,
the newly arrived Cuban General Nestor Lopez ordered a Sandinista
attack against rebel forces during the Catholic Easter week celebrations. On 20 March 1986, FSLN forces invaded areas of central
Honduras from which FDN units were insurging. The objective: to
seize the FDN's Las Vegas base camp (hex 2410) and thereby make
Contra aid a dead issue.
Meanwhile, on 24 March, the FSLN utilized Hind attack helicopters, T-55 tanks, BM-21 rockets, and aerial bombardment against
several unarmed Miskito Indian villages in the vicinity of (and
including) Kum. There units, therefore, were unavailable to support
operations against the FDN.
Scenario Length: 5 turns (20-29 March 1986)
CONVENTIONAL GAME SCENARIO
Allied Order of Battle
HONDURAS
1811 (Mandasta)
1 x 0-1-4 (CES) infantry battalion
[1-2-4 with step loss]
CENTRAL INTELLIGENCE AGENCY (CIA)
2107 (Silca)
1 x Entrenchment
1 x attack-transport helicopter battalion
NICARAGUAN DEMOCRATIC FORCES (FDN)
2410
1 x Entrenchment
2 x 1-2-4 (CIM, Leg) infantry battalion
2612
1 x 1-2-4 (Satz) insurgency infantry battalion
2 x 1-1-4 (Sag, SJac) insurgency infantry battalion
Insurgency Command Points: 4
Reorganization Points: 0
Supply Depots available: 0
2. FDN units can never enter a town or city hex inside
Nicaragua.
3. The Honduran CES infantry battalion is out of supply until
the beginning of Game Turn 4, at which time it must trace
a supply line normally. It can never leave Honduras.
4. FSLN units can never enter a town or city hex inside
Honduras.
VICTORY CONDITIONS
During the scenario, players keep track of Victory Points
gained. VP are awarded for the following reasons:
VICTORY
POINTS REASON
4
1
Control of hex 2410 (Las Vegas) at end of scenario
Each enemy ground unit eliminated
During the End of Turn Stage of Game Turn 5, the FSLN
VP total is subtracted from the Allied VP total. The players
consult the following schedule to determine the winner and
the level of victory.
TOTAL FSLN
VICTORY POINTS WINNER AND LEVEL OF VICTORY
+6 or more Allied Decisive Victory
+4 or +5
Allied Tactical Victory
+2 or +3
Allied Marginal Victory
0 or + 1
Stalemate
—3 to — 1
FSLN Marginal Victory
—5 or — 4
FSLN Tactical Victory
—6 or less
FSLN Decisive Victory
POLITICAL EFFECTS
The level of victory in the game has the following effects on the
situation in Central America:
VICTOR AND LEVEL
OF VICTORY
Allied Decisive Victory
Allied Tactical Victory
Communist Order of Battle
SANDINISTA NATIONAL LIBERATION FRONT (FSLN)
2311
1 x 2-3-4 (50-02) infantry brigade
2411
1 x 2-3-3 (Veng) infantry brigade
2x 1-1-4 (Estr, Pom) insurgency infantry battalion
2511
1 x 2-3-3 (Lopz) infantry brigade
1 x 1-1-4 (Uman) insurgency infantry battalion
Insurgency Command Points: 2
FSLN Reorganization Points: 0
Supply Depots available: 0
SPECIAL RULES
1. The CIA attack-transport helicopter can land only in
La Union (2005) or Silca (2107).
Allied Marginal Victory
Stalemate
FSLN Marginal Victory
FSLN Tactical Victory
POLITICAL EFFECTS
The US Congress approves military
and humanitarian aid to the Contras.
General Lopez loses some authority
over FSLN operations.
Congress approves only humanitarian
aid for the Contras. General Lopez's
reputation is tarnished but not significantly affected.
Congress votes down aid for the
Contras, but private sources continue
to assist them.
The FSLN receives a psychological
victory as US news media label the
Contras as incompetents.
A major FSLN propaganda victory
forces Congress to reject Contra aid
while the State Department criticizes
them. FDN forces languish but continue in Honduras.
After a significant FSLN victory, the
President withdraws the request for
Contra military aid (citing unlikely
passage). The Honduran government
forces the FDN to end operations.
CENTRAL AMERICA, Scenario Book: Page 3
FSLN Decisive Victory
Following the devastation of the Contras, the FSLN continues operations
directly against Honduras. Congress
and the President become locked in
conflict over future aid to the area.
19.2 Scenario 2:
The Soccer War (Historical)
Soccer War" (known more aptly as "The War of
the Dispossessed") boiled over on 14 July 1969. Between May 1967
and June 1969, some twelve clashes occurred along the officially disputed Salvadoran-Honduran border, leading up to this confrontation.
Other contributory factors included Honduras' trade deficit with El
Salvador (through the Central American Common Market) and the
volatile immigration issue.
Preceding the border tensions, about 300,000 Salvadorans (both
campesinos and the semi-skilled) had illegally migrated into the less
densely populous Honduras. These impoverished individuals came
to one-eighth of the total population, and their entrance into the labor
market created considerable resentment. Hence, a new Honduran
regime instituted a land reform program designed not to alienate the
landed cattle barons; this program took the form of particularly
violent expulsions of at least 75,000 immigrants in May and June.
During the same period, riots accompanied the Honduran and
Salvadoran soccer teams in the World Cup playoff series.
Beginning in mid-June, members of the Salvadoran oligarchy
began to openly discuss an invasion of Honduras. On 27 June, El
Salvador broke diplomatic relations with Honduras. On Sunday 29
June, they defeated them at Aztec Stadium in Mexico City and
nationals from the two countries engaged in a melee. Starting on 2
July, more Salvadoran troops were called up to the frontier as another
25,000 people crossed back into El Salvador (relating tales of Honduran brutality). Sensationalistic media coverage contributed to the
nationalistic ardor, the patriotic fervor, and pressure for war within
the two nations. Both governments were politically weak to the extent
that they were unable to resist the popular war fevers.
On 12 July, El Salvador rejected the call by the Central American
Mediation Commission (CACM) for mutual withdrawal from border
areas. Two nights later, El Salvador invaded Honduras. Their plan
(to reach the Caribbean in five days and Tegucigalpa in three) bogged
down. Honduran Colonel Enrique Soto Cano had worked closely with
the US Military Advisory and Assistance Group (MAAG) to prepare
his pilots well. One of them, Major Fernando Soto, became a national
hero when he shot down three Salvadoran aircraft on 16 July. The
war officially ended as a ceasefire gradually went into effect, beginning at 10 P.M. on 18 July. El Salvador's grudging acceptance of the
truce (which the military opposed) followed embargo threats by the
Organization of American States (OAS). As a consequence of the war,
the CACM and the Central American Defense Council (CONDECA)
were seriously damaged, giving rise to the crises from which the
region still suffers . . . .
Scenario Length: 3 turns (14-19 July 1969)
BACKGROUND: "The
CONVENTIONAL GAME SCENARIO
DESIGNER'S NOTES: The historical result was an FDN Decisive Victory.
The operation was motivated by political factors to cut American
aid to the Contras. Unbeknownst to General Lopez, FDN guerrilla
forces were returning in strength from south central Nicaragua.
Salvadoran Order of Battle
0608
1 x 1-2-4 (1) infantry brigade
[2-2-4 with step loss]
1 x 1-1-4 (8) infantry battalion
0611 (San Salvador)
1 xA-37
0709
1 x 1-1-4 (NG) infantry regiment
[2-1-4 with step loss]
1 x 1-1-4 (TP) infantry battalion
0809
lx 1-2-4 (Bel) infantry battalion
1111
1 x 1-2-4 (2) infantry brigade
[2-2-4 with step loss]
1311 (Lislique)
1 x 1-2-4 (5) infantry brigade
[2-2-4 with step loss]
1312 (Santa Rosa de Lima)
1 x 1-2-4 (Cob/4) infantry battalion
1 x 1-1-4 (11) infantry battalion
1313
1 x 1-1-4 (1NC) naval special forces company
1314 (La Union)
lx 1-1-4 (6) infantry brigade
[2-1-4 with step loss; an Out of Supply
marker is placed on the unit]
Honduran Order of Battle
0707
1 x 1-1-4 (Rgr) special forces battalion
0708 (Nueva Ocotepeque)
1 x 1-2-4 (CES) infantry battalion
1009 (Concepcion)
1 x 1-2-4 (CES) infantry battalion
1209 (Marcala)
1 x 1-2-4 (CES) infantry battalion
1302 (Puerto Cortes)
1 x 1-2-4 (7) infantry battalion
1412 (Goascoran)
1 x 2-3-4 (2Tac) infantry regiment
1710 (Tegucigalpa)
1 x 2-3-4 (1G) infantry regiment
Deployed in one Air Group in Honduras
3 x A-37
SPECIAL RULES
VICTORY CONDITIONS
1. The Salvadoran player goes first (he uses the Communist
Ground and Air Stage) and the Honduran player goes second
(he uses the Allied Ground and Air Stage).
2. The Salvadoran 6th Infantry brigade is out of supply for
the entire scenario.
3. The Salvadoran 5th Infantry brigade must end movement
in hex 1411 during Game Turn 1.
4. Honduran Zones of Control do not extend into El Salvador
until after the Salvadoran player has completed all movement
during the Regular Ground Unit Movement Phase of Game
Turn 1.
5. Beginning with Game Turn 3, all units are out of supply.
6. Because of poor weather, trails provide no movement
benefit during Game Turn 1. Units must pay normal terrain
costs when entering hexes along trails.
7. Neither player receives any Insurgency Command Points,
Reorganization Points, or Supply Depots in this scenario.
The Salvadoran player gains and loses Victory Points
throughout the scenario according to the following schedule:
VICTORY
POINTS REASON
+5
+1
—2
—1
E1 Salvador controls Teguicigalpa (1710) at the end
of the scenario.
For each of the following Honduran towns and
villages controlled at the end of the scenario:
Nueva Ocotepeque (0708), Santa Rosa de Copan
(0806), Guarita (0808), Gracias (1007), Concepcion
(1009), Marcala (1209), Siguatepeque (1308), and
Goascoran (1412).
For each Salvadoran port damaged by the Honduran player.
Per step loss by a Salvadoran ground or air unit.
In the end Game Turn 3, players check the following
schedule to determine the winner and the level of victory:
CENTRAL AMERICA, Scenario Book: Page 4
TOTAL
SALVADORAN
VICTORY POINTS WINNER AND LEVEL OF VICTORY
+5 or more
+4
+3
—2 to +2
—3 to —4
—5 to —6
—7 or less
Salvadoran Decisive Victory
Salvadoran Tactical Victory
Salvadoran Marginal Victory
Stalemate
Honduran Marginal Victory
Honduran Tactical Victory
Honduran Decisive Victory
19.3 Scenario 3:
The Fall of Somoza (Historical)
The United States has diverted Israeli vessels (containing prepaid war materiels) bound for Central American ports friendly
to the Somoza regime. Meanwhile, members of the Somoza machine
attempt to flee the country; panics break out at Las Mercedes airport (2219). Sandinista forces, now confident of victory, step up their
attacks in hopes of capturing as many Somicistas as possible.
Scenario Length: 7 turns (6-20 July 1979)
BACKGROUND:
CONVENTIONAL GAME SCENARIO
Communist Order of Battle
SANDINISTA NATIONAL LIBERATION FRONT (FSLN)
1717 (Chinandega)
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
2x 1-1 -4 insurgency infantry battalion
1 x Communist Supply Source marker
1818 (Leon)
1 x 0 -1-0 CDS infantry battalion
2017
2x 1-1-4 insurgency infantry battalion
2117
1 x 1-2-4 insurgency infantry battalion
2220 (Masaya)
1 x 0-2-0 CDS infantry battalion
2221 (Nandaime)
1 x 1-1-4 insurgency infantry battalion
2314
1 x 1 -1 -4 insurgency infantry battalion
2316 (Matagalpa)
1 x 0-2-0 CDS infantry battalion
2319
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
1 x 1-1-4 insurgency infantry battalion
2517 (Muy Muy)
1 x 1 -1-4 insurgency infantry battalion
2524 (Penas Blancas)
2 x 2-3-3 infantry battalion
2727 (Liberia)
1 x Communist Supply Source marker
3520 (El Bluff)
1 x Communist Supply Source marker
Deployed in either Managua (2120) or Jinotepe (2121)
1 x 0-2-0 CDS infantry battalion
COMMUNIST ALLIES
3119 (Cara de Mono)
1 x 2-4-4 Communist International (CI) infantry brigade
1 x 1-2-3 Cuban engineers brigade
NICARAGUAN DEMOCRATIC FORCES (FDN)
3011 (La Constancia)
1 x 1 -1-4 (Mskt) infantry battalion
3611 (Carata)
1 x 1 - 1 -4 (Mskt) infantry battalion
The historical result was a stalemate ( -1 Victory
Point). The Hondurans exercised air superiority and the port facilities
at Acajutla and La Union (Cutco) were damaged. The Salvadorans
were forced to withdraw from Nueva Ocotepeque, Guarita, Gracias,
Goascoran, and from hexes 1110, 1411, and 1413 by 3 August 1969.
More non-combatants died than did combatants.
DESIGNERS NOTES:
REINFORCEMENTS
Game Turn 1: Placed in Granada (2321)
1 x 0-1-0 CDS infantry battalion
Game Turn 2: Placed in Esteli (2115)
1 x 0-1-0 CDS infantry battalion
Game Turn 5: Placed in Jinotepe (2121)
1 x 0 -1 -0 CDS infantry battalion
Game Turn 6: Placed in Managua (2120)
ix 0-2-0 CDS infantry battalion
Insurgency Command Points: 9
Reorganization Points: 4
Supply Depots available: 2
Allied Order of Battle
GUARDIA NACIONAL (SOMOZA)
1818 (Leon)
1 x 1-2-4 infantry battalion
1919 (Puerto Sandino)
1 x 1-2-4 MP battalion
2115 (Esteli)
1 x 1-1-4 infantry company
2120 (Managua)
1 x 2-2-8 (1AS) tank battalion
1 x 1-1-4 (OSN) infantry company
1 x Allied Supply Source marker
2121 (Jinotepe)
1 x 1-1-4 infantry battalion
[1-2-4 with step loss]
1 x Allied Supply Source marker
2216 (Sebaco)
1 x 1-2 -4 infantry battalion
2219 (Tipitapa)
1 x 2-2-4 (Bect) insurgency infantry battalion
2321 (Granada)
1 x 1-2-4 MP battalion
1 x attack helicopter battalion
2422 (Rivas)
1 x 2-2-4 (EEBI) infantry battalion
1 x 1-1-4 infantry company
2619 (Juigalpa)
1 x 1 -1-4 infantry company
3710 (Puerto Cabezas)
1 x Allied Supply Source marker
Freely deployed in Nicaragua
1 x 1-1-3 engineers battalion
Deployed in one Air Group in Granada (2321)
1x A-33
1xP-61
1 x T-28b
1 xF-51b
1 x C-47
Insurgency Command Points: 0
Allied Reorganization Points: 3
Supply Depots available: 0
SPECIAL RULES
1. Guardia Nacional (GN) units can never enter hexes totally
within Costa Rica, Honduras, or E1 Salvador.
2. GN Supply Sources are Managua, Jinotepe, and Puerto
Cabezas. Beginning with Game Turn 5, the only GN Supply
Source is Managua; remove the other two Allied Supply
Source markers from the map. Also starting with this turn,
GN units can no longer be reorganized or rebuilt. All other
Supply Sources on the map are ignored.
CENTRAL AMERICA, Scenario Book: Page 5
3. Communist Supply Sources are Chinandega, Liberia, and
El Bluff.
4. Upgrading FSLN Units: During his Ground Combat Phase
in each turn, the Communist player notes down on a piece
of paper the number of step losses suffered by GN units. For
each GN step loss, the Communist player can upgrade one
1-1-4 insurgency battalion into a 1-2-3 infantry brigade (a
2-3-3 unit on its half-strength side) during the Reinforcement
Phase or he receives 2 FSLN Reorganization Points during
the End of Turn Stage.
The 1-1-4 insurgency unit must be able to trace a supply line to a Communist Supply Source and it cannot be in
an enemy Zone of Control when it is reorganized. If these
two conditions are met, the FSLN player removes the 1-1-4
insurgency unit from the map and replaces it with the 1-2-3
unit. The insurgency unit becomes available in the next turn
for placement on the map. FSLN Reorganization Points can
be used in a turn after they are received to reorganize FSLN
insurgency units or communist regular ground units.
5. Riots: Three times during the game, the Communist player
can declare that a riot occurs in a city in Nicaragua. One riot
can be declared in a Communist Insurgency Placement Phase;
the Communist player places a Riot marker in the city of his
choosing. No more than one Riot marker can occupy a hex
at a time. A Riot marker can be placed in a hex containing
GN or communist ground units.
Riot markers cannot move or attack, but each has a
Defense Value of 1. To remove the Riot marker, the Allied
player must initiate ground combat either in the riot hex or
from an adjacent hex. If the combat result is a defender step
loss or retreat, the Riot marker is removed from the hex;
Guardia Nacional units take combat results normally when
attacking Riot markers.
GN units cannot trace supply lines through a hex containing a Riot marker, nor can they draw supply from an
Allied Supply Source containing a Riot marker.
Riot
DEFENSE VALUE
DV: 1
19.4 Scenario 4:
The SS-20 Incident
Scenario Length: 1 turn
INTERVENTION GAME SCENARIO
6. Controlling Hexes: Whenever a CDS infantry unit is placed
in a hex as a reinforcement, GN control of the hex is negated.
A CDS unit cannot move or attack, and it has a Defense Value
of 1 or 2; this value is not doubled in a city, although the
Defense Value of one regular or insurgency ground unit is
doubled when defending in a city.
When a CDS unit occupies a city, communist units can
enter the hex even if GN units already occupy the hex. The communist units gain all normal benefits when attacking or
defending in a hex with a CDS unit. As long as opposing units
occupy the hex, neither player controls it. If a CDS unit is
eliminated in combat, communist units in the same hex must
immediately retreat two hexes. Remember that units defending in a city can ignore retreat results from ground combat.
A CDS unit counts towards stacking restrictions. It is considered a support unit (see 7.5).
7. The Allied player cannot use the airport at Punta Huete
(2218), since it had not yet been built.
VICTORY CONDITIONS
At the end of the game, players consult the following
schedule to determine the winner and the level of victory.
WINNER AND LEVEL
OF VICTORY
CONDITION
FSLN Decisive Victory The Communist player controls
all cities (including Managua) in
Nicaragua.
FSLN Tactical Victory The Communist player controls
Managua and 6 other cities in
Nicaragua.
FSLN Marginal Victory The Communist player controls
Managua and 5 other cities in
Nicaragua.
GN Marginal Victory The Communist player controls 5
cities in Nicaragua (but not
Managua).
GN Tactical Victory
The Communist player controls 4
cities in Nicaragua (but not
Managua).
GN Decisive Victory
The Communist player controls 3
cities in Nicaragua (but not
Managua).
BACKGROUND: FDN sources in Nicaragua have warned the United
States that the Soviet Union has placed an SS-20 missile in Nicaragua.
The President has alerted the US Air Force and Navy, asking them
to use a surgical air strike to remove the nuclear threat.
Allied Order of Battle
Communist Order of Battle
UNITED STATES
Deployed in the Pacific Holding Box
(two carrier air groups)
4xF-14
4 xF-18
2 x A-6
2 x EA-6 (EW)
2 x E-2 AWACS
(deployed in AWACS Detection Boxes)
Deployed in the B-52 Holding Box
4 x B-52
Deployed in two or more Air Groups in Honduras
3 x 0-2 (EW)
1 x EF-111 (EW)
1 x E-3 AWACS
3 x A-10
5xF-15
3 x C-130
5xF-16
Deployed at any air facility with C-130's
3 x 2-3-4 (1/75 Rgr) special forces battalion
Deployed at any air facility in Costa Rica
1 x 2-3-4 (3/7) special forces battalion
1xC-130
SANDINISTA NATIONAL LIBERATION FRONT (FSLN)
1919 (Puerto Sandino)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
1 x 3-3-4 infantry brigade
1 x 0-1-8 SS-20 unit
2219 (Tipitapa)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
2220 (Malaya)
1 x 1-1-4 AA battalion
1 x2-3-3 infantry brigade
Deployed in two or more Air Groups at Puerto Sandino
(1919) Punta Huete-San Benito (2218), and Tipitapa (2219)
5xM-21
2xY-28
1 x IL-76
2x Y-28c
2 x AN-12 (EW)
5 x M-19
CENTRAL AMERICA, Scenario Book: Page 6
player automatically wins a Decisive Victory. Victory for the
Allied player also depends on the damage he has inflicted
on communist installations and ground units. The Allied
player gains Victory Points for destroying installations and
units, and he loses them for step losses to US air units.
CUBA
Deployed with FSLN air units
5 xM-23
1 x AN-12 (EW)
SOVIET UNION
Deployed with FSLN air units
6 xM-27
VP GAINS REASON
Note: Before beginning this scenario, players should carefully read
rules sections 14.1,14.2, and 14.3. After playing through the scenario,
players may wish to experiment with the optional rules for Standoff
Air Attacks and US Special Munitions (18.7).
5
Damage Masaya EW capability
4
Damage non-mobile AA or SAM
5
Damage Punta Huete airport
2 each Damage to Puerto Sandino or Tipitapa airport
2
Elimination of AA battalion at Punta Huete
2
Per step loss to FSLN infantry battalion
SPECIAL RULES
VP LOSSES REASON
1. This scenario uses the Allied Air Mission Phase and Allied
Ground Combat Phase only. Communist air units can perform Interception missions and, if an air facility is damaged,
an immediate Transfer mission.
2. The SS-20 unit is considered loaded aboard the IL-76 air
unit and is transported with it if the air unit performs a
Transfer mission. The IL-76 can transfer from one airport
to another; it cannot land at an airstrip.
3. The SS-20 unit is captured and destroyed if it is ever alone
in a hex containing US ground units. It cannot be attacked
by Bombardment Strike missions.
4. A maximum of 4 communist air units can undertake an
Interception mission at one time. Air units from different air
facilities can undertake joint air missions while Masaya is
still operational or if EW air units are available.
5. Before beginning the Allied Air Mission Phase, the Allied
player places the two E-2 AWACS units in two Pacific coast
AWACS Detection Boxes.
6. A maximum of 2 US Air Force air units per air facility
can join together to escort bombing units. A maximum of 4
US air units can defend as escorts if attacked by communist
air units on an Interception mission.
7. Allied paradrops can be performed in any hex on the map.
They can occur in city hexes.
Per step loss taken by US air units
At the end of the scenario, if the Allied player has eliminated the SS-20 unit, he determines the VP he receives and
consults the following schedule to determine the winner and
the level of victory.
VICTORY CONDITIONS
To win the game, the Allied player must eliminate the
SS-20 unit. If he does not capture the unit, the Communist
1
ALLIED
VICTORY
POINTS
LEVEL OF VICTORY
24 or more Allied Decisive Victory
19 to 23
Allied Tactical Victory
15 to 18
Allied Marginal Victory
13 to 14
FSLN Marginal Victory
11 to 12
FSLN Tactical Victory
10 or less
FSLN Decisive Victory
Note: The FSLN player also wins a Decisive Victory if the Allied
player does not capture or eliminate the SS-20 unit.
OPTIONAL RULES
If players wish to experiment with the optional rules, add
the following information to the US Order of Battle:
4 x standoff air attack
1 x smart bombs
1 x incendiary bombs
1 x cluster bombs
US F-14 air units can use standoff air attacks when
escorting US Navy air units (one per mission). Other eligible
US air units can use standoff air attacks on Bombardment
Strike and offensive Close Air Support missions.
20.0 INTERMEDIATE SCENARIOS
20.1 Scenario 5:
Civil War in El Salvador
Note: There are two variants of this scenario: "The Separate Peace,"
in which the communist insurgents are in disarray, and The Surprise
Offensive," in which a coordinated guerrilla attack takes the government of El Salvador by surprise. Player should decide which variant
they wish to use before setting up the game.
BACKGROUND TO "THE SEPARATE PEACE": Fidel Castro's attempts to quell
the bitter power struggle within the FMLN, which has seen assassination attempts between the western ERP and the eastern FMLNdominated faction, have come to naught and the unified command
has disintegrated. After extensive, top secret negotiations between
the ERP and the US States Department, the Salvadoran government
and the western rebel forces have signed a "separate peace." Ruben
Zamora (a Duarte political associate before 1972) has even been
brought into the cabinet and ERP troops have joined the government
ranks. The truce has worked so well that the government now feels
confident about wiping out the remaining communist forces. The
Sandinistas, however, are prepared to intervene in order to assure
the continuation of the war.
After an extended lull in
the grueling civil war, political pundits have dismissed the FMLN
as "impotent." Salvadoran troops in the field, however, learn otherwise as reorganized local forces and numerous infiltrators launch
a surprise offensive "aimed at destroying government structure and
North American confidence! The FSLN, meanwhile, is providing supplies and has threatened to intervene further as the crisis deepens.
Scenario Length: 18 turns
BACKGROUND TO "THE SURPRISE OFFENSIVE":
CONVENTIONAL GAME SCENARIO
General Allied Order of Battle (Both Variants)
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter
CIVILIAN MILITARY ASSISTANCE (CMA)
1312 (Santa Rosa de Lima)
1 x 1-1-4 special forces company
EL SALVADOR
0410 (Santa Ana)
1 x 2 -2 -4 (2) infantry brigade
0512 (Nueva San Salvador)
1 x 2-1-8 (Cav) armored cavalry
regiment
0611 (San Salvador)
1 x 2 -2 -4 (1) infantry brigade
0713 (Zacatecoluca)
1 x 1 -2 -4 (RR) infantry battalion
0812 (San Vicente)
1 x 2 -2 -4 (5) infantry brigade
0911 (Sensuntepeque)
1 x 1-2-4 (ARCE) insurgency
infantry battalion
1013 (Usulutan)
1 x 2 -1 -4 (6) infantry brigade
1113 (San Miguel)
1 x 2 -2 -4 (3) infantry brigade
1213 (El Carmen)
1 x 1-2-4 (Atl) infantry battalion
CENTRAL AMERICA, Scenario Book: Page 7
1312 (Santa Rosa de Lima)
1 x 2-1-4 (NG) infantry regiment
1314 (La Union)
1 x 1-2-4 (BIM) insurgency naval
infantry battalion
1 x 1-1-4 (1NC) naval special forces
company
Allied Order of Battle
(for "The Separate Peace")
Add to the General Allied Order of Battle
Freely deployed in Salvadoran city,
town, or air facility hexes, and in villages
in El Salvador in hex row 0600 (0608-0613)
and east of this hex row
3 x 1-2-4 infantry battalion
(Bel, Cob/4, Cay/4)
4x 1-1-4 infantry battalion
(1/5, 8, 11, TP)
1 x 2-2-4 (Atn) parachute infantry
battalion
1 x 1-2-4 engineers battalion
1 x 1-1-4 (SOG4) special forces
company
1 x 1-1-4 AA battalion
3 x 1-1-4 artillery battalion
1 x attack helicopter company
1 x transport helicopter battalion
Deployed in one or more Air Groups
2xA-37
1 x Ourg
2x AC-47 1xC-47
Insurgency Command Points: 24
Allied Reorganization Points: 36
US Reorganization Points: 1
Supply Depots available: 0
Allied Order of Battle
(for "The Surprise Offensive")
Add to the General Allied Order of Battle:
0509 (Metapan)
1 x 1-2-4 (Cob/4) infantry battalion
0509 or 0810
1 x 1-1-4 (SOG4) special forces
company
0810 (Chalatenango)
1 x 1-2-4 (Cay/4) infantry battalion
0811 (Ilobasco)
1 x 1-2-4 (Bel) infantry battalion
Within two hexes (inclusive) of
0812 (San Vicente)
1 x 1-1-4 (1/5) infantry battalion
Freely deployed in Salvdoran city,
town, port, or air facility hexes (not
in hexes reserved for communist units)
3x 1-1-4 infantry battalion (8, 11, TP)
1 x 2-2-4 (Atn) parachute infantry
battalion
1 x 1-2-4 engineers battalion
1 x 1-1-4 AA battalion
3x 1-1-4 artillery battalion
1 x attack helicopter company
1 x transport helicopter battalion
Deployed in one or more Air Groups
2xA-37
2x AC-47
1 x Ourg
1 x C-47
Insurgency Command Points: 14
Allied Reorganization Points: 30
US Reorganization Points: 1
Supply Depots available: 0
General Communist Order of Battle (Both Variants)
(see insert for set-ups)
SPECIAL RULES (Both Variants)
1. Set-up Restrictions: In both variants, freely deployed Allied
units are set up first and Communist units second. Freely
deployed Allied units cannot be set up in hexes where
Communist units are explicitly given the option to deploy.
Communist ground units cannot be set up in hexes containing Allied units.
2. Movement Restrictions: Allied units can never enter
Nicaragua or Guatemala; Salvadoran air units cannot enter
Nicaragua. Communist units can never enter Guatemala; they
can move through Nicaragua, but they cannot enter a
Honduran city, town, village, or port hex or end movement
in Honduras. Communist units can retreat into Honduras,
but they cannot end in a city, town, village, or port hex.
3. Low Cloud Cover: During turns 3, 6, 9, 12, and 15, low
clouds cover most of El Salvador. As a result, no Aerial
Counterinsurgency missions can occur in these turns,
although all other air missions can be performed normally.
4. Potosi is a Supply Source for all Communist units.
5. Place a Road Out marker in hex 0610. Place Bridge Out
markers next to bridge hexsides 0912-1012 and 1111-1112.
SPECIAL RULES (for "The Separate Peace")
1. The Allied player cannot perform Aerial Counterinsurgency missions in Salvadoran city, town, village, or port
hexes.
2. Salvadoran air units on Close Air Support missions can
contribute a maximum of 1 Bombardment Point per ground
combat.
3. Communist Diplomacy: During the End of Turn Stage of
Game Turns 3, 6, 9, and 12, the Communist player can
attempt to have FMLN/ERP insurgency units break their
treaty with El Salvador. Each attempt costs 3 Insurgency
Command Points. If he expends these points, he rolls the die
and consults the Diplomatic Table below.
When the truce is broken, the Communist player receives
the variable reinforcements during the End of Turn Stage of
the turn that this event occurs. The ERP units are set up in
any Forest or Mountain Jungle hex inside E1 Salvador in hex
row 0900 (0910-0914), in hexes west of this row, or in hexes
0607, 0707, or 0909 in Honduras. The Entrenchment marker
can be placed in any hex (except in city, town, and port hexes)
inside El Salvador that contains a Communist insurgency unit.
The Communist player receives the additional Insurgency
Command Points indicated. The ERP units are controlled by
the Communist player in the following turn.
DIPLOMATIC TABLE
DIE
ROLL
1-2
GAME TURN
3 6 9 12
KEY:
-: No effect. The
B
3
Salvadoran-ERP truce is
B B
4
still in effect. B: The
B B B
5
truce is broken.
B B B
B
6
SPECIAL RULES (for "The Surprise Offensive")
1. Communist units can enter and occupy Tiger Island (1414)
in this variant, even through it is Honduran territory.
2. Salvadoran Movement Restrictions: Due to the element of
surprise, Salvadoran units are slow to react. The number of
Salvadoran ground units that can be activated and moved during the first three turns is restricted as indicated below. Movement of a ground unit by a Transport Strike mission is
considered an activation. Air units and helicopters are not
restricted.
Game Turn 1: 8 ground units
Game Turn 2: 12 ground units
Game Turn 3: 16 ground units
Game Turn 4 and after: All ground units
During the first three turns, if the Allied player wishes
to activate a Salvadoran infantry brigade, he must roll the
die (see below).
3. Salvadoran Infantry Brigades: Throughout the scenario, the
Allied player must roll the die each time he wishes to move
a Salvadoran infantry brigade. On an even result, the unit
can move; on an odd result, the unit cannot move for the
turn. A unit that cannot move is still allowed to attack
adjacent enemy units, and it can pursue after combat. Note
that in the first three turns, each attempt to activate a
Salvadoran infantry brigade counts as one of the restricted
ground units the Allied player can move; if the die roll is odd,
the unit does not activate and the Allied player loses one of
his restricted activations.
VICTORY CONDITIONS (Both scenarios)
Each player receives Victory Points during the course of
the game, according to the following schedule:
CENTRAL AMERICA, Scenario Book: Page 8
ALLIED
VICTORY
POINTS REASON
3
2
1
Each communist Entrenchment marker eliminated
Each time an FSLN unit is destroyed
Each time another communist unit is destroyed
COMM
VICTORY
POINTS REASON
5
4
3
3
2
1
Each turn San Salvador is controlled by Communist units
Each turn Santa Ana or San Miguel is controlled
Each turn a Salvadoran town or port is controlled
The CIA Entrenchment on Tiger Island is
eliminated
Each CIA or CMA unit destroyed
Each time a Salvadoran ground unit is destroyed
Note: To gain VP for controlling cities, towns and ports, the FSLN
player must have units in the hexes during the End of Turn Stage.
A communist unit must enter a city, town or port hex during the
Communist Ground and Air Stage and remain in the hex throughout the Allied Ground and Air Stage.
At the end of the game, the Allied player's Victory Point
total is subtracted from the Communist player's VP total, and
the players consult the schedule below to determine the
winner and the level of victory.
COMMUNIST
VICTORY
POINT TOTAL
WINNER AND LEVEL OF VICTORY
+ 15 or more
+ 11 to + 14
+7 to +10
+2 to +6
+2 to -1
- 5 to -3
- 6 to -12
- 13 or less
FSLN Smashing Revolutionary Victory
FSLN Decisive Victory
FSLN Tactical Victory
FSLN Marginal Victory
Stalemate
Allied Marginal Victory
Allied Tactical Victory
Allied Decisive Victory
INTERVENTION GAME SCENARIO
(16.1), demolitions (16.2), repair (16.3), and hidden supply
depots (16.4) can easily be added to the game. Read over these
rules sections carefully. Use the Intervention Game Sequence
of Play (13.0), omitting the US Night Naval Bombardment
and US Reaction Air Mission Phases.
Add the following information to the Communist Order of
Battle for "The Separate Peace":
8 x Insurgency Command Points
2 x Hidden Supply Points
When the Salvadoran/ERP truce is broken, the Communist player receives an additional 5 Insurgency Command
Points.
Add the following information to the Communist Order of
Battle for "The Surprise Offensive":
12 x Insurgency Command Points
4 x Hidden Supply Points
OPTIONAL RULES
Players may wish to experiment with the following
optional rules: weather (18.1), additional communist Supply
Sources (18.5), and chemical warfare (18.8). Players should
agree before starting the scenario as to which optional rules
they will use.
Weather: Roll for weather after all units have been set up and
before beginning Game Turn 1.
Communist Supply Sources: The Communist player can create one Communist Supply Source after an FMLN Entrenchment marker has been eliminated by expending a
combination of four Supply Depot markers and/or Hidden
Supply Depot points. The Communist Supply Source marker
is set up in any Jungle or Mountain Jungle in El Salvador that
contains a communist ground unit.
Chemical Warfare: If this option is used, add the following
information to the Communist Order of Battle (applies to both
variants):
3 x persistent chemical weapon
1 x non-persistent chemical weapon
Players may wish to experiment with some of the rules
from the Intervention Game. The rules for guerrilla attacks
BACKGROUND: The FDN and ARDE have agreed to a major offensive
in eastern Nicaragua. Their forces have infiltrated deep into the
country before the FSLN leadership has learned of their presence,
and now heavy FSLN reinforcements are being sent to stem the
rebels. Meanwhile, the FSLN leadership debates whether or not to
attack the Contra bases in Honduras and Costa Rica.
20.2 Scenario 6:
The Contra Drive
Scenario Length:
12 turns
CONVENTIONAL GAME SCENARIO
Allied Order of Battle
UNITED STATES
Central Intelligence Agency (CIA)
REVOLUTIONARY DEMOCRATIC
ALLIANCE AND ARMY (ARDE)
2107 (Silca)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
2825 (Upala)
1 x Entrenchment
1 x 1-2-4 (FARN) infantry battalion
3214
Deployed with FDN air units
1 x EC-135 (EW)
1 x 1-1-4 (Sumo) infantry battalion
3225
2x 1-1-4 (CON) infantry battalion
Task Force Bayonet
3317
1508 (Comayagua)
1 x 1-2-4 (224MI) infantry battalion
CILIVIAN MILITARY ASSISTANCE (CMA)
2107 (Silca)
1x 1-1-4 special forces company
1 x transport helicopter company
Freely deployed with FDN units
in Honduras
2 x transport helicopter company
1xC-123
Deployed in any air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1xC-123
1 x 1-1-4 (Rama) infantry battalion
NICARAGUAN DEMOCRATIC
FORCES (FDN)
2410 (Las Vegas)
1 x Entrenchment
2 x 1-2-4 infantry battalion
2510
1 x Entrenchment
2 x 1-2-4 infantry battalion
2 x transport helicopter company
2714
3 x 1 -1-4 insurgency infantry battalion
2809 (Bocay)
2 x 1 -2-4 infantry battalion
2811
1 x1 -2 -4 infantry battalion
3014
3 x 1-1-4 insurgency infantry battalion
3016
1 x Entrenchment
3 x 1-1-4 insurgency infantry battalion
3018
1 x2-2-4 (COE) special forces battalion
3x 1-1-4 insurgency infantry battalion
3109
1 x 1 -2-4 infantry battalion
3611 (Carats)
2 x 1 -1-4 (Mskt) infantry battalion
Deployed in any air facility in eastern
Honduras with CMA C-123 unit
1 x Allied Supply Source marker
Deployed at 2107 (Silca) with CIA EW
air unit
3x AC-47
Deployed at 2410 (Las Vegas)
1xC-47
CENTRAL AMERICA, Scenario Book: Page 9
AVAILABLE INSURGENCY UNITS
2x 1-2-4 FDN infantry battalion
6x 1-1-4 FDN infantry battalion
1 x 1-1-4 FDN (ATrp) parachute
infantry battalion
1 x 1-1-4 ARDE infantry battalion
1 x 1-1-4 ARDE infantry company
Insurgency Command Points: 54
Allied Reorganization Points: 4
US Reorganization Points: 3
Supply Depots available: 3
VARIABLE REINFORCEMENTS
(see Special Rules)
COSTA RICA
2525 (La Cruz)
1 x 1 -2-4 (CvGd) infantry battalion
Freely deployed in Costa Rica
1 x 1-1-4 (R1Gd) infantry company
HONDURAS
1203 (San Pedro Sula)
2x 1-1-4 artillery battalion
1 x 1-2-3 engineers battalion
1209 (Marcala)
1 x 1 -2-4 infantry battalion
1412 (Goascoran)
1 x 1 -2 -4 infantry battalion
1508 (Comayagua)
1 x non-mobile AA
1 x 2-2-8 (6Cen) mechanized
infantry battalion
1613 (San Lorenzo)
1 x 1-2 -4 infantry battalion
1710 (Tegucigalpa)
1 x non-mobile AA
1 x 2-3-4 (1G) infantry regiment
1 x 1-1-4 (Rgr) special forces battalion
1714 (Choluteca)
1 x 2 -3-4 infantry regiment
1811 (Mandasta)
1 x 1 -2 -4 infantry battalion
2010 (Danli)
1 x 1 -2 -4 infantry battalion
2011 (El Paraiso)
1 x 2-3-4 infantry battalion
2207 (iuticalpa)
1 x 1 -2 -4 infantry battalion
2707 (Valencia)
1 x 1-2 -4 infantry battalion
3505 (Puerto Lempira)
1 x 1-2 -4 infantry battalion
Deployed into one or more Air Groups
3 x A-37
2 x AC-47
1 xB-26
1 xC-47
Additional Allied Reorganization Points: 6
Communist Order of Battle
(see insert for set-ups)
SPECIAL RULES
1. Honduras and Costa Rica begin the game as neutrals.
Their units are not set up until the Reinforcement Phase of
the turn in which a communist regular ground unit enters
either neutral country. Once either country's neutrality is
broken, Honduran and Costa Rican units can attack communist units inside their countries normally. They can never
enter Nicaragua, however.
2. FSLN reinforcements are placed in Matagalpa (2816) in
the Reinforcement Phase of the turn in which they arrive.
3. Communist ground units that enter Honduras or Costa
Rica can freely attack FDN and ARDE ground units in these
countries. However, they can never attack Honduran and
Costa Rican ground units, although they defend normally if
attacked.
VICTORY CONDITIONS
During the game, players keep track of the Victory Points
they gain. During the End of Turn Stage of Game Turn 12,
the Allied player totals his Victory Points for objectives on
the map he has captured or damaged; all objectives must be
in Nicaragua east of hex row 2600 (2610 through 2620). The
Communist player totals his Victory Points for FDN/ARDE
Entrenchments captured and for Allied insurgency units still
remaining inside Nicaragua. Use the following schedule to
determine VP:
ALLIED
VICTORY
POINTS REASON
5
5
2
2
5
1
1
3
The first time Puerto Cabezas (3710) is captured
Each airport captured (the first time only)
Each town captured (the first time only)
Each port captured (the first time only)
Each Nicaraguan Supply Source controlled
Each village controlled
Each airstrip controlled
Each non-mobile AA site destroyed
20.3 Scenario 7:
FSLN Contravention
Scenario Length: 10 or 15 turns
CONVENTIONAL GAME SCENARIO
Communist Order of Battle
(see insert for set-ups)
Note: The Allied player gains VP for Puerto Cabezas, towns, ports,
and airports the first time they are captured; he must control villages,
airstrips, and Nicaraguan Supply Sources at the end of the game. VP
for objectives in the same hex are cumulative; Puerto Cabezas, for
example, is worth 15 VP the first time it is captured (5 for itself, 2
for being a port, 5 for the airport, and 3 for the non-mobile AA site
when it is destroyed). It is worth another 5 VP at the end of the game
if it is controlled (for being a Supply Source).
COMM
VICTORY
POINTS REASON
If 7 or fewer Allied insurgency units are in
Nicaragua
10
If 13 to 8 Allied insurgency units are in Nicaragua
5
If 19 to 14 Allied insurgency units are in
Nicaragua
5
Each FDN, ARDE, and CIA Entrenchment
destroyed
Note: The Communist player counts the total number of Allied in15
surgency units left in hexes completely within Nicaragua (on the
Nicaraguan side of the set-up boundary). He receives only one of
the first three VP totals if there are less than 20 insurgency units
in Nicaragua (he never receives all three totals); if there are 20 or
more insurgency units inside Nicaragua, he receives no VP.
Once each player has added the total VP he receives, the
FSLN VP total is subtracted from the Allied VP total. The
players consult the schedule below to determine the winner
and the level of victory.
TOTAL ALLIED
VICTORY POINTS
60 or more
54 to 59
48 to 53
42 to 47
36 to 41
32 to 35
31 or less
WINNER AND LEVEL OF VICTORY
Allied Decisive Victory
Allied Tactical Victory
Allied Marginal Victory
Stalemate
FSLN Marginal Victory
FSLN Tactical Victory
FSLN Decisive Victory
Annoyed by continued FDN raids into northern
Nicaragua, the Sandinista government decides to use its best forces
to invade Honduras and destroy the Contra bases. Should Honduran
forces decide to interfere with the FSLN strike, contingency plans
are being made by the Sandinistas to broaden the conflict in the area.
BACKGROUND:
CENTRAL AMERICA, Scenario Book: Page 10
Allied Order of Battle
UNITED STATES
Central intelligence Agency (CIA)
2107 (Silca)
1 x Entrenchment
1 x 1-1-4 AA battalion
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
Task Force Bayonet (TFB)
1508 (Comayagua)
1 x 1-2-4 (224M1) infantry battalion
CIVILIAN MILITARY ASSISTANCE (CMA)
Deployed with FDN air units
in Honduras
1 x C-123
Freely deployed in Honduras
2 x transport helicopter company
Deployed at any air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1 xC-123
NICARAGUAN DEMOCRATIC
FORCES (FDN)
2309
1 x Entrenchment
2x 1-2-4 infantry battalion
2410 (Las Vegas)
1 x Entrenchment
2 x 1-2-4 infantry battalion
2 x transport helicopter company
2607
1 x Entrenchment
2 x 1-2-4 infantry battalion
2611
1 x2-2-4 (COE) special forces battalion
2714
2 x 1-1-4 insurgency infantry battalion
2809 (Bocay)
2 x 1-2-4 infantry battalion
2811
2 x 1-1-4 insurgency infantry battalion
3109
2x 1-1-4 insurgency infantry battalion
Deployed in any air facility in eastern
Honduras with CMA C-123 unit
1 x Allied Supply Source marker
Deployed in one or more Air Groups
in Honduras
2 x AC-47
1 x C-47
HONDURAS (see Special Rules)
1203 (San Pedro Sula)
2x 1-1-4 artillery battalion
1 x 1-2-3 engineers battalion
1209 (Marcala)
1 x 1-2-4 infantry battalion
1412 (Goascoran)
1 x 1-2-4 infantry battalion
1508 (Comayagua)
1 x non-mobile AA
1 x 2-2-8 mechanized infantry regiment
1613 (San Lorenzo)
1 x 1-2-4 infantry battalion
1710 (Tegucigalpa)
1 x non-mobile AA
1 x 2-3-4 infantry regiment
1 x 1-1-4 special forces battalion
1714 (Choluteca)
1 x 2-3-4 infantry regiment
1811 (Mandasta)
1 x 1-2-4 infantry battalion
2010 (Danli)
1 x 2-3-4 infantry regiment
1 x 1-2-4 infantry battalion
2207 juticalpa)
1 x 1-2-4 infantry battalion
2406 (Catacamas)
1 x 1-2-4 infantry battalion
3505 (Puerto Lempira)
1 x 1-2-4 infantry battalion
Deployed into one or more Air Groups
1 x S Myst
3 x A-37
2 x AC-47 1 x C-47
1 x B-26
AVAILABLE FDN INSURGENCY UNITS
2x 1-2-4 infantry battalion
3 x 1-1-4 infantry battalion
1 x 1-1-4 (ATrp) parachute infantry
battalion
Insurgency Command Points: 26
Allied Reorganization Points: 6
US Reorganization Points: 3
Supply Depots available: 2
VARIABLE REINFORCEMENTS
(see Special Rules)
FDN
Additional insurgency units available
9 x 1-1-4 infantry battalion
CIA
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
CMA
Freely deployed in Honduras
1 x 1-1-4 special forces company
Deployed at any air facilities
in Honduras
2 x transport helicopter company
ISRAEL
2107 (Silca)
1 x 1-2-4 (Mosd) special forces
company
UNITED STATES
2nd Game Turn of activation
Enter north mapedge
via Transfer mission
(during Air Mission Phase)
1 x A-10
1 x F-15
1 x F-16
1 x 0-2 (EW)
3rd Game Turn of activation
Enter from any north mapedge hex
via Transport Strike mission
(during Air Mission Phase)
2 xC-130
2 x 2-3-4 (1/75, 2/75 Rgr) special
forces battalion
Additional Insurgency Command Points: 24
Additional Allied Reorganization Points: 9
US Reorganization Points: 3
Additional Supply Depots available: 2
SPECIAL RULES
1. Honduras begins the game neutral, although its units are
set up according to scenario instructions. The Allied player
tries to activate Honduras during the End of Turn Stage by
rolling the die. In Game Turn 1, Honduras is activated on
a roll of 1 or 2. In Game Turn 2, it is activated on a roll of
1, 2, 3, or 4. In Game Turn 3, Honduras is automatically
activated. Once Honduras is activated, its units are controlled
by the Allied player, starting with the next turn.
2. Once Honduras is activated, its ground and air units can
attack communist units inside Honduras. Communist units
can never attack Honduran units until the FSLN expands its
strategy (see 6, below); communist air units are subject to
Honduran Interception missions, but they cannot perform
Interception missions against Honduran air units until
strategy expands. Communist ground units defend normally
if attacked, and FSLN attack helicopters can perform defensive Ground Combat Support missions to assist communist
ground units. Honduran units, once activated, can never enter
a hex that is completely within Nicaragua (that is, beyond
the set-up boundary of Nicaragua).
3. FSLN regular ground units cannot enter a hex adjacent
to Honduran units while Honduras is neutral, nor can they
move west of hexrow 2000 (2001-2011) in Honduras until
FSLN strategy expands. Communist units can never enter
El Salvador or Costa Rica.
4. FSLN reinforcements received in Game Turn 8 and 10
are placed in Managua (2120) during the Communist Reinforcement Phase.
5. FDN units that move west of hexrow 2000 (2001-2011),
for whatever reason, are removed from the map and can
never re-enter play. Otherwise, FDN units can move freely
in Nicaragua and Honduras.
6. Expanding FSLN Strategy: In any Reinforcement Phase in
Game Turns 4, 5, 6, and 7, the FSLN player can decide to
expand his strategy by going on the offensive against Honduras. Victory conditions change (see below) as soon as the
Communist player makes this decision.
Until the Communist player changes his strategy, he cannot attack Honduran units which attack FSLN units nor can
he move any communist ground units west of hexrow 2000.
Once the FSLN strategy changes, communist units can attack
Honduran units in the next turn and move anywhere inside
Honduras.
— The Communist player does not have to declare to the
Allied player in which turn he will change his strategy. During the Reinforcement Phase of the turn in which he does
CENTRAL AMERICA, Scenario Book: Page 11
change strategy (one of the four turns listed above), he
announces the change of strategy and places the variable reinforcements he receives on the map.
Following this move, the Allied player receives his variable reinforcements during the Allied Reinforcement Phase
and places the CIA, CMA, and Israeli units on the map. The
additional FDN insurgency units are placed in his pool of
available insurgency units and become available in the next
Allied Insurgency Phase.
7. US Reinforcements: The US begins to react to the expanded FSLN strategy two turns after the FSLN variable reinforcements appear on the map. The variable US reinforcements
appear on the second and third turns after the FSLN variable reinforcements appear on the map. For example, the
Communist player decides to expand his strategy during
Game Turn 5; he places his variable reinforcements on the
map in his Reinforcement Phase. The Allied player places
his variable reinforcements on the map during his Reinforcement Phase. In Game Turn 6, the additional FDN insurgency
units are available for use. In Game Turn 7, the US Air Force
units enter the map; in Game Turn 8, the special forces units
enter the map.
The US Air Force air units enter during the Allied Air
Mission Phase. They must land at an air facility within four
hexes (inclusive) of the northern Honduran coast. They are
placed in the 'Used" space on the Air Group Display. The US
special forces battalion enter the map via Transport Strike
mission during the Allied Air Mission Phase. They can perform a paradrop in the turn they arrive or they can be placed
in an air facility anywhere in Honduras. US Air Force units
can escort the C-130's when the transport air units come
within 3 hexes of the US 0-2 EW unit. Once the C-130's have
transported the special forces units onto the map, they are
removed from play.
VICTORY CONDITIONS
The Communist player may elect to adopt a limited
strategy against Contra camps in Honduras. By the end of
Game Turn 4, the Communist player must eliminate the three
FDN Entrenchment markers. By the end of Game Turn 7,
he must destroy or eliminate all FDN regular ground units
(either through combat or forcing the FDN units to move west
of hex row 2000). If he fails to fulfill these two conditions,
the game automatically ends and the Allied player achieves
a Marginal Victory.
If the above conditions are met by the end of turns 4 and
7, the Communist player achieves a Tactical Victory. He now
faces a choice: to withdraw all FSLN regular ground units
from Honduras or to expand his strategy and attack Honduras
(see above).
Victory Conditions for Withdrawing: The FSLN player
has until the end of Game Turn 10 to move all FSLN regular
ground units back into Nicaragua (that is, into hexes on the
Nicaraguan side of the set-up boundary) If he fails to complete withdrawal of all ground units, the Allied player wins
a Marginal Victory. As the FSLN units leave Honduras, they
are subject to attack by Honduran units (remember, FSLN
units cannot attack Honduran units during this time). For
every two step losses suffered by FSLN regular ground units,
the level of victory decreases by one. See the chart below
if the FSLN decides to withdraw from Honduras to determine
the winner and level of victory.
WINNER AND LEVEL
OF VICTORY
FSLN Tactical Victory
CONDITIONS
1) Three FDN Entrenchments
eliminated; and
2) All FDN regular ground units
destroyed or eliminated; and
3) No more than 1 step loss
suffered by withdrawing FSLN
regular ground units.
WINNER AND LEVEL
OF VICTORY
CONDITIONS
FSLN Marginal Victory 1) Three FDN Entrenchments
eliminated and all FDN regular
ground units destroyed or eliminated; and
2) No more than 3 step losses
suffered by withdrawing FSLN
regular ground units.
Allied Marginal Victory 1) Communist player fails to
eliminate FDN Entrenchments
and regular ground units by end
of turn 7, or
2) Withdrawing FSLN regular
ground units suffer 4 or more step
losses.
Allied Tactical Victory 1) Communist player fails to
eliminate FDN Entrenchments
and regular ground units by end
of turn 7, and
2) Withdrawing FSLN regular
ground units suffer 6 or more step
losses.
Expanded FSLN Strategy Victory Conditions: If the Communist player decides to expand his strategy and attack
Honduras, the scenario lasts until the end of Game Turn 15,
and the conditions for victory change. By the end of turn 15,
the Communist player must destroy the three FDN Entrenchments, or the Allied player automatically wins a Marginal
Victory. (Note that if the Communist player does not destroy
the FDN Entrenchments by the end of turn 4, he may have
to expand his strategy in order to have any chance of gaining a victory.) If the Entrenchments are destroyed by the end
of the game, then the winner and level of victory depends
on the territorial objectives achieved by the FSLN forces as
outlined below.
WINNER AND LEVEL
OF VICTORY
REASONS
FSLN Decisive Victory FSLN controls Tegucigalpa,
Choluteca, and 9 towns in
Honduras.
FSLN Tactical Victory FSLN controls Tegucigalpa,
Choluteca, and 6 towns in
Honduras.
FSLN Marginal Victory FSLN controls Choluteca and 6
towns in Nicaragua.
Allied Marginal Victory One FDN Entrenchment remains
on the map; or FSLN controls
Choluteca and 4 towns in
Nicaragua.
Allied Tactical Victory FSLN controls no cities and 4
towns in Nicaragua.
Allied Decisive Victory FSLN controls no cities and no
more than 2 towns in Nicaragua.
OPTIONAL RULES
Players may wish to experiment with the following
optional rules: weather (18.1), US standoff air attacks and US
special munitions (18.7). Players should agree before beginning play as to which optional rules will be used.
Weather: Begin rolling for weather during the End of Turn
Stage of Game Turn 7.
US Air Units: If standoff air attacks and special munition
options are being used, add the following information to the
Allied Order of Battle:
2 x US standoff air attacks
1 x smart bombs
1 x cluster bombs
CENTRAL AMERICA, Scenario Book: Page 12
20.4 Scenario 8:
Revolution Without Borders
Scenario Length: 12 turns
INTERVENTION LEVEL GAME
Allied Order of Battle
HONDURAS
1203 (San Pedro Sula)
2 x 1-1-4 artillery battalion
1 x 1-2-3 engineers battalion
1209 (Marcala)
1 x 1-2-4 infantry battalion
1302 (Puerto Cortes)
1 x 1-2-4 infantry battalion
1404 (El Progresso)
1 x 1-2-4 infantry battalion
1412 (Goascoran)
1 x 1-2-4 infantry battalion
1508 (Comayagua)
1 x non-mobile AA
1 x 2-2-8 mechanized infantry battalion
1613 (San Lorenzo)
1 x 1-2-4 infantry battalion
1710 (Tegucigalpa)
1 x non-mobile AA
1 x 2-3-4 infantry regiment
1 x 1-1-4 special forces battalion
1714 (Choluteca)
1 x 2-3-4 infantry regiment
2003 (Olanchito)
1 x 1-2-4 infantry battalion
2011 (El Paraiso)
1 x 2-3-4 infantry regiment
2207 (iuticalpa)
1 x 1-2-4 infantry battalion
2406 (Catacamas)
1 x 1-2-4 infantry battalion
Deployed into one or more Air Groups
1 x S Myst
3 x A-37
2 x AC-47 1 xC-47
1 xB-26
EL SALVADOR
0210 (Ahuachapan)
1 x 1-1-4 infantry battalion
0311 (Sonsonate)
1 x 1-1-4 infantry battalion
0312 (Acajutla)
1 x 1-1-4 infantry battalion
0410 (Santa Ana)
1 x 1-2-4 infantry brigade
[2-2-4 with step loss]
1 x 1-1-4 artillery battalion
0509 (Metapan)
1 x 1-2-4 infantry battalion
1 x 1-1-4 (SOG4) special forces
company
0512 (Nueva San Salvador)
1 x 2-1-8 armored cavalry regiment
0611 (San Salvador)
1 x 1-2-4 infantry brigade
[2-2-4 with step loss]
BACKGROUND: The FSLN and FMLN agree to undertake a joint
operation against Honduras and El Salvador. Should the insurgent
forces be successful, the Sandinista government is willing to commit its forces in a bold attempt to capture its neighbors.
1 x 1-1-4 infantry battalion
1 x 1-1-4 AA battalion
1 x attack helicopter company
0612
1 x 2-2-4 parachute infantry battalion
1 x transport helicopter battalion
0713 (Zacatecoluca)
1 x 1-2-4 infantry battalion
0810 (Chalatenango)
1 x 1-2-4 infantry battalion
0811 (Ilobasco)
1 x 1-2-4 infantry battalion
0812 (San Vicente)
1 x 1-2-4 infantry brigade
[2-2-4 with step loss]
1 x 1-1-4 artillery battalion
0911 (Sensuntepeque)
1 x 1-2-4 (ARCE) insurgency infantry
battalion
1013 (Usulutan)
1 x 1-1-4 infantry brigade
[2-1-4 with step loss]
1 x 1-1-4 artillery battalion
1113 (San Miguel)
1 x 1-2-4 infantry brigade
[2-2-4 with step loss]
1 x 1-2-4 engineers battalion
1213 (El Carmen)
1 x 1-2-4 infantry battalion
1312 (Santa Rose de Lima)
1 x 1-1-4 infantry regiment
[2-1-4 with step loss]
1314 (La Union)
1 x 1-2-4 (BIM) insurgency naval
infantry battalion
1 x 1-1-4 (1NC) naval special
forces company
Deployed in one or more Air Groups
3 x AC-47 1 x C-47
2 x A-37
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
2107 (Silca)
1 x Entrenchment
1 x 1-1-4 AA battalion
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
Task Force Bayonet (TFB)
1508 (Comayagua)
1 x 1-2-4 (224MI) infantry battalion
Insurgency Command Points: 6
Allied Reorganization Points: 9
US Reorganization Points: 9
Supply Depots available: 2
REINFORCEMENTS (see Special Rules)
UNITED STATES
1st Game Turn
Enter from any north mapedge hex
via Transfer mission or as escorts
to US transport air units
(during Air Mission Phase)
1 x EF-111 (EW)
1 x A-10
2 x F-15
2 xF-16
1 x AC-130
2 x 0-2 (EW)
1 x E-3 AWACS
Available to enter from north mapedge
via Transport Strike mission
(during Air Mission Phase)
4xC-130
2 xC-141
3 x 2-2-4 82nd (1/504, 2/504, 3/504)
infantry battalion
1 x 2-1-8 82nd (504) tank battalion
1 x 2-2-4 82nd (307) engineers
battalion
1 x 82nd Air Supply
2 x 2-3-4 (1/75, 2/75 Rgr) special
forces battalion
2nd Game Turn
Available to enter from north mapedge
hex via Transport Strike mission
(during Air Mission Phase)
3 x 2-2-4 82nd (1/325, 2/325, 3/325)
infantry battalion
1 x 2-1-4 82nd (3/4) AA battalion
1 x 1-1-4 82nd (1/319) artillery
battalion
2 x 2-3-4 (1/7, 2/7) special forces
battalion
3rd Game Turn
Available to enter from north mapedge
hex via Transport Strike mission
(during Air Mission Phase)
3 x 2-2-4 82nd (1/505, 2/505, 3/505)
infantry battalion
2x 1-1-4 82nd (2/319, 3/319) artillery
battalion
1 x 2-3-4 (3/75 Rgr) special forces
battalion
1 x 2-3-4 (3/7) special forces battalion
Note: After transporting US reinforcments onto
the map, the US C-130 and C-141 air units can
exit the north edge of the map to bring on the
rest of the 82nd Airborne. If US Air Force units
escort transport air units, they return to an air
facility once the transport units leave the north
mapedge. The 82nd Air Supply marker can
enter in any turn.
Communist Order of Battle
(see insert for set-ups)
SPECIAL RULES
1. Honduran forces begin the game neutral. They auto-
matically become active in the turn that a unit is attacked
by communist insurgency or regular ground units. Otherwise,
the Allied player rolls during the End of Turn Stage to activate Honduras. In the first turn, Honduras is activated on
a roll of 1; on the second turn, it is activated on a roll of 1,
2, or 3; on the third turn, it is automatically activated. Once
activated during an End of Turn Stage, Honduran units can
move and attack normally in the following turn. Until activated, Honduran units cannot move or attack, although they
defend normally if attacked.
CENTRAL AMERICA, Scenario Book: Page 13
2. While Honduras is neutral, FSLN and FMLN units that
move into a ZOC of a Honduran unit must stop movement
for the turn. They do not have to attack the Honduran units.
Communist insurgency units can move from one ZOC to
another, but they must stop when moving into a new ZOC.
Also, Riot markers cannot be placed in Honduran cities while
the country is neutral (see 5, below).
3. Nicaraguan regular army units cannot move until the turn
after Santa Ana (0410), San Salvador (0611), San Miguel (0711)
or Tegucigalpa (1308) is captured, or the turn after Honduras
becomes activated.
Communist air units can perform only Transport Strike
missions (with combat air units escorting them) until the turn
after one of the above cities is captured or Honduras becomes
activated.
4. US Intervention: If Santa Ana, San Salvador, San Miguel
or Tegucigalpa is captured before the end of Game Turn 8,
or if communist regular ground units enter Honduras, the
United States intervenes. US reinforcements begin arriving
via Transport Strike mission during the Allied Air Mission
Phase of the turn after a city is captured or a communist
regular ground unit enters Honduras. For example, if
Tegucigalpa is captured in turn 6, US reinforcements begin
arriving in the Allied Air Mission Phase of turn 7.
5. Riots: Six times during the game, the FSLN player can
declare that a riot occurs in a city, town, or port in Honduras
or El Salvador. One riot can be declared in a Communist Insurgency Placement Phase. The city where the riot is to occur
cannot contain any Allied units; the Communist player places
a Riot marker in the city, town, or port of his choosing. No
more than one Riot can occupy a hex at a time.
Riot markers cannot move or attack, but each has a
Defense Value of 1. To remove a marker, the Allied player
must initiate ground combat either in the hex with the marker
or from an adjacent hex. Any defender step loss or retreat
results in the marker being eliminated; Allied units take combat results normally when attacking Riot markers.
Allied units cannot trace supply lines through a hex containing a Riot marker, nor can they draw supplies from a Supply Source containing such a marker.
6. Allied ground units can never enter Nicaragua. FMLN and
FSLN units can freely enter Honduras and El Salvador.
7. The Intervention Game Sequence of Play (13.0) is used
in this scenario. The US Night Naval Bombardment and
Allied Reaction Air Mission Phases are not used.
VICTORY CONDITIONS
The Communist player automatically wins a Decisive
Victory if he controls both Tegucigalpa and a city in El
Salvador during any End of Turn Stage in turns 1 through
8 (inclusive); the game ends at this point. If this condition
is not met, the players consult the following chart at the end
of the game to determine the winner and the level of victory.
20.5 Scenario 9:
Operation Conquistador!
Scenario Length: 8 turns
INTERVENTION GAME SCENARIO
WINNER AND LEVEL
OF VICTORY
REASONS
FSLN Decisive Victory FSLN controls Tegucigalpa and a
city in El Salvador before the end
of Game Turn 8.
FSLN Tactical Victory FSLN controls either Tegucigalpa
or a city in El Salvador at the end
of the game.
FSLN Marginal Victory FSLN controls Choluteca (1714) and
5 other Salvadoran and/or Honduran towns at the end of the game.
Stalemate
FSLN controls Choluteca and 2
other Salvadoran and/or Honduran towns at the end of the game.
Allied Marginal Victory FSLN controls no more than 2 Salvadoran and/or Honduran towns
at the end of the game.
Allied Tactical Victory 1) FSLN controls no Salvadoran
or Honduran towns or cities at the
end of the game, and
2) No more than 10 communist
insurgency and/or regular ground
units occupy hexes inside Honduras and El Salvador.
Allied Decisive Victory 1) No communist regular ground
forces in Honduras or El Salvador,
and
2) Five or fewer communist insurgency ground units in Honduras or El Salvador.
OPTIONAL RULtS
Players may wish to experiment with the following
optional rules with this scenario: weather (18.1), die roll modifiers and column shifts (18.2), supply rules (18.5), repair rules
(18.6), standoff air attacks and US special munitions (18.7),
chemical warfare (18.8), and US command restrictions (18.9).
Players should decide before beginning play as to which
optional rules they will use; note that US command restrictions should be used only if the US special munitions and
chemical warfare options are used.
Weather: Begin rolling for weather during the End of Turn
Stage of Game Turn 1.
US Additional Information: Add the following to the Allied
Order of Battle:
6 x Resource Points
4 x standoff air attack
2 x smart bombs
2 x incendiary bombs
2 x cluster bombs
Communist Additional Information: Add the following to the
Communist Order of Battle:
4 x non-persistent chemical weapons
2 x persistent chemical weapons
BACKGROUND: The ill-advised FSLN invasion of Honduras has been
repulsed with considerable losses, thanks to the timely arrival of US
forces. Now the Allies are ready to counterattack in an attempt to
overthrow the Sandinista government. The 1st Marines have established a foothold on the Nicaraguan coast, and Honduras and the
US 82nd Airborne are about to drive down from the north.
Allied Order of Battle
DEMOCRATIC REVOLUTIONARY ARMY
AND ALLIANCE (ARDE)
2825 (Upala)
1 x Entrenchment
1 x 1-2-4 infantry battalion
3214
1 x 1-1-4 (Sumo) infantry battalion
3225
2x 1-1-4 infantry battalion
3317
1 x 1-1-4 (Rama) infantry battalion
CIVILIAN MILITARY ASSISTANCE (CMA)
Freely deployed in Honduras
1 x 1-1-4 special forces company
4 x transport helicopter company
1 xC-123
Deployed at an air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airway supply)
1 xC-123
CENTRAL AMERICA, Scenario Book: Page 14
NICARAGUAN DEMOCRATIC
FORCES (FDN)
2310 (Las Trojes)
1 x 1-2-4 infantry battalion
2410 (Las Vegas)
1 x Entrenchment
2 x 1-2-4 infantry battalion
2 x transport helicopter company
2510
1 x 1-2-4 infantry battalion
2609
1 x Entrenchment
2 x 1-2-4 infantry battalion
3611 (Carata)
2x 1-1-4 (Mskt) infantry battalion
Deployed in Silca (2107) with CIA EW
air unit
2 x AC-47
Deployed at an air facility in eastern
Honduras with CMA C-123 unit
1 x Allied Supply Source marker
HONDURAS
1508 (Comayagua)
1 x non-mobile AA
1 x 1-1-4 special forces battalion
1613 (San Lorenzo)
1 x 1-2-4 infantry battalion
1710 (Tegucigalpa)
1 x non-mobile AA
2 x 1-2-4 infantry battalion
1 x 1-2-3 engineers battalion
1713
1 x 1-2-4 infantry battalion
1714 (Choluteca)
2 x 2-3-4 infantry regiment
1 x 1-1-4 artillery battalion
1811 (Mandasta)
1 x I -2-4 infantry battalion
1812
1 x 1-2-4 infantry battalion
1911
1 x 1-2-4 infantry battalion
2010 (Danli)
1 x 2-3-4 infantry regiment
1 x 2-2-8 mechanized infantry battalion
1 x 1-1-4 artillery battalion
Deployed in one or more Air Groups
3 x A-37
1 x S Myst
1 x AC-47 1 x C-47
1 x B-26
Note: The Allied player can substitute the
F-5 or the Kfir for the S Myst.
Freely deployed in Costa Rica
1x 1-1-4 193rd parachute infantry
company
1 x 193rd transport helicopter company
1 x 2-3-4 (3/7) special forces battalion
1 x SF transport helicopter battalion
UNITED STATES
Central Intelligence Agency (CIA)
US Marines
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
2107 (Silca)
1 x Entrenchment
1 x 1-1-4 AA battalion
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
1 x EC-135 (EW)
US Navy
Deployed in Pacific Holding Box
2xF-14
2 xF-18
1 x A-6
1 x EA-6 (EW)
1 x E-2 AWACS
(deployed in AWACS Detection Box)
US Air Force
Deployed in two or more Air Groups
in Honduras
1 x EF-111 (EW) 1 x 0-2 (EW)
1 x E-3 AWACS
1 x A-10
1 x F-15
2xC-130
1 x F-16
1xC-141
1 x AC-130
US Army
Freely deployed in Honduras
1 x 1-2-4 TFB (224MI) infantry
battalion
4 x 2-2-4 82nd infantry battalion
2 x 1-2-4 82nd infantry battalion
[2-2-4 with step loss]
1 x2-1-8 82nd tank battalion
2x 1-1-4 82nd artillery battalion
1 x 2-1-4 82nd AA battalion
1 x 2-2-4 82nd engineers battalion
2 x 2-3-4 (1/75, 2/75 Rgr) special
forces battalion
2 x 2-3-4 (1/7, 2/7) special forces
battalion
1919 (Puerto Sandino)
1 x 3-2-4 1st Marines (1/1) infantry
battalion
1 x 2-2-4 1st Marines (2/1) infantry
battalion [3-2-4 with step loss]
1 x3-2-8 1st Marines (1) tank battalion
1 x 2-2-8 MAF anti-tank battalion
1920
1 x 2-2-4 1st Marines (3/1) infantry
battalion [3-2-4 with step loss]
1 x 2-2-4 1st Marines (1) engineers
battalion
1 x 1-1-4 MAF artillery battalion
1 x 1-0-7 MAF SAM battalion
1 x USMC Beachhead
Deployed in Pacific Holding Box
1 x 2-1-7 1st Marines self-propelled
artillery battalion
1 x2-2-5 1st Marines (1Rec) special
forces battalion
1 x MAF transport helicopter battalion
Deployed in one Air Group in
Puerto Sandino (1919)
1xF-4
1 xA-6
lx F-4 (EW)
1 x F-18
Deployed in hex 1919 or 19 20 with
Marines or in Pacific Holding Box
1 x MAF attack helicopter battalion
1 x MAF transport helicopter battalion
2 x AV-8B
AVAILABLE INSURGENCY UNITS
1 x 2-2-4 FDN (COE) special forces
battalion
2x 1-1-4 FDN infantry battalion
1 x 1-1-4 ARDE infantry battalion
1 x 1-1-4 ARDE infantry company
Insurgency Command Points: 18
Allied Reorganization Points: 8
US Reorganization Points: 12
Supply Depots available: 3
US Night Naval Bombardments: 2
US Tactical Bombardment Points: 9
Communist Order of Battle
(see insert for set-ups)
SPECIAL RULES
1. This scenario uses the complete Intervention Game
Sequence of Play. The Communist player cannot perform
Merchant Shipping Raid missions.
2. All Allied ground and air units can enter Nicaragua. At
the beginning of the game, Zones of Control extend across
set-up boundaries.
3. Puerto Sandino is considered captured and controlled by
the Allied player and the airport in the hex is at full capacity.
4. Riots: Fives times during the course of the game, the Allied
player can declare that a riot occurs in a city in Nicaragua.
One riot can be declared in an Allied Insurgency Placement
Phase; the Allied player places a Riot marker in the city of
his choosing. No more than one marker can occupy a given
city hex. A Riot marker can be placed in a hex containing
communist units, except tank regiments.
Riot markers cannot move or attack, but each has a
Defense Value of 1. To remove the Riot marker, the Communist player must either attack it or must move a tank
regiment into the hex. If a tank regiment (full or half-strength
or replacement unit) is moved into the hex, the Riot marker
is immediately removed with no further action by the player.
Other ground units must move into the hex with the Riot
marker or adjacent to it, and during the Ground Combat
Phase attack the hex. If the combat result calls for the
defender taking a step loss or retreating, the marker is removed; communist units take combat losses normally when
attacking Riot markers.
Communist units cannot trace supply lines through a hex
containing a Riot marker, nor may they draw supplies from
a Supply Source containing a marker.
5. FSLN Desertion: In the End of Turn Stage of turns 3, 5,
and 7, the Allied player rolls the die to determine if an FSLN
regular army unit has deserted. On a roll of 1 or 2, a desertion
occurs. Any other roll has no effect. If a desertion occurs,
the Communist player selects one infantry brigade (full or
half-strength) and removes it from the map.
6. The FSLN Government and Treasury markers move like
regular ground units or they can be transported by the IL-76
or C-47. Each has a Load Point cost of 1. Each marker has
CENTRAL AMERICA, Scenario Book: Page 15
an Attack Value of 0 and a Defense Value of 1; it can contribute its Defense Value only when stacked with other communist ground units. If a marker if ever alone in a hex with
Allied ground units, it is captured; also, if it takes a step loss
from ground combat, it is considered captured by the Allied
player. A marker cannot be attacked by Allied Bombardment
Strike missions. The markers do not count towards stacking
limits in a hex.
7. The electronic detection capability of Masaya is considered suppressed at the beginning of the game. Place the
Masaya EW Suppressed marker in hex 2220. The marker is
removed during the End of Turn Stage of turn 1.
VICTORY CONDITIONS
By the end of the game, the Allied player must have captured either the FSLN Government or Treasury marker to
win. If neither of these pieces is captured, the Communist
player automatically wins a Tactical Victory.
If the FSLN Goverment or Treasury marker is captured,
then the Allied player adds up the Victory Points for objectives he has captured inside Nicaragua. The Communist
player receives Victory Points for eliminating Riot markers
and eliminating US units. Use the following chart to determine VP for each player.
ALLIED
VICTORY
POINTS REASON
12
Managua is Allied-controlled at the end of the
game
10
FSLN Treasury marker is captured
5
FSLN Government marker is captured
Each Supply Source controlled by Allies
5
5
Punta Huete airport controlled by Allies
2
Each city controlled by Allies
2
Each port controlled by Allies
2
Each airport controlled by Allies
Note: The VP for objectives in a hex are cumulative. Managua, for
example, is worth 17 VP (12 for itself, 2 for being a city, and 5 for
being a Supply Source).
COMM
VICTORY
POINTS REASON
Each US air unit eliminated
Each US ground unit eliminated
Each Riot marker eliminated
The total Communist Victory Points are subtracted from
the total Allied Victory Points. The players then consult the
following schedule to determine the winner and the level of
victory.
5
2
3
TOTAL ALLIED
VICTORY POINTS WINNER AND LEVEL OF VICTORY
111 or more Allied Decisive Victory
Allied Tactical Victory
101 to 110
Allied Marginal Victory
91 to 100
Stalemate
81 to 90
FSLN Marginal Victory
75 to 80
FSLN Tactical Victory
69 to 74
FSLN Decisive Victory
63 to 68
OPTIONAL RULES
Players may wish to experiment with all the optional
rules in Section 18.0 (except 18.4: Nicaraguan Motor Torpedo
Boat Attacks). They should agree beforehand as to which
optional rules they will use.
Weather: Begin rolling for weather during the End of Turn
Stage of Game Turn 6.
Allied Player Information: Add the following information to
the Allied Order of Battle:
6 x Resource Points
4 x US standoff air attacks
2 x smart bombs
2 x incendiary bombs
2 x cluster bombs
Communist Player Information: Add the following information
to the Communist Order of Battle:
2 x Resource Points
3 x persistent chemical weapons
2 x non-persistent chemical weapons
21.0 CAMPAIGN SCENARIOS
21.1 Scenario 10:
The 1979 Revolution (Historical)
Scenario Length: 44 turns (4 June to 20 July 1979)
CONVENTIONAL GAME SCENARIO
Allied Order of Battle
GUARDIA NACIONAL (SOMOZA)
1818 (Leon)
1 x 1-2-4 MP battalion
1919 (Puerto Sandino)
1 x 1 -2 -4 infantry battalion
2012 (Ocotal)
1 x 1-1 -4 (OSN) infantry company
2115 (Esteli)
1 x 1 -1-4 (CA) infantry company
2120 (Managua)
1 x 2-2-8 (1AS) tank battalion
1 x 2-2-4 (Cas) infantry battalion
BACKGROUND: On 4 June 1979, the majority of businesses in Nicaragua's cities are closed by an anti-government strike in an effort
to undermine the Somoza regime. The same day, the Organization
of American States refuses to condemn the FSLN attacks by Eden
Pastora's forces located in Costa Rica. The FSLN is about to begin
its long-waited attack on Somoza after secretly receiving supplies for
over a year from the Carter Administration.
2121 (Jinotepe)
1 x 1 -1 -3 engineers company
2220 (Masaya)
1 x 2-2-4 (EEBI) infantry battalion
1 x 2-2-4 (Bect) insurgency infantry
battalion
2316 (Matagalpa)
1 x 1 -1 -4 (AMRC) infantry company
2321 (Granada)
1 x 1-2-4 MP battalion
1 x attack helicopter battalion
3122 (Colonia Nueva Guinea)
1 x 1 -1-4 (AMRC) infantry company
3319 (Rama)
1 x 1-2 -4 infantry battalion
3710 (Puerto Cabezas)
1 x 1 -2 -4 (SIM) infantry battalion
Deployed into one or more Air Groups
1 x A-33
1 x P-61
1 x T-28D
1 x F-51D
1 x C-47
Insurgency Command Points: 1
Allied Reorganization Points: 16
Supply Depots available: 1
Communist Order of Battle
(see insert tor setups)
SPECIAL RULES
1. The Allied player cannot use the airport at Punta Huete
(2218), since it had not yet been built.
2. Guardia Nacional (GN) units can never enter a hex that
is totally within Costa Rica, Honduras, or El Salvador.
3. GN Supply Sources are Ocotal (2012), Managua (2120),
Jinotepe (2121), and Puerto Cabezas (3710). The Allied player
may wish to place Allied Supply Source marker or blank
counters in these hexes. Beginning with Game Turn 38, the
CENTRAL AMERICA, Scenario Book: Page 16
only GN Supply Source is Managua, and GN units can no
longer be reorganized or rebuilt.
4. At the beginning of the game, Puerto Morazan (1615) is
controlled by the Communist player. Communist Supply
Sources are San Isidro (2215), hex 2311, Liberia (2727), and
controlled, undamaged Nicaraguan ports. The Communist
player may wish to place Communist Supply Source markers
or blank counters in these hexes.
5. The variable communist reinforcements become available
during the Reinforcement Phase in the turn in which a communist unit controls a Caribbean port hex in Nicaragua.
6. The FSLN and FDN are allies in this scenario and are controlled by the Communist player.
7. Riots: Five times during the game, the Communist player
can declare that a riot occurs in a town or city in Nicaragua.
One riot can be declared in an Communist Insurgency Placement Phase; the Communist player places a Riot marker in
the city or town of his choosing. No more than one Riot
marker can occupy a hex at a time. A Riot marker can be
placed in a hex containing friendly or enemy ground units.
Riot markers cannot move or attack, but each has a
Defense Value of 1. To remove the Riot marker, the Allied
player must initiate ground combat either in the riot hex or
from an adjacent hex. If the combat results in a defender's
step loss or retreat result, the Riot marker is removed from
the hex; GN units take combat results normally when attacking Riot markers.
GN units cannot trace supply lines through a hex containing a Riot marker, nor may they draw supply from a
Supply Source containing a Riot marker.
8. Controlling Hexes: Whenever a CDS unit is placed in a hex
as a reinforcement, GN control of the hex in negated. A CDS
unit cannot move or attack, but it has a Defense Value of 2;
this value is not doubled in a city, although the Defense Value
of one insurgency or regular ground unit is doubled when
defending in a city. A CDS unit does not have to retreat from
a city after combat.
When a CDS unit occupies a hex, communist units can
enter the hex even if GN units already occupy the hex. The communist units gain all normal benefits when attacking or
defending in a hex with a CDS unit. Combat can occur
between opposing units in and adjacent to such a hex. As long
as opposing units occupy the hex, neither player controls it.
If a CDS unit is eliminated in combat, communist units in
the hex must immediately retreat two hexes.
A CDS unit counts towards stacking restrictions. They
are considered support units (see 7.5).
VICTORY CONDITIONS
At the end of the game, both players determine which
cities and towns they control. Cities and towns containing
opposing units are not counted. The players consult the following chart to determine the Victory Points they receive.
VICTORY
POINTS REASON
6
2
1
Managua (2120) controlled
Each other city controlled
Each town controlled
After each player determines his VP, the Communist VP
total is subtracted from the Allied VP total. Players consult
the following schedule to determine the winner and the level
of victory.
TOTAL GN
VICTORY
POINTS
WINNER AND LEVEL OF VICTORY
or more Guardia Strategic Victory
+8 to +10
Guardia Tactical Victory
+6 to +7
Guardia Marginal Victory
+2 to +5
FSLN Marginal Victory
—2 to +1
FSLN Tactical Victory
—3 or less
FSLN Strategic Victory
+ 11
INTERVENTION GAME SCENARIO
Players may wish to play this scenario using the Intervention Game rules. The US Night Naval Bombardment and
Allied Reaction Air Mission Phases should be skipped.
Add the following to the Allied Order of Battle:
3 x Insurgency Command Points
Add the following to the Communist Order of Battle:
10 x Insurgency Command Points
OPTIONAL RULES
The only optional rule that should be used in this scenario
is weather (18.1). If this option is used, begin rolling for
weather in the End of Turn Stage of Game Turn 24.
POLITICAL EFFECTS
The level of victory in this scenario has the following effects on
the situation in Central America:
Guardia Strategic Victory Somoza retains power and eventually
defeats the FSLN in the populated
areas of Nicargaua.
Guardia Tactical Victory Somoza retains power but must continue to contest the FSLN with the
assistance of several South American
countries.
Guardia Marginal Victory Somoza is replaced by a constitutional
provisonal government, which successfully negotiates with the rebel
forces.
FSLN Marginal Victory
The FSLN continues to combat the
provisional government after negotiations break down.
FSLN Tactical Victory
Somoza flees, the provisional government collapses, and the FSLN controls
Nicaragua.
The FSLN controls Nicaragua and imFSLN Strategic Victory
mediately attempts to conquer Costa
Rica and E1 Salvador in 1979.
CAMPAIGN ANALYSIS: As "the final offensive began, the Guardia
National possessed two significant advantages: mobile firepower and
air support from the Nicaraguan Air Force (FAN). To counter these
strengths, the FSLN's grand strategy was to disperse the GN lest the
FSLN be destroyed in piecemeal fashion by concentrated GN attacks.
It was not surprising then that the initial FSLN operations occurred
in both the extreme north and south of the country. The resulting
indecisive battles south of Rivas were of great value to the FSLN.
Pastora's conventional forces that fought a seesaw battle with the
regime's elite EEBI unit (commanded by the brilliant tactician Pablo
Emilio Salazar) kept it from participating in the more important urban fights farther north.
Another critical component of the FSLN strategy was to immobilize the northern GN units by disrupting their supply lines, an effort
that relied heavily upon the urban insurrections of the Sandinista
Defense Committees. As a result, the FSLN insurgency were free
to concentrate their limited firepower in a few selected areas.
By the time GN units had been forced closer together, their
reserves of men and equipment were depleted (even with Somoza's
repeated call-ups). At this point GN strength might still have
prevailed, but foreign support for the regime dissipated after the TV
execution of ABC newsman Bill Stewart (in the Managua free fire
zone on 20 June). Further, since the GN, on the surface, seemed
unable to defeat the FSLN, the Carter Administration found it
politically expedient to block delivery of munitions and supplies that
the Somoza regime had already purchased. Indeed, the State Department argued that the US blockade would hasten the end of the war.
By 17 July 1979, GN resistance was crumbling, and so General
Somoza (and his family) flew to Miami. Francisco Urcuyo was sworn
in as the new president and unexpectedly announced his intent to
serve out Somoza's term of office (to 1981). FSLN forces continued
to advance, and on 19 July, President Urcuyo fled to Guatemala. The
coalition government and the directorate of the FSLN entered
Managua the following day.
Through the use of a superior grand strategy (one which the
regime never managed to counter) and through the remarkable efforts
of the Sandinista's activist cadres, the FSLN's main forces never had
to face massed GN strength. The civilian populace of Nicaragua,
however, suffered the most from aerial bombardments and from serving as a shield for the Sandinista forces.
CENTRAL AMERICA, Scenario Book: Page 17
Note: This scenario can be played in two variations. The Communist
Order of Battle listed first in the set-up insert is the advanced version
(it will be quite difficult for the Allied player to win this version).
The second, alternate version uses an unmobilized Nicaraguan Order
of Battle and is more balanced.
Allied Order of Battle
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
1514 (Cedeno)
1 x Entrenchment
1 x 1-1-4 AA battalion
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
Freely deployed with FDN and/or
CMA air units
1 x EC-135 (EW)
CIVILIAN MILITARY ASSISTANCE (CMA)
Freely deployed in Honduras
1 x 1-1-4 special forces company
4 x transport helicopter company
1 x C-123
Deployed at an air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1 x C-123
DEMOCRATIC REVOLUTIONARY ALLIANCE
AND ARMY (ARDE)
2825 (Upala)
1 x Entrenchment
1 x 1-2-4 infantry battalion
Throughout September and October, the main battle
units of the EPS (Sandinista Popular Army) have been repeatedly
ambushed in rural areas. November begins with anti-draft riots, and
Sandinista morale is low. Meanwhile, the FDN and ARDE are poised
to seize the intitiative. The coming Christmas War will seal the fate
of Nicaragua.
Scenario Length: 35 turns
BACKGROUND:
21.2 Scenario 11:
Christmas War
CONVENTIONAL GAME SCENARIO
3125
2 x 1-1-4 infantry battalion
3225
2x 1-1-4 infantry battalion
3526
1 x 1-1-4 insurgency infantry battalion
1 x 1-1-4 insurgency infantry company
NICARAGUAN DEMOCRATIC
FORCES (FDN)
2410 (Las Vegas)
1 x Entrenchment
2 x 1-2-4 infantry battalion
2914
1 x Entrenchment
2 x 1-2-4 infantry battalion
3017
1 x Entrenchment
2 x 1-2-4 infantry battalion
3611 (Carata)
2x 1-1-4 (Mskt) infantry battalion
Freely deployed within 3 hexes
of an FDN Entrenchment
2x 1-2-4 infantry battalion
1 x 2-2-4 (COE) special forces battalion
15x 1-1-4 insurgency infantry battalion
Deployed at air facility in eastern
Honduras with CMA C-123 unit
1 x Allied Supply Source marker
Freely deployed in Honduras
2 x transport helicopter battalion
Freely deployed at air facilities
in Honduras
3 x AC-47
1 x C-47
ISRAEL
Freely deployed in Honduras
1 x 1-2-4 special forces company
AVAILABLE FDN INSURGENCY UNITS
2 x 1-2-4 infantry battalion
3x 1-1-4 infantry battalion
1 x 1-1-4 (ATrp) parachute infantry
battalion
Insurgency Command Points: 88
US Reorganization Points: 2
Allied Reorganization Points: 19
Supply Depots available: 0
REINFORCEMENTS
Game Turn 10
12 x Insurgency Command Points
5 x Allied Reorganization Points
1 x Allied Supply Source marker
(in La Cruz, hex 2525)
Game Turn 25
15 x Insurgency Command Points
5 x Allied Reorganization Points
Communist Order of Battle
(see insert for setups)
SPECIAL RULES
1. After setting up the playing pieces, place Road Out
markers in hexes 3020 and 3218.
2. Place Bridge Out markers on the following hexsides to
indicate bridges that are damaged: 2512-2612, 2514-2515,
2517-2616, 2819-2820, 3119-3120, 3213-3314, and 3310-3311.
3. All Allied units can freely enter Honduras, Nicaragua, and
Costa Rica.
4. No communist unit can enter a hex that is completely
within Honduras, El Salvador, or Costa Rica (that is, hexes
beyond the Nicaraguan set-up boundary).
5. Rio Blanco (2716) is not considered a Supply Source for
the Communist player for this scenario. Place a Damage
marker in the hex.
6. Riots: Eight times during the game between Game Turns
17 and 25 (inclusive), the Allied player can declare that riots
occur in Nicaraguan cities, towns, ports, and/or villages. Up
to two riots can be declared in an Allied Insurgency Placement Phase; the Allied player places Riot markers in cities,
towns, ports, or villages of his choosing. No more than one
Riot marker can occupy a hex at a time. A Riot marker can
be placed in a hex containing friendly or enemy units.
Additionally, any time during the game that the Communist player uses 2 or more Bombardment Points in a hex
containing a city, the Allied player can place a Riot marker
in the hex after ground combat is resolved (during the Communist Ground Combat Phase).
Riot markers cannot move of attack, but each has a
Defense Value of 1. To remove the marker, the Communist
p ayer must initiate groun comsat eit er in t e riot ex or
from an adjacent hex. If the combat result calls for a defender
step loss (not a retreat result), the Riot marker is removed
from the hex. Communist units suffer combat results normally when attacking Riot markers.
Communist units cannot trace a supply line through a
riot hex, nor can they draw supply from a Supply Source containing a Riot marker.
Note: The number of Riot markers included in the countermix is
not a limitation in this scenario. Players can use blank counters for
additional Riot markers. The riots occur as a backlash against the
government's announcement that restrictive measures will prevent
the rural population from traveling to the cities for traditional
Christmas festivals.
7. Infiltration: During Game Turns 25 through 28 (inclusive),
FDN and ARDE units receive a +3 die roll modifier on the
Insurgency Placement Table when attempting to appear in
a city or town inside Nicaragua. Each Nicaraguan city or town
can be infiltrated by one or more units during a given turn
but only during Game Turns 25 through 28. FDN and ARDE
units can be placed in cities or towns containing communist
units. Combat can occur between opposing units in the
jointly-occupied hex, and units in adjacent hexes can participate in attacks. All units in jointly occupied city hexes have
their Defense Values doubled.
Neither player controls a hex when it is jointly occupied.
The Communist player cannot use Supply Sources in jointlyoccupied hexes, nor can he trace supply lines through such
hexes. If all units of one side are eliminated or move out of
a jointly-occupied hex, then the friendly units remaining gain
control of the city.
CENTRAL AMERICA, Scenario Book: Page 18
8. The Communist player cannot conduct Aerial Counterinsurgency missions during Game Turn 25 through 28 (inclusive).
9. FSLN reinforcements can be placed only in uncontested
city hexes (that is, city hexes that do not contain both FSLN
and FDN/ARDE units). They cannot be placed in hexes containing Riot markers. If 2- 3-3 brigades have been eliminated, they can be used for the reinforcements in turns 15 and
20; if all 2-3-3 are still in play, these reinforcements do not
arrive.
10. The FSLN Government and Treasury markers move like
regular ground units or they can be transported by the C-47.
Each has a Load Point cost of 1. Each marker has an Attack
Value of 0 and a Defense Value of 1; it can contribute its
Defense Value only when stacked with other communist
ground units. If a marker if ever alone in a hex with Allied
ground units, it is captured; also, if it takes a step loss from
ground combat, it is considered captured by the Allied player.
A marker cannot be attacked by Allied Bombardment Strike
missions. The markers do not count towards stacking limits
in a hex.
SPECIAL RULES FOR ALTERNATE
COMMUNIST ORDER OF BATTLE
1. The half-strength 3-3-4 infantry brigades can never be
reorganized or rebuilt to their full-strength sides.
2. The Cuban engineers brigades must be set up within 5
hexes of the Caribbean coast. They can never move further
west than hex row 2500 (inclusive).
VICTORY CONDITIONS
At the end of the game, the players determine which
cities, towns, and ports they control for Victory Points (hexes
containing opposing units are not counted). The Allied player
also receives Victory Points for capturing the FSLN Government and Treasury markers. The players consult the following chart to determine the number of Victory Points they
receive:
VICTORY
POINTS REASON
6
2
1
Managua (2120) is controlled
Each other city controlled
Each town or port controlled
21.3 Scenario 12:
The Contadora Intervention
Scenario Length: 15 turns
CONVENTIONAL GAME SCENARIO
Allied Order of Battle
HONDURAS
1412 (Goascoran)
1 x 1-2 -4 infantry battalion
1508 (Comayagua)
1 x non -mobile AA
1710 (Tegucigalpa)
1 x non-mobile AA
1 x 1-2-4 infantry battalion
1714 (Choluteca)
1 x 2 -3-4 infantry regiment
Freely deployed in Honduras
2 x 2-3-4 infantry regiment
6 x 1-2-4 infantry battalion
1 x 2-2-8 mechanized infantry battalion
1 x 1-1-4 special forces battalion
1 x 1-2-3 engineers battalion
2x 1-1-4 artillery battalion
Deployed into two or more Air Groups
5 x A-37
1 x S Myst
3 x AC-47 1 x C-47
2 xB-26
7
5
Allied player captured FSLN Treasury marker
Allied player captured FSLN Government marker
After determining the number of Victory Points received,
the combined Allied Victory Point total is subtracted from
the communist VP total, and the player consult the following schedule to determine the winner and level of victory.
TOTAL
COMMUNIST
VICTORY
POINTS
WINNER AND LEVEL OF VICTORY
+ 12 or more FSLN Decisive Victory
+8 to +11 FSLN Tactical Victory
+6 to +7 FSLN Marginal Victory
0 to +5
Stalemate
Allied Marginal Victory
-5 to -1
Allied Tactical Victory
- 10 to -6
- 11 or less Allied Decisive Victory
INTERVENTION GAME SCENARIO
Players may play this scenario using the Intervention
Game Sequence of Play (13.0). The US Night Naval Bombardment and Allied Reaction Air Mission Phases should be
skipped.
Addition Communist Information: Add the following to the
Communist Order of Battle:
4 x Hidden Supply Points
OPTIONAL RULES
Players may wish to experiment with the following
optional rules: weather (18.1), supply rules (18.5), repair rules
(18.6), and chemical weapons (18.8).
Weather: Begin rolling for weather during the End of Turn
Stage of Game Turn 21.
Allied Additional Information: Add the following to the Allied
Order of Battle:
9 x Resource Points
Communist Additional Information: Add the following to the
Communist Order of Battle:
6 x Resource Points
3 x persistent chemical weapons
2 x non-persistent chemical weapons
The United States has agreed to a strict "hands off"
policy towards Nicaragua. Seeing this as a green light for enhanced
revolutionary fervor, the Sandinista leadership decides to use its military power in a blitzkrieg attack on its neighbors.
BACKGROUND:
Note: The Allied player can substitute
the F-5 or the Kfir for the S Myst.
EL SALVADOR
0410 (Santa Ana)
1 x 2 -2 -4 infantry brigade
0509 (Metapan)
1 x 1-2 -4 infantry battalion
0509 or 0810
1 x 1-1-4 (SOG4) special forces
company
0512 (Nueva San Salvador)
1 x 2 -1 -8 armored cavalry regiment
0611 (San Salvador)
1 x 2 -2 -4 infantry brigade
0713 (Zacatecoluca)
1 x 1 -2 -4 infantry battalion
0810 (Chalatenango)
1 x 1-2 -4 infantry battalion
0811 (Ilohasco)
1 x 1-2-4 infantry battalion
Within two hexes (inclusive) of
0812 (San Vicente)
1 x 1 -1 -4 infantry battalion
0812 (San Vicente)
1 x 2 -2-4 infantry brigade
0911 (Sensuntepeque)
1 x 1-2-4 (ARCE) insurgency parachute
infantry battalion
1013 (Usulutan)
1 x 2 -1-4 infantry brigade
1113 (San Miguel)
1 x 2 -2-4 infantry brigade
1213 4E1 Carmen)
1 x 1 -2 -4 infantry battalion
1312 (Santa Rosa de Lima)
1 x 2-1-4 infantry regiment
1314 (La Union)
1 x 1-2-4 (BIM) insurgency naval
infantry battalion
1 x 1-1-4 (INC) naval special
forces company
CENTRAL AMERICA, Scenario Book: Page 19
Freely deployed in Salvadoran city,
town, port, or air facility hexes
3 x 1-1-4 infantry battalion
1 x 2-2-4 parachute infantry battalion
1 x 1-2-4 engineers battalion
1 x 1-1-4 AA battalion
3 x 1-1-4 artillery battalion
1 x attack helicopter company
1 x transport helicopter battalion
Deployed in one or more Air Groups
2 x A-37
1 x Ourg
3 x AC-47 1 x C-47
Deployed at any air facility
in Honduras
1 xC-47
DEMOCRATIC REVOLUTIONARY
ALLIANCE AND ARMY (ARDE)
3214
1 x 1-1-4 (Sumo) infantry battalion
3317
1 x 1-1-4 (Rama) infantry battalion
2825 (Upala)
1 x Entrenchment
1 x 1-2-4 infantry battalion
COSTA RICA
Freely deployed in Costa Rica
east of hex row 2700 (2725-2727)
2727 (Liberia)
1 x 1-2-4 infantry battalion
2x 1-1-4 infantry battalion
Freely deployed in Costa Rica
1 x 1-1-4 infantry company
UNITED STATES
Central Intelligence Agency (CIA)
NICARAGUAN DEMOCRATIC
FORCES (FDN)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
2410 (Las Vegas)
1 x Entrenchment
2 x 1-2-4 infantry battalion
2107 (Silca)
2510
1 x Entrenchment
1 x 1-1-4 AA battalion
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
1 x Entrenchment
2 x 1-2-4 infantry battalion
2 x transport helicopter company
2709
1 x Entrenchment
1 x 1-2-4 infantry battalion
3611 (Carata)
2x 1-1-4 (Mskt) infantry battalion
Freely deployed in Honduras east of
hex row 1900 (1901-1911)
1 x C-123
Deployed at any air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1xC-123
AVAILABLE INSURGENCY UNITS
1 x 2-2-4 FDN (COE) special forces
battalion
1 x 1-1-4 FDN parachute infantry
battalion
2x 1-2-4 FDN infantry battalion
10x 1-1-4 FDN infantry battalion
1 x 1-1-4 ARDE infantry battalion
1 x 1-1-4 ARDE infantry company
Insurgency Command Points: 40
Allied Reorganization Points: 15
US Reorganization Points: 3
Supply Depots available: 8
REINFORCEMENTS
Game Turn 3
Guatemala
(deployed in any hex in Guatemala)
2 x 1-2-4 infantry battalion
Deployed with FDN air units
at La Union (2005)
1 x EC-135 (EW)
Deployed in any air facility
in Guatemala
Task Force Bayonet (TFB)
Game Turn 7
1508 (Comayagua)
Mexico (deployed in hex 0505 or
0803 in Guatemala)
1 x A-37
1 x 1-2-4 (224MI) infantry battalion
3 x 1-2-4 infantry battalion
2 x 2-3-4 infantry brigade
Deployed with CIA EC-135 EW unit
at La Union (2005)
3 x AC-47
Communist Order of Battle
Deployed anywhere in Honduras
4 x transport helicopter company
Deployed at any air facility with
Allied air units
CIVILIAN MILITARY ASSISTANCE (CMA)
Within two hexes of Silca (2107)
1 x 1-1-4 special forces company
Colombia
(deployed in any south mapedge hex)
2 x 2-2-4 infantry regiment
(see insert for set ups)
SPECIAL RULES
1. The variable air unit reinforcements enter the map via
Transfer mission (from Cuba) during the Communist Air Mission Phase in the turn after the Communist player captures
Tegucigalpa (1710). They must land at a Nicaraguan air
facility within 5 hexes of the Caribbean coast in their turn
of arrival. They can perform no other air mission in this turn.
2. FDN and ARDE regular ground units cannot enter
Nicaragua until a communist ground unit enters a hex totally
within Nicaragua or Costa Rica. Allied insurgency units can
freely be placed in and enter Nicaragua at any time.
3. Salvadoran and Honduran units can freely enter each
other's country and join in attacking communist units. Air
units can perform air missions in each other's country, but
they cannot form joint missions. Salvadoran and Honduran
units cannot draw supplies from each other's Supply Sources.
4. Nicaraguan 2-3-3 infantry brigades can move a maximum
of two hexes beyond the set-up boundaries.
VICTORY CONDITIONS
The Communist player wins a Decisive Victory if he controls all Allied cities, ports, and air facilities at the end of
Game Turn 21. The Allied player wins a Tactical Victory if
he controls 8 cities, ports, and/or air facilities at the end of
the game. Any other result is a stalemate.
INTERVENTION GAME SCENARIO
Scenario Length: 30 turns
Additional Allied Information: Add the following information
to the Allied Order of Battle:
10 x Insurgency Command Points (a total of 46)
12 x Allied Reorganization Points (a total of 32)
Addition Communist Information: Add the following information to the Communist Order of Battle:
4 x Hidden Supply Points
20 x Insurgency Command Points (a total of 56)
12 x FSLN Reorganization Points (a total of 32)
Note: The Communist player cannot perform Merchant Shipping
Raid missions.
VICTORY CONDITIONS
The Communist player gains and loses Victory Points for
destroying Allied ground units and for capturing Allied cities,
ports, and air facilities. The Communist player should keep
track his VP gains and losses as they occur.
VICTORY
POINTS REASON
+1
+1
0
+3
+2
+1
—1
—1
0
Each time an Allied regular ground unit
is destroyed
Each time an Allied special forces unit
is destroyed
Each Allied insurgency unit destroyed
Each Allied city captured
Each Allied port captured
Each Allied airport captured
Each time a communist regular ground unit
is destroyed
Each communist air unit destroyed
Each communist insurgency unit destroyed
Note: The Communist player receives VP for the first time he captures an Allied city, port or air facility. He does not receive additional VP if a city, port or air facility returns to the control of the
Allied player and is later recaptured by communist units.
CENTRAL AMERICA, Scenario Book: Page 20
At the end of the game, the players consult the following schedule to determine the winner and the level of victory:
NUMBER OF
COMMUNIST
VICTORY POINTS WINNER AND LEVEL OF VICTORY
120 or more FSLN Strategic Victory
FSLN Tactical Victory
100 to 119
FSLN Marginal Victory
80 to 99
Allied Marginal Victory
65 to 79
Allied Tactical Victory
50 to 64
Allied Strategic Victory
49 or less
OPTIONAL RULES
Players may wish to experiment with the following
optional rules: weather (18.1), supply rules (18.5), repair rules
(18.6), and chemical warfare (18.8). Players should agree
before playing as to which optional rules they will use.
Weather: In the Conventional Game Scenario, begin rolling
for weather in the End of Turn Stage of Game Turn 10. In
21.4 Scenario 13:
Operation Big Pine
The Sandinista forces have been mobilizing for an
invasion of neighboring countries despite repeated threats of retaliation by the United States. The FSLN hopes to conquer its neighbors before US military forces can intervene.
BACKGROUND:
Scenario Length: 24 turns
INTERVENTION GAME SCENARIO
Communist Order of Battle
the Intervention Game Scenario, begin rolling for weather
in Game Turn 20.
Communist Additional Information: Add the following information to the Communist Order of Battle in the Conventional
Game Scenario:
6 x Resource Points
2 x persistent chemical weapons
2 x non-persistent chemical weapons
In the Intervention Game Scenario, add the following information to the Communist Order of Battle:
10 x Resource Points
4 x persistent chemical weapons
4 x non-persistent chemical weapons
Allied Additional Information: In the Conventional Game
Scenario, the Allied player receives 10 Resource Points; in
the Intervention Game Scenario, he receives 15 points.
(see insert for set-ups)
Allied Order of Battle
HONDURAS
1209 (Marcala)
1 x 1-2-4 infantry battalion
1412 (Goascoran)
1 x 1-2-4 infantry battalion
1508 (Comayagua)
1 x non-mobile AA
1 x 2-2-8 mechanized infantry regiment
1710 (Tegucigalpa)
1 x non-mobile AA
1 x 2-3-4 infantry regiment
1714 (Choluteca)
1 x 2-3-4 infantry regiment
2010 (Danli)
1 x 2-3-4 infantry regiment
Freely deployed in Honduras
6x 1-2-4 infantry battalion
1 x 1-1-4 special forces battalion
2x 1-1-4 artillery battalion
1 x 1-2-3 engineers battalion
Deployed in two or more Air Groups
5 x A-37
3x AC-47
2 x B-26
1 x S Myst
1 xC-47
Note: The Allied player can substitute
the F-5 or the Kfir for the S Myst.
EL SALVADOR
0410 (Santa Ana)
1 x 2-2-4 infantry brigade
0509 (Metapan)
1 x 1-2-4 infantry battalion
0509 or 0810
1 x 1-1-4 (SOG4) special forces
company
0512 (Nueva San Salvador)
1 x 2-1-8 armored cavalry regiment
0611 (San Salvador)
1 x 2-2-4 infantry brigade
0713 (Zacatecoluca)
1 x 1-2-4 infantry battalion
0810 (Chalatenango)
1 x 1-2-4 infantry battalion
0811 (Ilobasco)
1 x 1-2-4 infantry battalion
Within two hexes (inclusive) of
0812 (San Vicente)
1 x 1-1-4 infantry battalion
0812 (San Vicente)
1 x2-2-4 infantry brigade
0911 (Sensuntepeque)
1 x 1-2-4 (ARCE) insurgency parachute
infantry battalion
1013 (Usulutan)
1 x 2-1-4 infantry brigade
1113 (San Miguel)
1 x 2-2-4 infantry brigade
1213 (El Carmen)
1 x 1-2-4 infantry battalion
1312 (Santa Rosa de Lima)
1 x 2-1-4 infantry regiment
1314 (La Union)
1 x 1-2-4 (BIM) insurgency naval
infantry battalion
1 x 1-1-4 (1NC) naval special
forces company
Freely deployed in Salvdoran city,
town, port, or air facility hexes
3 x 1-1-4 infantry battalion
1 x 2-2-4 parachute infantry battalion
1 x 1-2-4 engineers battalion
1 x 1-1-4 AA battalion
3 x 1-1-4 artillery battalion
1 x attack helicopter company
1 x transport helicopter battalion
Deployed in one or more Air Groups
3 x AC-47 1 x Ourg
1xC-47
2x A-37
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
Task Force Bayonet (TFB)
1508 (Comayagua)
1 x 1-2-4 (224MI) infantry battalion
COSTA RICA
2525 (La Cruz)
1 x 1-1-4 infantry company
2727 (Liberia)
1 x 1-2-4 infantry battalion
NICARAGUAN DEMOCRATIC
FORCES (FDN)
2309
1 x Entrenchment
1 x 2-2-4 (COE) special forces
battalion
Freely deployed in Honduras east of
hex row 2100 (2102-2111)
3 x 1-2-4 infantry battalion
DEMOCRATIC REVOLUTIONARY
ALLIANCE AND ARMY (ARDE)
2825 (Upala)
1 x Entrenchment
1 x 1-1-4 infantry battalion
3225
1 x 1-1-4 infantry battalion
1 x 1-1-4 (Rama) infantry battalion
AVAILABLE INSURGENCY UNITS
2 x 1-2-4 FDN infantry battalion
5x 1-1-4 FDN infantry battalion
1 x 1-1-4 ARDE infantry battalion
1 x 1-1-4 ARDE infantry company
Insurgency Command Points: 15
Allied Reorganization Points: 12
US Reorganization Points: 16
Supply Depots available: 4
US Night Naval Bombardment: 6
US Tactical Bombardment Points: 12
US REINFORCEMENT SCHEDULE
US Intervention Levels 1 and 2:
The following units become available the
turn after a communist regular ground
unit enters Honduras or Costa Rica:
Deployed in the Pacific Holding Box
(during the Reinforcement Phase)
2x F-14 1 x EA-6 (EW)
2 x F-18 1 x E-2 AWACS
1 x A-6
CENTRAL AMERICA, Scenario Book: Page 21
US Intervention Level 3:
The following units become available
after communist units capture a city
in El Salvador, or Tegucigalpa (1710),
or Liberia (2727):
Note: Units needing to be transported onto
the map may take several turns to arrive;
C-130's and C-141's can bring units onto
the map in a turn and leave the north
mapedge to bring on additional
reinforcements in later turns.
Deployed in Pacific or
Caribbean Holding Box
(during Reinforcement Phase)
2 x 2-3-4 (1/75, 2/75 Rgr) special
forces battalion
1 x SF transport helicopter battalion
Enter from south mapedge
via Transport Strike mission
(during Air Mission Phase)
1 x 1-1-4 193rd parachute infantry
company
1 x 193rd transport helicopter company
Deployed in B-52 Holding Box
(during Reinforcement Phase)
2xB-52
Enter from north mapedge
via Transfer mission
(during Air Mission Phase)
1xF-16
1 xA-10
1x0-2 (EW)
1 x F-15
Placed in any south mapedge hex in
Costa Rica (during Reinforcement Phase)
1 x 1-1-4 TFB artillery battalion
1 x 1-2-4 SC engineers battalion
2 x 1-2-4 193rd infantry battalion
Deployed in the Pacific
or Caribbean Holding Box
Enter from north mapedge
(during Reinforcement Phase)
via Transfer mission
1 x2-2-5 1st Marines (1Rec) special
(during Air Mission Phase)
forces battalion
1 x EF-111 (EW) 2x0-2 (EW)
3x3-2-4 1st Marines (1/1, 2/1, 3/1)
2nd Game Turn after capture
1 x E-3 AWACS
2x A-10
infantry battalion
Available to enter from north mapedge
3xF-15
1 x3-2-8 1st Marine (1) tank battalion
via Transport Strike mission
3xF-16
1 x 2-2-4 lst Marine (1) engineers
(during Air Mission Phase)
2xAC-130
battalion
2 x 2-3-4 (1/7, 2/7) special forces
1 x 2-2-8 MAF anti-tank battalion
Available to enter from north mapedge
battalion
1 x 1-0-7 MAF SAM battalion
via Transport Strike mission
3rd Game Turn after capture
1 x 2-1-7 MAF self-propelled
(during Air Mission Phase)
artillery battalion
Enter from south mapedge
9 x 2-2-4 82nd infantry battalion
1 x 1-1-4 MAF artillery battalion
via Transport Strike mission
1 x 2-1-8 82nd tank battalion
1 x USMC Beachhead
(during Allied Air Mission Phase)
3x 1-1-4 82nd artillery battalion
1 x 1-1-4 TFB parachute infantry
1 x 2-1-4 82nd AA battalion
1 x MAF attack helicopter battalion
battalion
2 x MAF transport helicopter battalion
1 x 2-2-4 82nd engineers battalion
1 x SC transport helicopter battalion
2x AV-8B
2 x 82nd Air Supply
1xF-4
1 x F-4 (EW)
1xF-18
4xC-130
1 x A-6
2xC-141
1st Game Turn after capture
SPECIAL RULES
1. The FSLN player sets up his pieces first, followed by the
Allied player. Allied units cannot be set up adjacent to communist regular ground units.
2. The Allied player begins the game at US Intervention
Level 1. The turn after the Communist player moves a regular
ground unit adjacent to a Salvadoran city or Tegucigalpa
(1710) or Liberia (2727), the Allied player can escalate to US
Intervention Level 2 in the End of Turn Stage. The turn after
a Salvadoran city or Tegucigalpa or Liberia is captured by
communist units, the Allied player can escalate to US Intervention Level 3 during the End of Turn Stage.
3. US units can never a hex that is totally within Nicaragua.
4. US Marine units may be withdrawn from Honduras
through friendly, controlled ports or via the USMC Beachhead marker; withdrawn Marine units may later be used for
amphibious assaults in Costa Rica. US units can enter Costa
Rica by way of the USMC Beachhead marker or via Transport Strike mission. The USMC Beachhead marker can be
removed from a coast hex during any End of Turn Stage and
can be used in any subsequent turn. See 15.6 for details on
withdrawing US units.
5. The following restrictions apply to US units at the various
Intervention Levels:
US Intervention Level 1: US air units can perform air missions
in any Allied country.
US Intervention Level 2: US air units can perform air missions
anywhere on the map.
US Intervention Level 3: US air units can perform air missions
anywhere on the map. US ground units can enter any Allied
country, but cannot enter Nicaragua (that is, enter a hex on
the Nicaraguan side of the set-up boundary).
6. As soon as the Allied player declares US Intervention
Level 2, the Communist player begins receiving his variable
reinforcements. He receives one ground unit per Reinforcement Phase for the next 6 turns. Cuban units must appear
in Puerto Cabezas (3710).
In addition to the ground unit reinforcements, the Communist player also receives variable air unit reinforcements
from Cuba. During the Communist Air Mission Phase in the
turn after US Intervention rises to level 2, he rolls the die
and consults the Air Unit Reinforcement Table (below) to see
how many air units arrive. These air units enter the map via
Transfer mission and must land at any air facilities in
Nicaragua within 5 hexes of the Caribbean coast. The Communist player places Air Group markers on the map and puts
the air units in the "Used" spaces on his Air Group Display.
AIR UNIT REINFORCEMENT TABLE
DIE
ROLL
NUMBER OF AIR UNITS
THAT REACH NICARAGUA
1
2
3
4
5
6
4
5
6
7
8
9
7. Nicaraguan 2-3-3 infantry brigades cannot move until the
turn after a city in El Salvador or Tegucigalpa or Liberia is
captured by communist ground units. Once they are allowed
to move, they can move into Allied countries up to four hexes
beyond the Nicaraguan set-up boundary.
8. Nicaraguan ground units can exit the south mapedge to
prevent US reinforcements from entering the game (see 16.6).
9. The Communist player can perform Merchant Shipping
Raid missions, starting in the turn after US carrier-based air
units appear on the map.
VICTORY CONDITIONS
Both players gain Victory Points during the course of the
game. The Communist player gains VP for capturing Allied
cities, towns, ports, and air ports, for Merchant Shipping Raid
missions, and for destroying Allied units. The Allied player
gains VP for eliminating communist units, attacking
Nicaraguan installations, and forcing communist units out
of Allied countries.
CENTRAL AMERICA, Scenario Book: Page 22
COMM
VICTORY
POINTS REASON
20
18
8
5
3
4
3
3
2
3
2
1
2
1
1
Tegucigalpa is controlled at the end of turn 24
San Salvador is controlled at the end of turn 24
Santa Ana is controlled at the end of turn 24
San Miguel is controlled at the end of turn 24
Liberia is controlled at the end of turn 24
Per Allied city the first time it is captured
Per Allied town the first time it is captured
Per Allied airport the first time it is captured
Per Allied port the first time it is captured
Per US battalion eliminated
Per non-US Allied brigade or regiment eliminated
Per non-US Allied battalion or company
eliminated
Per US air unit eliminated
Per non-US Allied air unit eliminated
Per communist air unit in the Merchant Shipping
Raid Box
ALLIED
VICTORY
POINTS REASON
10
8
5
5
5
5
3
2
1
No communist regular ground units in Honduras
at the end of turn 24
No communist regular ground units in El Salvador
at the end of turn 24
No communist regular ground units in Costa Rica
at the end of turn 24
The first time Masaya's EW capacity is damaged
Per damage result to a Nicaraguan air facility
Each time a Nicaraguan non-mobile SAM/AA site
is damaged
Per Cuban infantry unit eliminated
Per FSLN armor unit eliminated
Per FSLN infantry unit eliminated
21.5 Scenario 14:
Paper Tiger
Scenario Length: 30 turns
INTERVENTION GAME SCENARIO
At the end of the game, both add up their VP totals. The
Allied VP total is subtracted from the Communist VP total.
They consult the following schedule to determine the winner
and the level of victory.
NUMBER OF
COMMUNIST
VICTORY POINTS WINNER AND LEVEL OF VICTORY
+50 or more FSLN Strategic Victory
+30 to +49 FSLN Tactical Victory
+10 to +29 FSLN Marginal Victory
—10 to +9
Allied Marginal Victory
—20 to —11 Allied Tactical Victory
—21 or less Allied Strategic Victory
OPTIONAL RULES
Players may wish to experiment with all the optional
rules except 18.3 (Nicaraguan Border Mines). Players should
agree before beginning play as to which optional rules they
will use.
Weather: Begin rolling for weather in the End of Turn Stage
of Game Turn 16.
Communist Additional Information: Add the following information to the Communist Order of Battle:
6 x Resource Points
4 x persistent chemical weapons
2 x non-persistent chemical weapons
Allied Additional Information: Add the following to the Allied
Order of Battle:
10 x Resource Points
8 x US standoff air attack
6 x US smart bombs
8 x US cluster bombs
8 x US standoff air attack
BACKGROUND: The recent American presidential election has resulted
in extremely strained tensions between the US and USSR. The new
President, using the Monroe Doctrine, decides to invade Nicaragua
"to remove the blight in our backyard: The reactions of the Communist bloc, the US Legislative Branch, and world media will have
an important effect on the war's outcome.
Communist Order of Battle
(see insert for set-ups)
Allied Order of Battle
CIVILIAN MILITARY ASSISTANCE (CMA)
Within two hexes of Silca (2107)
1 x 1-1-4 special forces company
Freely deployed in Honduras
2 x transport helicopter company
1 xC-123
Deployed at any air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1 x C-123
NICARAGUAN DEMOCRATIC
FORCES (FDN)
2410 (Las Vegas)
1x Entrenchment
2 x 1-2-4 infantry battalion
3611 (Carata)
2 x 1-1-4 (Mskt) infantry battalion
Deployed at air facility with
CMA C-123 unit
1 x Allied Supply Source marker
Deployed with CIA EC-135 EW unit
at Silca (2107)
3 x AC-47
Freely deployed in Honduras
2 x Entrenchment
6 x 1-2-4 infantry battalion
2 x transport helicopter company
1 xC-47
DEMOCRATIC REVOLUTIONARY
ALLIANCE AND ARMY (ARDE)
2825 (Upala)
1 x Entrenchment
1 x 1-2-4 infantry battalion
3214
1 x 1-1-4 (Sumo) infantry battalion
3225
1 x 1-1-4 infantry battalion
3317
1 x 1-1-4 (Rama) infantry battalion
3625 (Colorado)
1 x 1-1-4 infantry battalion
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
2107 (Silca)
1 x Entrenchment
1 x 1-1-4 AA battalion
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
Deployed with FDN air units
at Silca (2107)
1 x EC-135 (EW)
US Navy
Deployed in Pacific Holding Box
2 x F-14
2 x F-18
1 x A-6
1 x EA-6 (EW)
1 x E -2 AWACS
(deployed in AWACS Detection Box)
CENTRAL AMERICA, Scenario Book: Page 23
US Air Force
Deployed into one or more Air Groups
in Honduras
lx EF-111 (EW)
1 x A-10
2xF-15
2xF-16
lx AC-130
1 x0-2 (EW)
1 x E-3 AWACS
Deployed in B-52 Holding Box
2xB-52
US Army
Available to enter north mapedge
via Transport Strike mission
(during Air Mission Phase)
3 x 2-2-4 82nd infantry battalion
1 x 2-2-4 82nd engineers battalion
1 x 1-1-4 82nd artillery battalion
1 x 2-1-4 82nd AA battalion
1 x 82nd Air Supply
4xC-130
2xC-141
Available to enter south mapedge
via Transport Strike mission
(during Air Mission Phase)
1 x 1-1-4 193rd parachute infantry
company
1 x 193rd transport helicopter company
Freely deployed in Honduras
1 x 1-2-4 TFB (224MI) infantry
battalion
3 x 2-2-4 82nd infantry battalion
1 x 2-1-8 82nd tank battalion
1 x 1-1-4 82nd artillery battalion
2 x2-3-4 (1/75 Rgr, 3/7) special
forces battalion
1 x SF transport helicopter battalion
US Marines
Deployed in Pacific Holding Box
1 x 2-2-5 1st Marines (1Rec) special
forces battalion
3 x 3-2-4 1st Marines (1/1, 2/1, 3/1)
infantry battalion
1x3-2-8 1st Marines (1) tank battalion
1 x 2-2-4 1st Marines (1) engineers
battalion
1 x 1-0-7 MAF SAM battalion
1 x 1-1-4 MAF artillery battalion
1 x 2-2-8 MAF anti-tank battalion
1 x2-1-7 MAF self-propelled
artillery battalion
2 x MAF transport helicopter battalion
1 x MAF attack helicopter battalion
1 x USMC Beachhead
1 x F-4 (EW)
2 x AV-8B
Deployed at any air facility in
Honduras or Costa Rica
1 x Marine F-4
1 x Marine F-18
1 x Marine A-6
AVAILABLE INSURGENCY UNITS
1 x 2-2-4 FDN (COE) special forces
battalion
2 x 1-2-4 FDN infantry battalion
8x 1-1-4 FDN infantry battalion
1 x 1-1-4 ARDE infantry battalion
1 x 1-1-4 ARDE infantry company
1
Insurgency Command Points: 30
Allied Reorganization Points: 6
US Reorganization Points: 21
Supply Depots available: 3
US Night Naval Bombardment: 8
US Tactical Bombardment Points: 15
VARIABLE REINFORCEMENTS
(see Special Rules)
Group 1
Game Turn 3
Enter from north mapedge
via Transfer mission
(during Air Mission Phase)
lxA-10
1xF-15
1 x F-16
IxAC-130
1x0-2 (EW)
Available to enter north mapedge
via Transport Strike mission
(during Air Mission Phase)
3 x 2-2-4 82nd infantry battalion
1 x 1-1-4 82nd artillery battalion
2 x2-3-4 (2/75, 3/75 Rgr) special
forces battalion
Deployed in B-52 Holding Box
(during Reinforcement Phase)
I xB-52
Optional Rules
8 x Resource Points
4 x US standoff air attack
2 x US smart bombs
2 x US incendiary bombs
2 x US cluster bombs
Group 2 (add to previous group)
Add to pool of available insurgency
ground units
5x 1-1-4 FDN infantry battalion
Game Turn 6
Deployed in Pacific or
Caribbean Holding Box
(during Reinforcement Phase)
2 x F-14
2xF-18
1 x A-6
1 x EA-6 (EW)
1 x E-2 AWACS
Deployed in Caribbean Holding Box
(during Reinforcement Phase)
3 x 3-2-4 1st Marines (1/5, 2/5, 3/5)
infantry battalion
1 x 3-2-8 1st Marines (5) tank battalion
1 x2-2-4 1st Marines (5) engineers
battalion
1 x 2-2-8 MAF anti-tank battalion
1 x 1-1-4 MAF artillery battalion
1 x 1-0-7 MAF SAM battalion
1 x USMC Beachhead
1 x MAF transport helicopter battalion
1 x F-4
1 x A-6
2 x AV-8B
Available to enter north mapedge
via Transport Strike mission
(during Air Mission Phase)
2 x 2-3-4 (1/7, 2/7) special forces
battalion
Optional Rules
2 x US standoff air attack
1 x US smart bombs
1 x US incendiary bombs
1 x US cluster bombs
Group 3 (add to previous groups)
Game Turn 8
Available to enter north mapedge
via Transport Strike mission
(during Air Mission Phase)
2x 1-2-4 9th infantry battalion
1 x 1-2-4 9th parachute infantry
battalion
1 x 2-2-4 9th engineers battalion
2 x1-1-4 9th artillery battalion
Game Turn 12
Deployed in Pacific Holding Box
(during Reinforcement Phase)
4 x 1-2-4 9th infantry battalion
1 x 2-2-6 9th infantry battalion
1 x 1-2-6 9th infantry battalion
1 x 3-2-8 9th tank battalion
1 x 1-1-4 9th artillery battalion
1 x 3-2-4 9th artillery battalion
2 x 9th attack helicopter battalion
1 x 9th transport helicopter battalion
Group 4 (add to previous groups)
Placed in pool of available insurgency
ground units
5x 1-1-4 FDN infantry battalion
Game Turn 9
Enter from north mapedge
via Transfer mission
(during Air Mission Phase)
1 x A-10
ixF-15
ixF-16
Deployed in B-52 Holding Box
(during Reinforcement Phase)
1 xB-52
Game Turn 10
Deployed in Pacific or
Caribbean Holding Box
(during Reinforcement Phase)
4x F-18
1 x A-6
1 x EA-6 (EW)
1 x E-2 AWACS
Deployed in Pacific Holding Box
(during Reinforcement Phase)
1 x 1-1-4 TFB parachute infantry
battalion
1 x 1-1-4 TFB artillery battalion
1 x 1-2-4 SC engineers battalion
1 x SC transport helicopter battalion
Optional Rules
8 x Resource Points
4 x US standoff air attack
2 x US smart bombs
2 x US incendiary bombs
2 x US cluster bombs
Group 5 (add to previous groups)
Game Turn 16
Deployed in Caribbean Holding Box
(during Reinforcement Phase)
6 x 3-2-8 1st Cavalry tank battalion
4 x 2-3-8 1st Cavalry mechanized
infantry battalion
1 x 3-2-8 1st Cavalry armored cavalry
battalion
1 x 2-2-6 1st Cavalry engineers
battalion
1 x 4-3-6 1st Cavalry MLRS battalion
3 x 2-2-7 1st Cavalry self-propelled
artillery battalion
1 x 1-1-7 1st Cavalry AA battalion
Group 6 (add to previous groups)
Game Turn 16
Deployed in Caribbean Holding Box
(during Reinforcement Phase/
2 x 6th Air Cavalry attack helicopter
battalion
1 x 6th Air Cavalry transport helicopter
battalion
1 x 2-2-4 6th Air Cavalry cavalry
battalion
Deployed in Pacific Holding Box
(during Reinforcement Phase)
2x 1-2-4 193rd infantry battalion
Optional Rules
4 x Resource Points
6 x US standoff air attack
4 x US smart bombs
4 x US incendiary bombs
4 x US cluster bombs
CENTRAL AMERICA, Scenario Book: Page 24
SPECIAL RULES
1. Variable Reinforcements: At the beginning of the scenario,
after the initial units have been set up on the map, each player
places his Doctrine chits in a container. Allied chits are NonIntervention, Monroe Doctrine, and Aggressive Support;
Communist chits are Non-Intervention, Brezhnev Doctrine,
and Adventurism. Each player draws one of the chits without
showing it to the other player.
The Communist player rolls the die first and shows the
Doctrine chit he drew. The Doctrine chit modifies the die
roll. He checks the Variable Reinforcement Table (below) to
see which reinforcements he receives. The Allied player then
rolls the die, reveals his Doctrine chit, and checks the table.
Each player receives the variable reinforcements listed in the
Orders of Battle.
2. If the Communist player receives the Cuban mechanized
brigade, he must remove an FSLN 3-3-8 tank regiment. The
5 units of the Cuban brigade are placed in or adjacent to the
hex from which the FSLN tank was removed. Other Cuban
infantry reinforcements appear on the map during the Communist Reinforcement Phase of the indicated turn.
3. The Communist player must roll on the Air Unit Reinforcement Table (below) for variable air units that enter the
game. Note that the air units in the six groups arrive during
the first three turns. The number rolled on the table is the
number of communist air units that survive the transit from
Cuba to Nicaragua. Arriving air units are deployed at any
available Nicaraguan air facility within 5 hexes of the Caribbean coast. Air Group markers are placed on the map, and
the air units are placed in the "Used" spaces on the Air Group
Display.
The Cuban parachute infantry brigade arrives on the
IL-76; it can perform a paradrop on its turn of entry. The
IL-76 can be escorted by communist air units that enter in
the same turn.
4. FSLN units can never enter Honduras, El Salvador, or
Costa Rica. US units can enter these countries through regular movement or retreat.
5. The FSLN 0-2-0 CDS units listed as reinforcements
appear in the Nicaraguan cities listed only if the city is still
under communist control. The Nicaraguan 2-3-3 infantry
brigades listed as reinforcements in turns 9,11, and 14 appear
only if there are 2-3-3 units available after elimination.
VARIABLE REINFORCEMENT TABLE
DIE
ROLL
REINFORCEMENT
GROUPS RECEIVED
1 or less
2
3
4
5
6 or more
1
1-2
1-3
1-4
1-5
1-6
Non-Intervention chit drawn
0: Monroe Doctrine/Brezhnev Doctrine chit drawn
+ 1: Aggressive Support/Adventurism chit drawn
AIR UNIT REINFORCEMENT TABLE
NUMBER OF AIR UNITS THAT REACH NICARAGUA
1
2
3
4
5
6
6. The FSLN Government and Treasury markers move like
regular ground units or they can be transported by the IL-76
or C-47. Each has a Load Point cost of 1. Each marker has
an Attack Value of 0 and a Defense Value of 1; it can contribute its Defense Value only when stacked with other communist ground units. If a marker if ever alone in a hex with
Allied ground units, it is captured; also, if it takes a step loss
from ground combat, it is considered captured by the Allied
player. A marker cannot be attacked by Allied Bombardment
Strike missions. The markers do not count towards stacking
limits in a hex.
7. The Communist player can perform Merchant Shipping
Raid missions during three consecutive Game Turns. It is
recommended that 18.3 (Nicaraguan Motor Torpedo Boat
Attack) be used.
VICTORY CONDITIONS
The Allied player gains Victory Points at the end of the
game for controlling objectives inside Nicaragua. The Communist player receives VP for Merchant Shipping Raid missions and motor torpedo boat attacks. Victory Points for
objectives are listed below:
ALLIED
VICTORY
POINTS REASON
12
Managua
10
FSLN Treasury marker
5
FSLN Government marker
3
Masaya
2
City
1
Town
1
Port
5
Punta Huete airport
2
Airport
2
Supply Source
2
Non-mobile SAM or AA site
2
Fortification
Note: The Victory Points for objectives in a hex are cumulative.
Managua is worth 16 VP (12 for itself, 2 for being a city, and 2 for
being a Supply Source). Punta Huete is worth 11 VP (5 for itself, 2
for being an airport, 2 for the non-mobile SAM site, and 2 for the
Fortification in the hex).
1
1
- 1:
Game
Turn 1
7
8
9
10
11
12
FSLN
Trees
2
0-1
COMM
VICTORY
POINTS REASON
DIE ROLL MODIFIERS
DIE
ROLL
FSLN
Govrn
4
0-1
Game
Turn 2
2
3
4
5
6
7
Game
Turn 3
0
0
1
2
3
4
Per air unit on a Merchant Shipping Raid mission
Per successful motor torpedo boat attack
At the end of the game, the Allied player adds up his VP.
The Communist VP total is subtracted from the Allied total.
The players check one of the schedules below to determine
the winner and the level of victory. Note that number of VP
the Allied player must capture goes up and depends upon
the US variable reinforcement group he received.
Group 1 or 2 variable reinforcements received:
NUMBER OF ALLIED
VICTORY POINTS WINNER AND LEVEL OF VICTORY
59 or more Allied Decisive Victory
53 to 58
Allied Substantial Victory
47 to 52
Allied Marginal Victory
41 to 46
Stalemate
37 to 40
FSLN Marginal Victory
33 to 36
FSLN Substantial Victory
32 or less
FSLN Decisive Victory
CENTRAL AMERICA, Scenario Book: Page 25
Group 3 or 4 variable reinforcements received:
Group 5 or 6 variable reinforcements received:
NUMBER OF ALLIED
VICTORY POINTS WINNER AND LEVEL OF VICTORY
NUMBER OF ALLIED
VICTORY POINTS WINNER AND LEVEL OF VICTORY
77 or more
71 to 76
65 to 70
61 to 64
57 to 60
53 to 56
52 or less
Allied Decisive Victory
Allied Substantial Victory
Allied Marginal Victory
Stalemate
FSLN Marginal Victory
FSLN Substantial Victory
FSLN Decisive Victory
125 or more
117 to 124
109 to 116
101 to 108
95 to 100
89 to 94
88 or less
OPTIONAL RULES
Allied Decisive Victory
Allied Substantial Victory
Allied Marginal Victory
Stalemate
FSLN Marginal Victory
FSLN Substantial Victory
FSLN Decisive Victory
Players may wish to experiment with all the optional
rules in this scenario. They should agree before playing as
to which rules they will use. Note that information for each
player is included in the variable reinforcements.
Weather: Begin rolling for weather, starting with the End of
Turn Stage of Game Turn 18.
21.6 Scenario 15:
Missiles of Red October
BACKGROUND:
Scenario Length: 30 turns (45 if World War III occurs)
INTERVENTION GAME SCENARIO
As controversy grows over the Strategic Defense
Initiative ("Star Wars"), the Soviet Union counters by emplacing an
SS-20 medium-range missile within Nicaragua. Outraged by nuclear
weapons so close to American shores, the President orders a surgical
strike against possible missiles sites within Nicaragua. The strike must
be swift and efficient lest Soviet and Cuban air and ground forces
enter the country to defend their communist allies.
Communist Ordero of Battle •
(see insert for set-ups)
Allied Order of Battle
CIVILIAN MILITARY ASSISTANCE (CMA)
Deployed within two hexes
of Silca (2107)
1 x 1-1-4 special forces company
Freely deployed in Honduras
2 x transport helicopter company
1 x C-123
Deployed at air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1 x C-123
NICARAGUAN DEMOCRATIC
FORCES (FDN)
2410 (Las Vegas)
2 x 1-2-4 infantry battalion
2510
1 x Entrenchment
2 x 1-2-4 infantry battalion
2 x transport helicopter company
2609
x Entrenchment
2 x 1-2-4 infantry battalion
2709
1 x Entrenchment
2 x 1-2-4 infantry battalion
3611 (Carata)
2 x 1-1-4 (Mskt) infantry battalion
Deployed with CIA EC-135 EW unit
at Silca (2107)
3x AC-47
Deployed at any air facility
in Honduras
1 x C-47
Deployed at air facility with CMA
C-123 unit
1 x Allied Supply Source marker
DEMOCRATIC REVOLUTIONARY
ALLIANCE AND ARMY (ARDE)
2825 (Upala)
1 x Entrenchment
1 x 1-2-4 infantry battalion
3214
1 x 1-1-4 (Sumo) infantry battalion
3225
1 x 1-1-4 infantry battalion
3317
1 x 1-1-4 (Rama) infantry battalion
3625 (Colorado)
1 x 1-1-4 infantry battalion
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
2107 (Silca)
1 x Entrenchment
1 x 1-1-4 AA battalion
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
Deployed with FDN air units
at Silca (2107)
1 x EC-135 (EW)
US Air Force
Deployed into two or more Air Groups
in Honduras
2 x AC-130
1 x EF-111 (EW)
3xA-10
5xF-15
5xF-16
3 x 0-2 (EW)
1 x E-3 AWACS
Deployed in B-52 Holding Box
2 xB-52
US Marines
Deployed in Pacific Holding Box
1 x 2-2-5 1st Marines (1Rec) special
forces battalion
3 x 3-2-4 1st Marines (1/1, 2/1, 3/1)
infantry battalion
1 x 3-2-8 1st Marines (1) tank battalion
1 x 2-2-4 1st Marines (1) engineers
battalion
1 x 2-2-8 MAF anti-tank battalion
1 x2-1-7 MAF self-propelled artillery
battalion
1 x 1-1-4 MAF artillery battalion
1 x 1-0-7 MAF SAM battalion
1 x USMC Beachhead
2 x MAF transport helicopter battalion
1 x MAF attack helicopter battalion
2 x AV-8B
Deployed in Caribbean Holding Box
3 x 3-2-4 1st Marines (1/5, 2/5, 3/5)
infantry battalion
1 x 3-2-8 1st Marines (5) tank battalion
1 x 2-2-4 1st Marines (5) engineers
battalion
1 x 2-2-8 MAF anti-tank battalion
i x 1-1-4 MAF artillery battalion
1 x 1-0-7 MAF SAM battalion
1 x USMC Beachhead
1 x MAF transport helicopter battalion
2 x AV-8B
Available US Marine air units
(see Special Rules)
2 x F-4
1 x F-18
2x A-6
1 x F-4 (EW)
US Navy
Deployed in Pacific Holding Box
2 xF-14
lxA-6
2 xF-18
1 x EA-6 (EW)
1 x E-2 AWACS
CS
(deployed in AWACS Detection Box)
Deployed in Caribbean Holding Box
4 xF-18
1 x A-6
1 x EA-6 (EW)
1 x E-2 AWACS
(deployed in AWACS Detection Box)
US Army
1508 (Comayagua)
1 x 1-2-4 TFB (224MI) infantry battalion
Freely deployed in Honduras
6 x 2-3-4 (75 Rgr, 7) special
forces battalion
1 x SF transport helicopter battalion
Available to enter from north mapedge
via Transport Strike mission
(during Air Mission Phase)
9 x 2-2-4 82nd infantry battalion
1 x 2-1-8 82nd tank battalion
1 x 2-1-4 82nd AA battalion
1 x2-2-4 82nd engineers battalion
3 x 1-1-4 82nd artillery battalion
2 x 82nd Air Supply
4 x C-130
2 x C-141
CENTRAL AMERICA, Scenario Book: Page 26
Available to enter from south mapedge
via Transport Strike mission
(during Air Mission Phase)
1 x 1-1-4 193rd parachute infantry
company
1 x 193rd transport helicopter battalion
Note: After bringing on US units, the
C-130 and C-141 air units can exit the
north mapedge to bring on additional
reinforcements in later turns.
AVAILABLE INSURGENCY UNITS
1 x 2-2-4 FDN (COE) special forces
battalion
2 x 1-2-4 FDN infantry battalion
16x 1-1-4 FDN infantry battalion
1 x 1-1-4 ARDE infantry battalion
1 x 1-1-4 ARDE infantry company
Insurgency Command Points: 40
Allied Reorganization Points: 6
(add 24 if World War III occurs)
US Reorganization Points: 40
(subtract 26 if World War III occurs)
Supply Depots available: 9
US Night Naval Bombardment: 10
US Tactical Bombardment Points: 18
US REINFORCEMENTS
Game Turn 4
Deployed in Pacific Holding Box
(during Reinforcement Phase)
2 x F-14
1 x EA-6 (EW)
1 x E-2 AWACS
2 x F-18
1 x A-6
Game Turn 6
Available to enter north mapedge
via Transport Strike mission
(during Air Mission Phase)
2 x 1-2-4 9th infantry battalion
1 x 1-2-4 9th parachute infantry
battalion
1 x 2-2-4 9th engineers battalion
2 x 1-1-4 9th artillery battalion
Game Turn 7
Enter any south mapedge hex in
Costa Rica (during Regular Ground
Unit Movement Phase)
1 x 1-1-4 TFB artillery battalion
1 x 1-1-4 SC engineers battalion
SS•20 UNIT
SS•20
9
•
SPECIAL RULES
1. The SS-20 Unit:
0-1
Available to enter from south mapedge
via Transport Strike mission
(during Air Mission Phase)
1 x 1-1-4 TFB parachute infantry
battalion
1 x SC transport helicopter battalion
Game Turn 9
Deployed in Pacific Holding Box
(during Reinforcement Phase)
4x 1-2-4 9th infantry battalion
1 x 2-2-6 9th infantry battalion
1 x 1-2-6 9th infantry battalion
1 x 3-2-8 9th tank battalion
1 x 1-1-4 9th artillery battalion
1 x 3-2-4 9th artillery battalion
2 x 9th attack helicopter battalion
1 x 9th transport helicopter battalion
Game Turn 15
Deployed in the Caribbean Holding Box Deployed in one or more Air Groups
(during Reinforcement Phase)
3x AC-47
6 x 3-2-8 1st Cavalry tank battalion
2 x A-37
4 x2-3-8 1st Cavalry mechanized
1 x Ourg
1xC-47
infantry battalion
1 x 3-2-8 1st Cavalry armored cavalry
battalion
HONDURAS
1 x 1-1-7 1st Cavalry AA battalion
1508 (Comayagua)
3 x 2-2-7 1st Cavalry self-propelled
1 x non-mobile AA
artillery battalion
1 x2-2-6 1st Cavalry engineers
1710 (Tegucigalpa)
battalion
1 x non-mobile AA
1 x 4-3-6 1st Cavalry MLRS battalion
1 x 2-3-4 infantry regiment
VARIABLE ALLIED REINFORCEMENTS
Freely deployed in Honduras
1 x 2-2-8 mechanized infantry battalion
Note: The units of El Salvador, Honduras, and
2 x 2-3-4 infantry regiment
Costa Rica do not appear in the game unless
8 x 1-2-4 infantry battalion
World War III breaks out. During the End of
1 x 1-1-4 special forces battalion
Turn Stage in which World War III breaks out,
2x 1-1-4 artillery battalion
the Allied player places these reinforcements
1 x 1-2-3 engineers battalion
on the map.
Deployed
in two or more Air Groups
EL SALVADOR
5 x A-37
0410 (Santa Ana)
3x AC-47
1 x 2-2-4 infantry brigade
2xB-26
0611 (San Salvador)
1 x S Myst
1 x 2-2-4 infantry brigade
Note: The Allied player can substitute
0812 (San Vicente)
the F-5 or the Kfir for the S Myst.
1 x 2-2-4 infantry brigade
COSTA RICA
1013 (Usulutan)
1 x 2-1-4 infantry brigade
Freely deployed in Costa Rica
1 x 1-2-4 infantry battalion
1113 (San Miguel)
1 x 1-1-4 infantry company
1 x 2-2-4 infantry brigade
DUMMY UNIT
SS-20
8
0-1
Freely deployed in E1 Salvador
1 x 2-1-8 armored cavalry regiment
1 x 2-1-4 infantry regiment
5 x 1-2-4 infantry battalion
4x 1-1-4 infantry battalion
1 x 2-2-4 parachute infantry battalion
1 x 1-2-4 engineers battalion
3 x 1-1-4 artillery battalion
1 x 1-1-4 AA battalion
1 x 1-2-4 insurgency naval infantry
battalion
1 x 1-2-4 insurgency parachute
infantry battalion
1 x 1-1-4 special forces company
1 x 1-1-4 naval special forces
company
1 x attack helicopter battalion
1 x transport helicopter battalion
SS•20
? 8
Dummy
0-1
When he sets up his pieces, the Communist player places the SS-20 unit and the five dummy
counters (one per hex) in six of the following hexes: Esteli
(2115), Punta Huete-San Benito (2218), Tipitapa (2219),
Matagalpa (2316), Wiwili (2412), Rio Blanco (2716), Colonia
Nueva Guinea (3122), Rama (3319), or Puerto Cabezas (3710).
The counters are placed within their unknown sides ("?") up.
The SS-20 and dummies have no Attack Value, a Defense
Value of 1, and a Movement Allowance of 8 (they move like
armor units). Each counter can also be transported by the
IL-76 air unit from one air facility to another; each has a Load
Point cost of 2.
When a US ground or helicopter unit moves into a hex
with such a unit, the counter is flipped over. The SS-20 unit
remains on the map when it is revealed until it is destroyed.
Dummy counters are removed as soon as they are revealed
or as soon as the real SS-20 unit is revealed.
The SS-20 unit is eliminated if it is ever alone in a hex
with a US unit, or if it is ever adjacent to a US ground unit
and no other communist ground unit is stacked with it.
The Allied player can perform Bombardment Strike missions against the SS-20 and dummy counters on the Ground
Unit Bombardment Table. On a result calling for a step loss,
the counter is flipped over and, if it is a dummy, it is removed;
if it is the SS-20, it remains on the map and is not damaged.
On a result calling for two step losses, dummy counters and
the SS-20 unit are eliminated (the Allied player fulfills part
of his victory conditions by eliminating the SS-20 in this
manner).
2. Communist Variable Reinforcements: The 5 units of the
Cuban mechanized brigade appear the turn after a US ground
unit enters a hex totally within Nicaragua. See 16.5.
During the Communist Air Mission Phases of turns 1,
2, and 3, the Communist player rolls on the Air Unit Reinforcement Table (see below) to determine how many communist air units arrive each turn from Cuba. He selects 10
units in Game Turn 1 and 5 units in Game Turns 2 and 3.
After rolling the die, he selects those units that will appear
on the map (the others are destroyed in transit). Arriving air
units enter via Transfer mission and are based at any available Nicaraguan air facility within 5 hexes of the Caribbean
coast. Air Group markers are placed on the map.
The Cuban ground units arrive with Cuban air units that
reach Nicaragua on turns 1 through 3. During the Air Mis-
CENTRAL AMERICA, Scenario Book: Page 27
sion Phase of turn 1, the Cuban parachute infantry brigade
arrives. In turn 2, the infantry regiment may arrive, and in
turn 3, the two naval regiments may arrive. If no communist
air units arrive in Nicaragua on the second or third turn, then
the Cuban ground unit schedules to arrive is considered destroyed as well. Cuban ground units that enter the map are
placed at Nicaraguan air facilities within 5 hexes of the Caribbean coast; they cannot move, attack, or perform demolitions
or repairs in their turn of arrival, but they defend normally
if attacked.
COMMUNIST UNIT REINFORCEMENT TABLE
UNITS THAT REACH NICARAGUA
Game Turn 1 Game Turn 2 Game Turn 3
DIE
ROLL
1
2
3
4
5
6
CUBAN
AIR
PARACHUTE
UNITS
BRIGADE
4
5
6
7
8
9
Yes
Yes
Yes
Yes
Yes
Yes
AIR
UNITS
CUBAN
NAVAL
REGIMENTS
0
1
2
3
4
No
No
Yes
Yes
Yes
Yes
AIR
UNITS
CUBAN
INFANTRY
REGIMENT
0
0
1
2
3
No
No
No
Yes
Yes
Yes
1. 2 carrier-based air groups (Pacific or Caribbean Holding
Boxes)
2. The 1st Marine Brigade (and attached MAF assets) of the
1st Marine Division, including:
1 x 2-2-5 1st Marines (1Rec) special forces battalion
3 x 3-2-4 1st Marines (1/1, 2/1, 3/1) infantry battalion
1 x 3-2-8 lst Marines (1) tank battalion
1 x 2-2-4 1st Marines (1) engineers battalion
1 x 2-2-8 MAF anti-tank battalion
1 x 2-1-7 MAF self-propelled artillery battalion
1 x 1-1-4 MAF artillery battalion
1 x 1-0-7 MAF SAM battalion
1 x MAF attack helicopter battalion
2 x MAF transport helicopter battalion
2 x AV-8B
1 x A-6
1 x F-4 (EW)
1 x F-4
1 x F-18
3. The 9th Light Infantry Division (15 ground units and 3
helicopters)
4. Special Forces:
1 x2-3-4 (1/75 Rgr) special forces battalion
2 x 2-3-4 (1/7, 2/7) special forces battalion
5. 193rd Infantry:
1 x 1-1-4 193rd parachute infantry company
1 x 193rd transport helicopter company
6. The following US Air Force units:
3. Communist regular ground units cannot enter El Salvador,
Honduras, or Costa Rica until the turn after World War III
breaks out (see below).
4. The Communist player can begin performing Merchant
Shipping Raid missions anytime after the turn in which World
War III breaks out.
5. The FSLN Government and Treasury markers move like
regular ground units or they can be transported by the IL-76
or C-47. Each has a Load Point cost of 1. Each marker has
an Attack Value of 0 and a Defense Value of 1; it can contribute its Defense Value only when stacked with other communist ground units. If a marker if ever alone in a hex with
Allied ground units, it is captured; also, if it takes a step loss
from ground combat, it is considered captured by the Allied
player. A marker cannot be attacked by Allied Bombardment
Strike missions. The markers do not count towards stacking
limits in a hex.
6. US Marine Air Units: US Marine F-4, F-18, and A-6 air
units can enter the map either replacing US Navy carrierbased air units on a one-for-one basis or by way of Transfer
missions (see 15.1).
7. Eliminating the SS-20 Unit: The Allied player must detect
the real SS-20 unit by the end of Game Turn 2, and he must
eliminate it by the end of Game Turn 4 to have the chance
of achieving more than a Marginal Victory.
8. World War III: Starting with the End of Turn Stage of turn
1, the Communist player must determine if the Soviet high
command has ordered the SS-20 to be used against the United
States, causing World War III to break out. If the SS-20 unit
has not been eliminated by the Allied player, the Communist
player rolls the die in the End of Turn Stage of Game Turns
1, 2, and 3. In turn 1, on a roll of 1 or 2, the Soviet high command has ordered the missile to be fired and war commences;
in turn 2, war breaks out on a die roll of 1, 2, or 3; on turn
3, war breaks out on a die roll of 1, 2, 3, 4, or 5. On any other
die roll in these turns, the high command has delayed the
firing order for another day. If the SS-20 unit is eliminated
before war breaks our or if the war does not commence by
the end of turn 3, it never occurs. Once World War II begins,
the conditions for victory change (see below).
If World War III breaks out, the Allied player must begin
withdrawing US units from the map in the next turn. Also,
reinforcements scheduled to arrive that are supposed to be
withdrawn cannot enter the game. The following units are
allowed to remain on the map:
lxA-10
1xF-15
1 x F-16
1xAC-130
2xB-52
3x0-2 (EW)
For withdrawing other US air and ground units from the
map, see 15.6. Once these units have withdrawn, they can
never re-enter the game.
During the End of Turn Stage of the turn in which World
War III breaks out, the Allied player deploys the units for
Honduras, El Salvador, and Costa Rica. The Communist
player deploys the FMLN Entrenchments and insurgency
units at the same time. Adjustments are made on the Information Records Tracks as indicated in the scenario Orders
of Battle.
VICTORY CONDITIONS
Victory Condition 1: As long as World War III does not
break out, the conditions for victory listed in this section are
in effect.
The SS-20 Unit: The Allied player must eliminate this unit
by the end of Game Turn 4. If he does not do so, the best
he can achieve is an Allied Marginal Victory.
As long as World War III does not occur, the Allied player
gains Victory Points for controlling objectives in Nicaragua.
Victory Points for objectives are listed below:
ALLIED
VICTORY
POINTS REASON
12
10
5
2
1
1
2
5
2
2
2
2
Managua
FSLN Treasury marker
FSLN Government marker
City
Town
Port
Supply Source
Punta Huete airport
Airport
Non-mobile SAM or AA site
Fortification
Each time Masaya's electronic capability is
damaged or suppressed
Note: The Victory Points for objectives in a hex are cumulative.
Managua is worth 16 VP (12 for itself, 2 for being a city, and 2 for
being a Supply Source). Punta Huete is worth 11 VP (5 for itself, 2
for being an airport, 2 for the non-mobile SAM site, and 2 for the
Fortification in the hex).
CENTRAL AMERICA, Scenario Book: Page 28
At the end of the game, the Allied player adds up his VP.
The players consult one of the schedules below to determine
the winner and the level of victory. Use the first schedule
if the SS-20 unit has been eliminated by the end of Game
Turn 4 and the second schedule if the unit was not eliminated by the end of turn 4.
SS-20 Eliminated SS-20 Not Eliminated
NR. OF ALLIED
VICTORY POINTS
WINNER AND
LEVEL OF VICTORY
WINNER AND
LEVEL OF VICTORY
116 or more
109 to 115
103 to 108
97 to 102
91 to 96
85 to 90
84 or less
Allied Decisive
Allied Substantial
Allied Marginal
Stalemate
FSLN Marginal
FSLN Substantial
FSLN Decisive
Allied Marginal
Allied Marginal
Stalemate
FSLN Marginal
FSLN Substantial
FSLN Decisive
FSLN Decisive
Victory Condition 2: If World War III does break out, the
conditions for victory change, and the Communist player
gains Victory Points for invading and controlling Allied countries. Note that when World War III breaks out, the game
is played through to the end of 45 Game Turns. Victory Points
for the Communist player are listed below.
COMM
VICTORY
POINTS OBJECTIVE CAPTURED
5
5
2
1
1
2
2
2
3
2
1
Tegucigalpa
San Salvador
Each city in Honduras and El Salvador
Each Allied town
Each Allied port
Each Allied Supply Source
Each Allied airport
Each Honduran non-mobile AA site
CIA Entrenchment on Tiger Island
Each other Allied Entrenchment
Per air unit on Merchant Shipping Raid missions
Note: The Victory Points for objectives in a hex are cumulative. San
Miguel is worth 9 VP (5 for itself, 2 for being a city, and 2 for being
a Supply Source). Tegucigalpa is worth 13 VP (5 for itself, 2 for being
a city, 2 for the airport, 2 for the non-mobile AA site, and 2 for being
a Supply Source).
21.7 Scenario 16:
World War III
Scenario Length: 20 turns
INTERVENTION GAME SCENARIO
Communist Order of Battle
(see insert for set-ups)
Allied Order of Battle
EL SALVADOR
0410 (Santa Ana)
1 x 2-2-4 infantry brigade
0509 (Metapan)
1 x 1 -2 -4 infantry battalion
1 x 1-1-4 (SOG4) special forces
company
0512 (Nueva San Salvador)
1 x 2-1-8 armored cavalry regiment
0611 (San Salvador)
1 x 2 -2 -4 infantry brigade
1 x 1 -1-4 infantry battalion
0713 (Zacatecoluca)
1 x 1-2-4 infantry battalion
0810 (Chalatenango)
1 x 1-2-4 infantry battalion
At the end of the game, the Communist player adds up
his VP. The players consult the schedule below to determine
the winner and the level of victory:
NUMBER OF
COMMUNIST
VICTORY POINTS WINNER AND LEVEL OF VICTORY
109 or more FSLN Decisive Victory
99 to 108
FSLN Substantial Victory
89 to 98
FSLN Marginal Victory
79 to 88
Stalemate
73 to 78
Allied Marginal Victory
67 to 72
Allied Substantial Victory
66 or less
Allied Decisive Victory
OPTIONAL RULES
Players may wish to experiment with all the optional
rules in Section 18.0. Before beginning the game, players
should agree as to which optional rules they will use.
Weather: Begin rolling for weather starting with the End of
Turn Stage of Game Turn 24.
Communist Additional Information: Add the following to the
initial Communist Order of Battle:
10 x Resource Points
3 x persistent chemical weapons
Add the following to the Communist Order of Battle the
turn after World War III breaks out:
8 x Resource Points
4 x persistent chemical weapons
5 x non-persistent chemical weapons
4 x Soviet standoff air attack
Allied Additional Information: Add the following to the initial
Allied Order of Battle:
12 x Resource Points
10 x US standoff air attack
8 x US smart bombs
8 x US cluster bombs
8 x US incendiary bombs
Note: The Allied player is limited to using two forms of US special
munitions in the first three turns. If World War III breaks out, the
Allied player loses US standoff air attacks and special munitions. During the remainder of the scenario, he is limited to 2 standoff air
attacks, and 1 each of US cluster bombs, incendiary bombs, and smart
bombs (the rest are earmarked for use in Europe). Adjust the markers
on the Allied Information Record Track during the turn in which
World War III breaks out.
BACKGROUND: The balloon has gone up for the start of the next World
War. The Warsaw Pact has invaded central Germany (see Victory
Games' NATO). The US 2nd, 6th, and 7th Fleets are heavily engaged
with the Soviet counterparts (see SIXTH FLEET and 2ND FLEET). Soviet
Marines threaten to capture Istanbul (see AEGEAN STRIKE) and a heavy
column of Soviet armor is advancing into Iran (see GULF STRIKE). The
armed forces of the United States are stretched to their limit, but
the communist forces in Cuba and Nicaragua threaten vital supply
lines. Despite limited resources, the US decides to invade Nicaragua.
0811 (Ilobasco)
1 x 1-2-4 infantry battalion
1 x 1-1-4 infantry battalion
0812 (San Vincente)
1 x 2-2-4 infantry brigade
0911 (Sensuntepeque)
1 x 1-2-4 (ARCE) insurgency infantry
battalion
1013 (Usulutan)
1 x 2-1-4 infantry brigade
1113 (San Miguel)
1 x 2 -2 -4 infantry brigade
1213 (El Carmen)
1 x 1-2-4 infantry battalion
1312 (Santa Rose de Lima)
1 x 2-1-4 infantry regiment
1314 (La Union)
1 x 1-2-4 (BIM) insurgency naval
infantry battalion
1 x 1-1-4 (1NC) insurgency naval
special forces company
Freely deployed in El Salvador
2 x 1-1-4 infantry battalion
1 x 2-2-4 parachute infantry battalion
1 x 1-2-4 engineers
1 x 1-1-4 AA battalion
3 x 1-1-4 artillery battalion
1 x attack helicopter company
1 x transport helicopter battalion
Deployed into one or more Air Groups
3 x AC-47
2 x A-37
1 x Ourg
1 x C-47
CENTRAL AMERICA, Scenario Book: Page 29
Communist Player Set-up Insert
INTERMEDIATE SCENARIOS
SCENARIO 5: Civil War in El Salvador
General Communist Order of Battle
(Both Variants)
FARABUNDO MARTI NATIONAL
LIBERATION (FMLN)
1210
2 x 1-2-4 (FARN) insurgency infantry
battalion
1311 (Lislique)
1 x Entrenchment
2 x 1-2-4 (FPL) insurgency infantry
battalion
Freely deployed in El Salvador in hex
row 0800 (0809-0814) and east of this row
1 x 1-1-4 PFLP infantry battalion
1 x 1-1-4 Libyan infantry battalion
1 x 1-1-4 MRH insurgency infantry
battalion
1 x 1-1-4 MRP insurgency infantry
battalion
3x 1-1-4 FMLN (PRTC, PCS, FAC)
insurgency infantry battalion
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
1818 (Leon)
1 x L-39z
1 x SF-260
1 x C-47
1 x attack helicopter battalion
Communist Order of Battle
(for "The Separate Peace")
Add to the Communist Order of Battle:
1415 (Potosi)
1 x 1-1-4 M-19 insurgency infantry
battalion
1 x 1-1-4 FSLN (Estr) insurgency
infantry battalion
1516
1 x 1-2-4 FSLN (CODE) insurgency
infantry battalion
1 x 1-1-4 FSLN (Brvo) insurgency
infantry battalion
2115 (Esteli)
1 x2-2-4 FSLN (SB) special forces
battalion
1 x FSLN transport helicopter battalion
VARIABLE REINFORCEMENTS
(see "The Separate Peace" Special Rules)
5x 1-1-4 FMLN/ERP insurgency
infantry battalion
1 x FMLN Entrenchment
10 x Insurgency Command Points
Insurgency Command Points: 74
FSLN Reorganization Points: 8
Communist Reorganization Points: 14
Supply Depots available: 2
Communist Order of Battle
(for "The Surprise Offensive")
Add to the Communist Order of Battle:
0709
1 x FMLN Entrenchment
Freely deployed in hexes 0508
(Esquipulas), 0608, 0610 (Apopa),
0709, or 0809
5 x 1-1-4 FMLN/ERP insurgency
infantry battalion
1415 (Potosi)
1 x 1-1-4 M-19 insurgency infantry
battalion
1 x 1-1-4 FSLN (Estr) insurgency
infantry battalion
1516
1 x 1-2-4 FSLN (CODE) insurgency
infantry battalion
1 x 1-1-4 FSLN (Brvo) insurgency
infantry battalion
2115 (Esteli)
1 x 2-2-4 FSLN (SB) special forces
• battalion
1 x FSLN transport helicopter battalion
Insurgency Command Points: 74
FSLN Reorganization Points: 8
Communist Reorganization Points: 14
Supply Depots available: 2
SCENARIO 6: The Contra Drive
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
2313 (Quilali)
1 x 2-3-4 infantry brigade
2516 (Matiguas)
1 x 2-3-4 infantry brigade
2518 (Boaco)
1 x 2-3-4 infantry brigade
2619 (Juigalpa)
1 x2-3-4 infantry brigade
2716 (Rio Blanco)
1 x2-3-3 infantry brigade
2924 (San Carlos)
1 x 2-3-4 infantry brigade
3010 (La Constancia)
2 x 2-3-3 infantry brigade
3012 (Siuna)
1 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
1 x attack helicopter battalion
3122 (Colonia Nueva Guinea)
1 x 2-3-4 infantry brigade
3211 (La Rosita)
1 x 1-2-3 Cuban engineers brigade
1 x 1-1-4 AA battalion
3224 (El Castillo)
1 x 2-3-3 infantry brigade
3319 (Rama)
1 x 2-3-3 infantry brigade
3407 (Leimus)
1 x 2-3-4 infantry brigade
3420 (Bluefields)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
3507 (Waspam)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
3520 (El Bluff)
1 x 2-3-3 infantry brigade
3525 (San Juan del Norte)
1 x 2-3-3 infantry brigade
3710 (Puerto Cabezas)
1 x non-mobile AA
1 x 2-3-4 infantry brigade
1 x 2-3-3 infantry brigade
Freely deployed in Nicaragua
1 x 2-2-4 parachute infantry battalion
1 x attack helicopter battalion
1 x transport helicopter battalion
Deployed in one or more Air Groups
1 x A-33
1 x P-61
1 x SF-260
1 x T-28D
1xF-5113
1xC-47
2 x AN-12 (EW)
Insurgency Command Points: 15
FSLN Reorganization Points: 6
Communist Reorganization Points: 1
Supply Depots available: 4
AVAILABLE INSURGENCY UNITS
1 x 2-2-4 FSLN (SB) special forces
battalion
1 x 1-2-4 FSLN (CODE) infantry
battalion
4x 1-1-4 FSLN infantry battalion
1 x 1-1-4 M-19 infantry battalion
REINFORCEMENTS (see Special Rules)
Game Turn 1
1 x 2-3-4 infantry brigade
1 x 1-1-4 artillery battalion
1 x 1-2-3 engineers brigade
Game Turn 2
1 x 3-3-8 tank regiment
2 x 2-3-4 infantry brigade
1 x 1-1-4 AA battalion
1 x attack helicopter battalion
Game Turn 3
2 x 2-3-4 infantry brigade
Game Turn 4
1 x 2-3-8 mechanized infantry brigade
1 x 3-3-8 tank regiment
1 x 2-3-4 infantry brigade
Game Turn 5
1 x 3-3-4 infantry brigade
SCENARIO 7: FSLN Contravention
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
2211 (Jalapa)
1 x 2-3-4 infantry brigade
1 x 2-3-8 mechanized infantry brigade
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
2312 (Murra)
2 x 2-3-4 infantry brigade
2316 (Matagalpa)
1 x 3-3-8 tank regiment
2412 (Wiwili)
1 x 3-4-4 infantry brigade
1 x 3-3-4 infantry brigade
2516 (Matiguas)
1 x 3-3-4 infantry brigade
2716 (Rio Blanco)
1 x 2-3-4 infantry brigade
3010 (La Constancia)
1 x 2-3-3 infantry brigade
3012 (Siuna)
1 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
CENTRAL AMERICA, Scenario Book: Page 30
3211 (La Rosita)
1 x 2-3-3 infantry brigade
3407 (Leimus)
1 x 3-4-4 infantry brigade
1 x 3-3-4 infantry brigade
3507 (Waspam)
2 x 3-4-4 infantry brigade
3710 (Puerto Cabezas)
1 x 2-3-3 infantry brigade
1 x 2-3-8 mechanized infantry brigade
Freely deployed in Nicaragua
1 x2-2-4 parachute infantry battalion
1 x 1-2-3 engineers brigade
1 x 1-1-4 AA battalion
1 x 1-1-4 artillery battalion
2 x transport helicopter battalion
2 x attack helicopter battalion
Deployed in one or more Air Groups
1 x A-33
1 x P-61
1 x SF-260
1 x T-28D
1 x F -51D
1 x L -39z
1xY-18
2x AN-12 (EW)
1 x C-47
AVAILABLE FSLN INSURGENCY UNITS
1 x 2-2-4 (SB) special forces battalion
1 x 1-2-4 infantry battalion
5x 1-1-4 infantry battalion
Insurgency Command Points: 18
FSLN Reorganization Points: 6
Supply Depots available: 4
REINFORCEMENTS
Game Turn 8 (in Managua)
2 x 3-3-4 infantry brigade
Game Turn 10 (in Managua)
2 x 3-3-4 infantry brigade
VARIABLE REINFORCEMENTS
(see Special Rules)
1615 (Puerto Morazan)
1 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
1717 (Chinandega)
1 x 2-3-3 infantry brigade
1815 (Somotillo)
1 x 3-4-4 infantry brigade
2012 (Ocotal)
1 x 3-4-4 infantry brigade
1 x 2-3-3 infantry brigade
2014 (Limay)
1 x 3-3-4 infantry brigade
2115 (Esteli)
1 x 2-3-8 mechanized infantry brigade
1 x 2-3-3 infantry regiment
1 x attack helicopter battalion
2119 (El Tempisque)
1 x 3-3-8 tank regiment
1 x 2-2-7 anti-tank regiment
Additional Insurgency Command Points: 12
Additional Reorganization Points: 9
Additional Supply Depots available: 2
SCENARIO 8:
Revolution Without Borders
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
1717 (Chinandega)
1 x 2-3-3 infantry brigade
1 x 1-2-3 engineers brigade
1914
1 x 1-1-4 MRH insurgency infantry
battalion
1815 (Somotillo)
1 x 3-4-4 infantry brigade
1818 (Leon)
1 x 3-3-4 infantry brigade
1 x 2-3-8 mechanized infantry brigade
1 x0-1-8 logistics supply unit
2012 (Ocotal)
1 x 3-3-4 infantry brigade
1 x 2-3-8 mechanized infantry brigade
2014 (Limay)
1 x 3-3-4 infantry brigade
2115 (Esteli)
1 x 3-4-4 infantry brigade
2119 (El Tempisque)
1 x 3-3-8 tank regiment
1 x 2-2-7 anti-tank regiment
2211 (Jalapa)
2 x 3-4-4 infantry brigade
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
2313 (Quilali)
1 x 3-3-4 infantry brigade
2315 (Jinotega)
1 x 3-3-8 tank regiment
1 x 0-1-8 logistics supply unit
2316 (Matagalpa)
1 x 2-3-4 infantry brigade
1 x 1-1-4 artillery battalion
Freely deployed in Nicaragua
1 x 2-2-4 FSLN (SB) special forces
battalion
1 x 1-2-4 FSLN insurgency infantry
battalion
5x 1-1-4 FSLN insurgency infantry
battalion
2 x FSLN transport helicopter battalion
2 x FSLN attack helicopter battalion
1 x2-4-4 Communist International (CI)
infantry brigade
1 x 1-1-4 Soviet special forces company
Deployed in one or more Air Groups
I x A-33
1 x Y-18
1xP-61
2xY-28
I x SF-260 2 x AN -12 (EW)
1 x T-28D
lx C-47
1xF-51D
FARABUNDO MARTI NATIONAL
LIBERATION (FMLN)
0709
1 x Entrenchment
3 x 1-1-4 FMLN/ERP insurgency
infantry battalion
1210
3 x 1-1-4 FMLN insurgency infantry
battalion
1311 (Lislique)
1 x Entrenchment
3 x 1-2-4 FMLN insurgency infantry
battalion
AVAILABLE INSURGENCY UNITS
3x 1-1-4 FSLN infantry battalion
2x 1-1-4 FMLN/ERP infantry battalion
1 x 1-1-4 FMLN infantry battalion
1 x 1-2-4 FMLN infantry battalion
Insurgency Command Points: 30
FSLN Reorganization Points: 3
Communist Reorganization Points: 9
Supply Depots available: 4
Hidden Supply Points: 2
SCENARIO 9:
Operation Conquistador!
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
1717 (Chinandega)
1 x 2-3-3 infantry brigade
1818 (Leon)
1 x non-mobile SAM
1 x2-3-3 infantry brigade
2115 (Esteli)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
2120 (Managua)
2 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
1 x FSLN Government
1 x FSLN Treasury
2121 (Jinotepe)
1 x2-3-3 infantry brigade
2211 (Jalapa)
1 x 2-3-3 infantry brigade
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
1 x 2-3-4 infantry brigade
2219 (Tipitapa)
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
2220 (Masaya)
1 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
2315 (Jinotega)
1 x 2-3-3 infantry brigade
2316 (Matagalpa)
1 x 2-3-3 infantry brigade
2321 (Granada)
1 x 2-3-3 infantry brigade
2516 (Matiguas)
1 x 2-3-3 infantry brigade
2522 (Alta Gracia)
1 x 2-3-4 infantry brigade
2619 (Juigalpa)
1 x 2-3-3 infantry brigade
2924 (San Carlos)
1 x 2-3-3 infantry brigade
3420 (Bluefields)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
3507 (Waspam)
1 x non-mobile AA
3710 (Puerto Cabezas)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
1 x 1-2-4 Soviet engineers regiment
Freely deployed in Nicaragua
1 x 2-3-4 infantry brigade
2 x 1-2-4 infantry brigade
[2-3-4 with step loss]
1 x 3-3-4 infantry brigade
3 x 2-2-4 infantry brigade
[3-3-4 with step loss]
2 x 3-4-4 infantry brigade
2 x 2-3-4 infantry brigade
[3-4-4 with step loss]
1 x 3-3-8 tank regiment
1 x 2-2-8 tank regiment
[3-3-8 with step loss]
1 x 2-2-7 anti-tank regiment
1 x 1-1-7 anti-tank regiment
[2-2-7 with step loss]
2 x 2-3-8 mechanized infantry brigade
1 x 1-2-3 engineers brigade
1 x 1-1-4 AA battalion
1 x 1-1-4 artillery battalion
CENTRAL AMERICA, Scenario Book: Page 31
1 x 1-2-3 Cuban engineers brigade
1 x 2-4-4 Communist International (CI)
infantry brigade
1 x 1-1-4 Libyan infantry battalion
1 x 1-1-4 PFLP infantry battalion
2 x attack helicopter battalion
1 x transport helicopter battalion
Deployed into
1 x A-33
1 x SF-260
2x L-39Z
1xY-18
2xY-28
1 x Y -28C
one or more Air Groups
2xM-19
3xM-21
1xS-24
2 x AN-12 (EW)
1 x IL-76
1 x C-47
AVAILABLE INSURGENCY UNITS
6x 1-1-4 FSLN infantry battalion
1 x 1-1-4 M-19 infantry battalion
Insurgency Command Points: 21
FSLN Reorganization Points: 6
Communist Reorganization Points: 3
Supply Depots available: 1
Hidden Supply Points: 2
CAMPAIGN SCENARIOS
SCENARIO 10: The 1979 Revolution
SANDINISTA NATIONAL LIBERATION FRONT (FSLN)
1616 (El Viejo)
1 x 1-1-4 (BLI) insurgency infantry battalion
1818 (Leon)
1 x 0-2-0 CDS infantry battalion
Any hex adjacent to Leon (1818)
1 x 1-1-4 (Uman) insurgency infantry battalion
2214
lx 1-1-4 (Estr) insurgency infantry battalion
2215 (San Isidro)
1 x 1-2-3 (Lopz) infantry brigade
[2-3-3 with step loss]
1 x 1-1-4 (Turc) insurgency infantry battalion
2311
1 x 1-1-4 (Pom) insurgency infantry battalion
2525 (La Cruz)
1 x 1-1-4 (Oroz) insurgency infantry battalion
2727 (Liberia)
1 x 2-3-3 infantry brigade
3211 (La Rosita)
1 x 1-1-4 (Cham) insurgency infantry battalion
NICARAGUAN DEMOCRATIC FORCES (FDN)
REINFORCEMENTS
Game Turn 2: Placed in Masaya (2220)
1 x 0-2-0 CDS infantry battalion
Game Turn 5: Placed in Esteli (2115)
1 x 0-2-0 CDS infantry battalion
Game Turn 18: Placed in Chichigalpa (1817)
lx 0-2-0 CDS infantry battalion
Game Turn 21: Placed in Masaya (2220)
1 x 0-2-0 CDS infantry battalion
Game Turn 23: Placed in Managua (2120)
lx 0-2-0 CDS infantry battalion
Game Turn 28: Placed in Matagalpa (2316)
1 x 0-2-0 CDS infantry battalion
Game Turn 31: Placed in Jinotepe (2121)
ix 0-2-0 CDS infantry battalion
VARIABLE REINFORCEMENTS (see Special Rules)
1 x 1-2-3 Cuban engineers brigade
lx 2-4-4 Communist International (CI) infantry brigade
Insurgency Command Points: 44
Reorganization Points: 20
Supply Depots available: 8
3611 (Carata)
2 x 1-1-4 (Mskt) infantry battalion
SCENARIO 11: Christmas War
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
1415 (Potosi)
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
1615 (Puerto Morazan)
1 x 1-1-4 artillery battalion
1717 (Chinandega)
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
1718 (Corinto)
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
1 x 1-1-4 AA battalion
1815 (Somotillo)
1 x 3-4-4 infantry brigade
1 x 1-1-4 insurgency infantry battalion
1818 (Leon)
2 x 3-3-4 infantry brigade
1 x 1-1-4 artillery battalion
1919 (Puerto Sandino)
1 x non-mobile AA
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
1 x 0-1-8 logistics supply unit
1 x Riot marker
2012 (Ocotal)
1 x 2-3-8 mechanized infantry brigade
2013 (Somoto)
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
2014 (Limay)
1 x 2-2-4 infantry brigade
[3-3-4 with step loss]
2019 (Nagarote)
1 x Riot marker
2020 (Montelimar)
1 x 2-2-4 parachute infantry battalion
1 x 1-2-3 engineers brigade
2114 (Condega)
1 x 3-4-4 infantry brigade
2115 (Esteli)
1 x non-mobile AA
1 x 2-2-4 (SB) special forces battalion
1 x attack helicopter battalion
1 x transport helicopter battalion
1 x Riot marker
2119 (El Tempisque)
1 x 3-3-8 tank regiment
1 x2-3-8 mechanized infantry brigade
2120 (Managua)
1 x 2-3-8 mechanized infantry brigade
1 x 1-1-4 AA battalion
1 x FSLN Government
1 x FSLN Treasury
2121 (Jinotepe)
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
2211 (Jalapa)
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
2216 (Sebaco)
1 x 1-1-4 insurgency infantry battalion
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
2220 (Masaya)
1 x 3-4-4 infantry brigade
1 x 1-1-4 AA battalion
2313 (Quilali)
1 x 3-3-4 infantry brigade
2315 (Jinotega)
1 x 1-2-4 infantry brigade
[2-3-4 with step loss]
2316 (Matagalpa)
1 x 3-4-4 infantry brigade
1 x 1-1-4 insurgency infantry battalion
2321 (Granada)
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
1 x Riot marker
2415 (El Tuma)
1 x 1-2-4 infantry brigade
[2-3-4 with step loss]
2418 (Monte Grande)
1 x 2-3-4 infantry brigade
2516 (Matiguas)
1 x 2-3-4 infantry brigade
2517 (Muy Muy)
1 x 1-2-4 infantry brigade
[2-3-4 with step loss]
2518 (Boaco)
1 x 2-3-4 infantry brigade
1 x 1-1-4 insurgency infantry battalion
2522 (Alta Gracia)
1 x 2-3-4 infantry brigade
2524 (Penas Blancas)
1 x 2-3-3 infantry brigade
2619 (Juigalpa)
1 x 3-3-4 infantry brigade
2922
1 x 1-1-4 insurgency infantry battalion
CENTRAL AMERICA, Scenario Book: Page 32
2924 (San Carlos)
1 x 3-3-4 infantry brigade
3122 (Colonia Nueva Guinea)
1 x 1-2-4 infantry brigade
[2-3-4 with step loss]
3211 (La Rosita)
1 x 2-3-3 infantry brigade
1 x0-1-8 logistics supply unit
3319 (Rama)
1 x 3-3-4 infantry brigade
1 x 1-1-4 insurgency infantry battalion
3407 (Leimus)
1 x 2-3-4 infantry brigade
3420 (Bluefields)
1 x non-mobile AA
1 x 3-3-4 infantry brigade
3520 (El Bluff)
1 x 2-3-4 infantry brigade
3525 (San Juan del Norte)
1 x2-3-3 infantry brigade
1 x 1-1-4 insurgency infantry battalion
3609 (Santa Marta)
1 x 2-3-3 infantry brigade
3613 (Prinzapolka)
1 x 2-3-3 infantry brigade
3710 (Puerto Cabezas)
1 x non-mobile AA
1 x 3-3-4 infantry brigade
Deployed in one or more Air Groups
1 x P-61
1xY-18
1 xA-33
1 x C-47
1 x SF-260
1 x AN-2
1xF-51D
1 x AN-12 (EW)
1 x T-28D
COMMUNIST ALLIES
2015 (El Sauce)
1 x 1-1-4 PFLP infantry battalion
2218 (Punta Huete-San Benito)
1 x 1-2-3 Cuban engineers brigade
2413 (La Vigia)
1 x2-4-4 Communist International (CI)
infantry brigade
2923 (San Miguelito)
1 x 1-1-4 M-19 insurgency infantry
battalion
3224 (El Castillo)
1 x 1-1-4 MRP insurgency infantry
battalion
3507 (Waspam)
1 x 1-2-3 Cuban engineers brigade
3710 (Puerto Cabezas)
1 x 1-2-4 Soviet engineers regiment
Insurgency Command Points: 28
FSLN Reorganization Points: 27
Communist Reorganization Points: 6
Supply Depots available: 2
REINFORCEMENTS
Game Turn 5
1 x 2-3-3 infantry brigade
Game Turn 10
1 x 2-3-3 infantry brigade
Game Turn 15
1 x2-3-3 infantry brigade
Game Turn 20
1 x 2-3-3 infantry brigade
SCENARIO 11:
Alternate Communist Order of Battle
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
1717 (Chinandega)
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
1815 (Somotillo)
1 x 2-3-4 infantry brigade
1818 (Leon)
2 x 2-3-4 infantry brigade
1 x 1-1-4 artillery battalion
1919 (Puerto Sandino)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
1 x Riot marker
2012 (Ocotal)
1 x 1-2-8 mechanized infantry brigade
[2-3-8 with step loss]
1 x 2-3-4 infantry brigade
2014 (Limay)
1 x 2-2-4 infantry brigade
[3-3-4 with step loss]
2019 (Nagarote)
1 x 2-3-3 infantry brigade
1 x Riot marker
2020 (Montelimar)
1 x 1-2-4 parachute infantry battalion
[2-2-4 with step loss]
1 x 1-2-3 engineers brigade
2115 (Esteli)
1 x non-mobile AA
1 x 2-3-4 infantry brigade
1 x Riot marker
2119 (El Tempisque)
2 x 2-2-8 tank regiment
[3-3-8 with step loss]
1 x2-2-7 anti-tank regiment
2120 (Managua)
2x 1-2-8 mechanized infantry brigade
[2-3-8 with step loss]
1 x 1-1-4 AA battalion
1 x FSLN Government
1 x FSLN Treasury
2121 (Jinotepe)
1 x 2-3-4 infantry brigade
2211 (Jalapa)
1 x 2-3-4 infantry brigade
2218 (Punta Huete-San Benito)
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
2219 (Tipitapa)
1 x 2-2-8 tank regiment
[3-3-8 with step loss]
1 x 2-2-7 anti-tank regiment
1 x 2-3-4 infantry brigade
2220 (Masaya)
1 x 2-3-4 infantry brigade
1 x 1-1-4 AA battalion
2313 (Quilali)
1 x 2-3-4 infantry brigade
2315 (Jinotega)
2 x 2-3-4 infantry brigade
1 x 0-1-8 logistics supply unit
2316 (Matagalpa)
1 x 2-3-4 infantry brigade
1 x 1-1-4 artillery battalion
1x 1-2-3 engineers brigade
2321 (Granada)
1 x 2-2-4 infantry brigade
[3-3-4 with step loss]
1 x Riot marker
2516 (Matiguas)
1 x 2-3-4 infantry brigade
2522 (Alta Gracia)
1 x 2-3-4 infantry brigade
2619 (Juigalpa)
1 x 2-2-4 infantry brigade
[3-3-4 with step loss]
2924 (San Carlos)
1 x2-2-4 infantry brigade
[3-3-4 with step loss]
3122 (Colonia Nueva Guinea)
1 x 2-3-4 infantry brigade
3420 (Bluefields)
1 x non-mobile AA
3710 (Puerto Cabezas)
1 x non-mobile AA
1 x 2-2-4 infantry brigade
[3-3-4 with step loss]
1 x 0-1-8 logistics supply unit
Freely deployed in Nicaragua
4 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
1 x transport helicopter battalion
1 x attack helicopter battalion
Deployed in one or more Air Groups
1xP-61
1xA-33
1 x SF-260
1 x F-51D
1 x T-280
1 x Y-18
1 x C-47
1 x AN-2
1 x AN-12 (EW)
COMMUNIST ALLIES
Freely deployed in Nicaragua
2 x 1-2-3 Cuban engineers brigade
1 x 1-2-4 Soviet engineers regiment
1 x 2-4-4 Communist International (CI)
infantry brigade
1 x 1-1-4 Libyan infantry battalion
1 x 1-1-4' PFLP infantry battalion
Insurgency Command Points: 28
FSLN Reorganization Points: 27
Communist Reorganization Points: 6
Supply Depots available: 2
Hidden Supply Points: 1
AVAILABLE INSURGENCY UNITS
1 x 2-2-4 FSLN (SB) special forces
battalion
1 x 1-2-4 FSLN (CODE) infantry
battalion
6x 1-1-4 FSLN infantry battalion
1 x 1-1-4 MRH infantry battalion
REINFORCEMENTS
Game Turn 5
1 x 2-3-3 infantry brigade
Game Turn 10
1 x 2-3-3 infantry brigade
Game Turn 15
1 x2-3-3 infantry brigade
Game Turn 20
1 x 2-3-3 infantry brigade
CENTRAL AMERICA, Scenario Book: Page 33
SCENARIO 12:
The Contradora Intervention
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
1717 (Chinandega)
1 x 2-3-3 infantry brigade
1815 (Somotillo)
1 x 3-4-4 infantry brigade
1818 (Leon)
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
1919 (Puerto Sandino)
1 x non-mobile AA
2012 (Ocotal)
1 x 3-3-4 infantry brigade
1 x 2-3-8 mechanized infantry brigade
2115 (Esteli)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
1 x 2-2-4 (SB) special forces battalion
1 x transport helicopter battalion
2119 (El Tempisque)
1 x 3-3-8 tank regiment
1 x 2-2-7 anti-tank regiment
2120 (Managua)
1 x 2-3-8 mechanized infantry brigade
1 x 1-1-4 AA battalion
2121 (Jinotepe)
1 x 2-3-3 infantry brigade
2211 (Jalapa)
1 x 2-3-4 infantry brigade
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
2219 (Tipitapa)
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
2220 (Masaya)
1 x 1-1-4 AA battalion
1 x 2-3-3 infantry brigade
2313 (Quilali)
1 x 2-3-3 infantry brigade
2316 (Matagalpa)
1 x 2-3-3 infantry brigade
2321 (Granada)
1 x 2-3-3 infantry brigade
2423 (San Juan del Sur)
1 x 3-3-4 infantry brigade
2516 (Matiguas)
1 x 2-3-4 infantry brigade
2522 (Alta Gracia)
1 x 2-3-4 infantry brigade
2619 (Juigalpa)
1 x 2-3-4 infantry brigade
2924 (San Carlos)
1 x 2-3-4 infantry brigade
3010 (La Constancia)
1 x 2-3-3 infantry brigade
3012 (Siuna)
1 x 2-3-3 infantry brigade
3122 (Colonia Nueva Guinea)
1 x 2-3-4 infantry brigade
3211 (La Rosita)
1 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
3710 (Puerto Cabezas)
1 x non-mobile AA
1 x 2-3-4 infantry brigade
Freely deployed in Nicaragua
(not adjacent to Allied units)
5 x 2-3-4 infantry brigade
3 x 3-3-4 infantry brigade
3 x 3-4-4 infantry brigade
1 x 2-3-8 mechanized infantry brigade
3 x 3-3-8 tank regiment
1 x 2-2-7 anti-tank regiment
2 x 1-2-3 engineers brigade
1 x 2-2-4 parachute infantry battalion
2 x 1-1-4 AA battalion
2 x 1-1-4 artillery battalion
2 x 0-1-8 logistics supply unit
2 x attack helicopter battalion
1 x transport helicopter battalion
Deployed in one or more Air Groups
1 xA-33
2 x Y-28
1 x SF-260 2 x Y-28c
1 xP-61
2 xL-39z
1 x T-28D
2 x AN-12 (EW)
1 xC-47
1 xF-51D
1 xY-18
1 x AN-2
COMMUNIST ALLIES
0709
1 x Entrenchment
3 x 1-1-4 FLMN/ERP insurgency
infantry battalion
1311 (Lislique)
1 x Entrenchment
4x 1-2-4 FMLN insurgency infantry
battalion
Freely deployed in Nicaragua
2x 1-2-3 Cuban engineers brigade
1 x 1-2-4 Soviet engineers regiment
1 x 2-4-4 Communist International (CI)
infantry brigade
1 x 1-1-4 Libyan infantry battalion
1 x 1-1-4 PFLP infantry battalion
AVAILABLE INSURGENCY UNITS
1 x 1-2-4 FSLN infantry battalion
4x 1-1-4 FSLN infantry battalion
3x 1-1-4 FMLN infantry battalion
2 x 1-1-4 FMLN/ERP infantry battalion
1 x 1-1-4 MRH infantry battalion
1 x 1-1-4 MRP infantry battalion
1 x 1-1-4 M-19 infantry battalion
1 x 1-1-4 Soviet special forces company
VARIABLE REINFORCEMENTS
(see Special Rules)
5 - M-19
3 x M-21
1 x S-24
1 x AN-12 (EW)
Insurgency Command Points: 36
FSLN Reorganization Points: 20
Communist Reorganization Points: 3
Supply Depots available: 6
SCENARIO 13: Operation Big Pine
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
1615 (Puerto Morazan)
1 x 2-3-4 infantry brigade
1716
2 x 3-3-4 infantry brigade
1717 (Chinandega)
1 x 2-3-3 infantry brigade
1815 (Somotillo)
2 x 3-4-4 infantry brigade
1818 (Leon)
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
1919 (Puerto Sandino)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
2012 (Ocotal)
1 x2-3-8 mechanized infantry brigade
1 x 3-4-4 infantry brigade
2014 (Limay)
2 x 3-3-4 infantry brigade
2020 (Montelimar)
1 x 2-3-4 parachute infantry battalion
1 x transport helicopter battalion
2114 (Condega)
1 x3-3-8 tank regiment
1 x 2-2-7 anti-tank regiment
2115 (Esteli)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
2 x attack helicopter battalion
2119 (EI Tempisque)
1 x 3-3-8 tank regiment
1 x 2-2-7 anti-tank regiment
2120 (Managua)
1 x2-3-8 mechanized infantry brigade
1x 1-1-4 AA battalion
2121 (Jinotepe)
1 x2-3-3 infantry brigade
2211 (Jalapa)
2 x 2-3-4 infantry brigade
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
2219 (Tipitapa)
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
2220 (Masaya)
1 x2-3-3 infantry brigade
1 x 1-1-4 AA battalion
2313 (Quilali)
2x 3-3-4 infantry brigade
2316 (Matagalpa)
1 x2-3-3 infantry brigade
2321 (Granada)
1 x2-3-3 infantry brigade
2423 (San Juan del Sur)
1 x 3-3-4 infantry brigade
1 x2-3-8 mechanized infantry brigade
2516 (Matiguas)
1 x 2-3-4 infantry brigade
2522 (Alta Gracia)
1 x2-3-4 infantry brigade
2716 (Rio Blanco)
1 x2-3-3 infantry brigade
2924 (San Carlos)
1 x2-3-3 infantry brigade
3012 (Siuna)
I x2-3-3 infantry brigade
1 x 1-1-4 AA battalion
CENTRAL AMERICA, Scenario Book: Page 34
3122 (Colonia Nueva Guinea)
1 x 2-3-4 infantry brigade
3211 (La Rosita)
1 x2-3-3 infantry brigade
3420 (Bluefields)
1 x non-mobile AA
1 x2-3-3 infantry brigade
3507 (Waspam)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
3710 (Puerto Cabezas)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
Freely deployed in Nicaragua
2 x 3-3-4 infantry brigade
2 x 3-4-4 infantry brigade
2 x 3-3-8 tank regiment
2 x 1-2-3 engineers brigade
2 x 1-1-4 AA battalion
2 x 1-1-4 artillery battalion
2 x 0-1-8 logistics supply unit
2 x attack helicopter battalion
1 x transport helicopter battalion
Deployed in one or more Air Groups
1 x A-33
1 x IL-76
1 x SF-260
1xC-47
1xP-61
1 x AN-2
1 x T-28D
1xF-51D
1xY-18
2x Y-28
2 x Y-28c
3 x AN-12 (EW)
COMMUNIST ALLIES
0709
1 x Entrenchment
3 x 1-1-4 FMLN/ERP insurgency
infantry battalion
1311 (Lislique)
1 x Entrenchment
4x 1-2-4 FMLN insurgency infantry
battalion
3710 (Puerto Cabezas)
1 x 1-2-4 Soviet engineers regiment
Freely deployed in Nicaragua
1x 3-4-4 Cuban infantry regiment
2 x 1-2-3 Cuban engineers brigade
1 x 2-4-4 Communist International (CI)
infantry brigade
1 x 1-1-4 PFLP infantry battalion
1 x 1-1-4 Libyan infantry battalion
AVAILABLE INSURGENCY UNITS
1 x 2-2-4 FSLN (SB) special forces
battalion
1 x 1-2-4 FSLN infantry battalion
7x 1-1-4 FSLN infantry battalion
2 x 1-1-4 FMLN infantry battalion
2 x 1-1-4 FMLN/ERP infantry battalion
1 x 1-1-4 MRH infantry battalion
1 x 1-1-4 MRP infantry battalion
VARIABLE REINFORCEMENTS
(see Special Rules)
2 x 3-4-4 Cuban naval infantry
regiment
3x M-19 3xL-39z
3xM-21 2xS-24
Insurgency Command Points: 45
FSLN Reorganization Points: 15
Communist Reorgnization Points: 6
Supply Depots available: 8
Hidden Supply Points: 4
SCENARIO 14: Paper Tiger
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
1717 (Chinandega)
1 x 2-3-3 infantry brigade
1 x 0-2-0 CDS infantry battalion
1718 (Corinto)
1 x 3-4-4 infantry brigade
1815 (Somotillo)
1 x 2-3-3 infantry brigade
1818 (Leon)
1 x non-mobile SAM
1 x 3-4-4 infantry brigade
1 x 0-1-8 logistics supply unit
1 x 0-2-0 CDS infantry battalion
1919 (Puerto Sandino)
1 x non-mobile AA
1 x 3-4-4 infantry brigade
2012 (Ocotal)
1 x2-3-3 infantry brigade
1 x 2-3-8 mechanized infantry brigade
2014 (Limay)
1 x 2-3-3 infantry brigade
2019 (Nagarote)
1 x 3-3-4 infantry brigade
2020 (Montelimar)
1 x 3-3-8 tank regiment
2115 (Esteli)
1 x non-mobile AA
1 x 3-4-4 infantry brigade
1 x2-2-4 (SB) special forces battalion
1 x attack helicopter battalion
1 x transport helicopter battalion
2119 (El Tempisque)
1 x 3-3-8 tank regiment
1 x 2-2-7 anti-tank regiment
2120 (Managua)
1 x 3-3-8 tank regiment
1 x 1-1-4 AA battalion
1 x FSLN Government
1 x FSLN Treasury
2121 (Jinotepe)
1 x 3-3-4 infantry brigade
1 x 1-2-3 engineers brigade
1 x 0-2-0 CDS infantry battalion
2211 (Jalapa)
1 x 2-3-4 infantry brigade
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
1 x 2-2-4 parachute infantry battalion
2219 (Tipitapa)
1 x non-mobile SAM
1 x 3-3-4 infantry brigade
2220 (Masaya)
1 x 3-3-4 infantry brigade
1 x 1-1-4 AA battalion
1 x 0-1-8 logistics supply unit
1 x 0-2-0 CDS infantry battalion
2313 (Quilali)
1 x 2-3-3 infantry brigade
2316 (Matagalpa)
1 x 1-2-3 engineers brigade
2321 (Granada)
1 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
1 x 0-1-8 logistics supply unit
2522 (Alta Gracia)
1 x 2-3-3 infantry brigade
2619 (Juigalpa)
1 x2-3-3 infantry brigade
2716 (Rio Blanco)
1 x2-3-4 infantry brigade
2924 (San Carlos)
1 x2-3-3 infantry brigade
3012 (Siuna)
1 x 2-3-4 infantry brigade
3122 (Colonia Nueva Guinea)
1 x 2-3-4 infantry brigade
3211 (La Rosita)
1 x 1-1-4 AA battalion
3507 (Waspam)
1 x non-mobile AA
1 x 2-3-4 infantry brigade
3710 (Puerto Cabezas)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
Freely deployed in Nicaragua
(not adjacent to Allied units)
2 x 3-4-4 infantry brigade
4 x 3-3-4 infantry brigade
2 x 2-3-4 infantry brigade
2 x 3-3-8 tank regiment
1 x 2-2-7 anti-tank regiment
2 x 2-3-8 mechanized infantry brigade
1 x 1-1-4 AA battalion
2x 1-1-4 artillery battalion
3 x attack helicopter battalion
1 x transport helicopter battalion
Deployed in two or more Air Groups
1 x A-33
3 x L-39z
1 x SF-260 3 x M-19
1xF-51D
2xM-21
1 x T-28D
3 x AN-12 (EW)
1xY-18
1xC-47
2x Y-28
1 x AN-2
2 xY-28c
COMMUNIST ALLIES
1415 (Potosi)
1 x 1-1-4 Libyan infantry battalion
1 x 1-1-4 PFLP infantry battalion
1717 (Chinandega)
1 x 1-2-3 Cuban engineers brigade
2020 (Montelimar)
1 x 1-2-3 Cuban engineers brigade
2316 (Matagalpa)
1 x 2-4-4 Communist International (CI)
infantry brigade
3710 (Puerto Cabezas)
1 x 1-2-4 Soviet engineers regiment
Insurgency Command Points: 26
FSLN Reorganization Points: 18
Communist Reorganization Points: 3
Supply Depots available: 4
Hidden Supply Points: 2
AVAILABLE INSURGENCY UNITS
1 x 1-2-4 FSLN infantry battalion
8x 1-1-4 FSLN infantry battalion
1 x 1-1-4 Soviet special forces company
1 x 1-1-4 MRP infantry battalion
1 x 1-1-4 MRH infantry battalion
REINFORCEMENTS
Game Turn 2
2 x 2-3-3 infantry brigade
1 x 0-2-0 CDS infantry battalion
(in Managua, hex 2120)
Game Turn 3
1 x 0-2-0 CDS infantry battalion
(in Granada, hex 2321)
Game Turn 4
2 x 2-3-3 infantry brigade
1 x 0-2-0 CDS infantry battalion
(in Esteli, hex 2115)
CENTRAL AMERICA, Scenario Book: Page 35
Game Turn 5
1 x 0-2-0 CDS infantry battalion
(in Matagalpa, hex 1914)
Game Turn 7
1 x 2-3-3 infantry brigade
Game Turn 9
3 x 2-3-3 infantry brigade
Game Turn 11
3 x 2-3-3 infantry brigade
Game Turn 14
3 x 2-3-3 infantry brigade
VARIABLE REINFORCEMENTS
(see Special Rules)
Group 1
Game Turn 1
Available to enter east mapedge
via Transfer mission
(during Air Mission Phase)
2 x FSLN M-19
3 x FSLN M-21
2 x FSLN S-24
Optional Rules
Enter from east mapedge
via Transport Strike mission
(during Air Mission Phase)
1 x Soviet IL-18 (EW)
1 x IL-76
1 x 4-4-4 Cuban parachute infantry
brigade
2211 (Jalapa)
1 x 3-3-4 infantry brigade
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
Optional Rules
2219 (Tipitapa)
1 x non-mobile SAM
1 x 2-2-4 parachute infantry brigade
1 x 2-3-3 infantry brigade
2220 (Masaya)
1 x 3-4-4 infantry brigade
1 x 1-1-4 AA battalion
1 x 0-1-8 logistics supply unit
1 x 0-2-0 CDS infantry battalion
2315 (Jinotepe)
1 x 2-3-3 infantry brigade
2316 (Matagalpa)
1 x 1-1-4 AA battalion
1 x 0-2-0 CDS infantry battalion
2321 (Granada)
1 x 2-3-3 infantry brigade
1 x 0-2-0 CDS infantry battalion
2516 (Matiguas)
1 x2-3-3 infantry brigade
2522 (Alta Gracia)
1 x 2-3-3 infantry brigade
2619 (Juigalpa)
1 x 2-3-3 infantry brigade
2924 (San Carlos)
1 x 2-3-3 infantry brigade
3012 (Siuna)
1 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
3122 (Colonia Nueva Guinea)
1 x 2-3-3 infantry brigade
3319 (Rama)
1 x 2-3-3 infantry brigade
3420 (Bluefields)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
3507 (Waspam)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
Freely deployed in Nicaragua
1 x 0-1-8 SS-20 unit
5 x 0-1-8 dummy SS-20 markers
3 x 3-4-4 infantry brigade
1 x 2-3-4 infantry brigade
[3-4-4 with step loss]
4 x 3-3-4 infantry brigade
2 x 2-2-4 infantry brigade
[3-3-4 with step loss]
2 x 2-3-4 infantry brigade
4x 1-2-4 infantry brigade
[2-3-4 with step loss]
2 x 2-3-8 mechanized infantry brigade
2 x 3-3-8 tank regiment
2x 1-1-8 tank regiment
[replacement tank unit]
1 x 2-2-7 anti-tank regiment
1 x 1-1-4 AA battalion
2x 1-1-4 artillery battalion
2x 1-2-3 engineers battalion
3 x attack helicopter battalion
1 x transport helicopter battalion
Deployed in two or more Air Groups
1 xA-33
3 x L-39z
1 x SF-260 5 x M-19
1 x P-61
5 x M-21
1 x T-28D
3 x AN-12 (EW)
1 x F-51D
1 x IL-76
1 xY-18
1 x C-47
2 x Y-28
1 x AN-2
2 x Y-28c
3 x Resource Points
2 x Soviet standoff air attack
1 x persistent chemical weapons
1 x non-persistent chemical weapons
Group 6 (add to previous groups)
Deployed in Prinzapolka (3613) during
Reinforcement Phase of turn 1
1 x 3-4-4 Cuban infantry brigade
Replace one FSLN 3-3-8 tank regiment
2 x 3-2-8 Cuban tank battalion
3 x 2-3-8 Cuban mechanized infantry
battalion
Optional Rules
4 x Resource Points
2 x persistent chemical weapons
2 x non-persistent chemical weapons
6 x Resource Points
2 x persistent chemical weapons
1 x non-persistent chemical weapons
Group 2 (add to previous group)
Game Turn 2
Available to enter east mapedge
via Transfer mission
(during Air Mission Phase)
3 x Cuban M-21
2 x Cuban M-23
1 x Cuban AN-12 (EW)
Group 3 (add to previous groups)
Game Turn 1
Available to enter east mapedge
via Transfer mission
(during Air Mission Phase)
5 x Cuban M-23
1 x Cuban AN-12 (EW)
Deployed in Puerto Cabezas 137101
during Reinforcement Phase of turn 1
1 x 2-3-4 Cuban infantry regiment
Optional Rules
1 x persistent chemical weapons
1 x non-persistent chemical weapons
Group 4 (add to previous groups)
Game Turn 3
Available to enter east mapedge
via Transfer mission
(during Air Mission Phasel
4 x Soviet M-27
1 x Soviet T-22
1 x Soviet IL-14 (EW)
Deployed in El Bluff 135201 during
Reinforcement Phase of turn 2
2 x 3-4-4 Cuban naval infantry
regiment
Optional Rules
3 x Resource Points
2 x Soviet standoff air attack
Group 5 (add to previous group)
Game Turn 2
Available to enter east mapedge
via Transfer mission
(during Air Mission Phase)
2 x Soviet M-27
1 x Soviet T-22
SCENARIO 15:
Missiles of Red October
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
1415 (Potosi)
1 x 1-1-4 insurgency infantry battalion
1615 (Puerto Morazan)
1 x 1-1-4 insurgency infantry battalion
1717 (Chinandega)
1 x 0-2-0 CDS infantry battalion
1 x 2-3-3 infantry brigade
1815 (Somotillo)
1 x 3-3-4 infantry brigade
1818 (Leon)
1 x non-mobile SAM
1 x 2-3-3 infantry brigade
1 x 0-1-8 logistics supply unit
1 x 0-2-0 CDS infantry battalion
1919 (Puerto Sandino)
1 x non-mobile AA
1 x 2-3-3 infantry brigade
2012 (Ocotal)
1 x 3-3-4 infantry brigade
2014 (Limay)
1 x 3-4-4 infantry brigade
2115 (Esteli)
1 x 0-2-0 CDS infantry battalion
1 x 2-2-4 (SB) special forces battalion
1 x attack helicopter battalion
1 x transport helicopter battalion
2119 (EI Tempisque)
1 x 3-3-8 tank regiment
1 x 2-2-7 anti-tank regiment
2120 (Managua)
1 x 2-3-8 mechanized infantry brigade
1 x0-2-0 CDS infantry battalion
1 x 1-1-4 AA battalion
1 x FSLN Government
1 x FSLN Treasury
2121 (Jinotepe)
1 x 0-2-0 CDS infantry battalion
CENTRAL AMERICA, Scenario Book: Page 36
COMMUNIST ALLIES
SCENARIO 16: World War III
1415 (Potosi)
1 x 1-1-4 Libyan infantry battalion
1615 (Puerto Morazan)
1 x 1-1-4 PFLP infantry battalion
2121 (iinotepe)
1 x 1-2-3 Cuban engineers brigade
2316 (Matagalpa)
1 x 2-4-4 Communist International (CI)
infantry brigade
3211 (La Rosita)
1 x 1-2-3 Cuban engineers brigade
3710 (Puerto Cabezas)
1 x 1-2-4 Soviet engineers regiment
SANDINISTA NATIONAL LIBERATION
FRONT (FSLN)
Insurgency Command Points: 26
FSLN Reorganization Points: 18
Communist Reorganization Points: 3
Supply Depots available: 4
Hidden Supply Points: 2
AVAILABLE INSURGENCY UNITS
1 x 1-2-4 FSLN infantry battalion
6x 1-1-4 FSLN infantry battalion
1 x 1-1-4 Soviet special forces company
1 x 1-1-4 M-19 infantry battalion
1 x 1-1-4 MRH infantry battalion
1 x 1-1-4 MRP infantry battalion
REINFORCEMENTS
Game Turn 3
4 x FSLN Reorganization Points
Game Turn 6
4 x FSLN Reorganization Points
Game Turn 9
4 x FSLN Reorganization Points
VARIABLE REINFORCEMENTS
(see Special Rules)
2 x 3-2-8 Cuban tank battalion
3 x 2-3-8 Cuban mechanized infantry
battalion
1 x 4-4-4 Cuban parachute infantry
brigade
2 x 3-4-4 Cuban naval regiment
1 x 3-4-4 Cuban infantry regiment
2 x FSLN S-24
3 x Cuban M-21
7x Cuban M-23
2 x Cuban AN-12 (EW)
6 x Soviet M-27
3 x Soviet T-22
1 x Soviet IL-14 (EW)
1 x Soviet IL-18 (EW)
FMLN
Deployed in the End of Turn Stage in which
World War III breaks out
0709
1 x Entrenchment
3 x 1-1-4 FMLN/ERP insurgency
infantry battalion
1311 (Lislique)
1 x Entrenchment
4x 1-2-4 FMLN insurgency infantry
battalion
Placed in Communist player's pool of
available insurgency units
2x 1-1-4 FMLN/ERP infantry battalion
3x 1-1-4 FMLN infantry battalion
Additional Insurgency Command Points: 16
Additional Communist Reorganization Points:12
Additional Hidden Supply Points: 4
1818 (Leon)
1 x non-mobile SAM
1 x 0-1-0 CDS infantry battalion
1919 (Puerto Sandino)
1 x non-mobile AA
1 x 0-1-0 CDS infantry battalion
2115 (Esteli)
1 x non-mobile AA
1 x 0-1-0 CDS infantry battalion
2120 (Managua)
1 x 3-3-8 tank regiment
1 x FSLN Government
1 x FSLN Treasury
2218 (Punta Huete-San Benito)
1 x Fortification
1 x non-mobile SAM
2219 (Tipitapa)
1 x non-mobile SAM
2220 (Masaya)
1 x 1-1-4 AA battalion
3420 (Bluefields)
1 x non-mobile AA
1 x 0-1-0 CDS infantry battalion
3507 (Waspam)
1 x non-mobile AA
3710 (Puerto Cabezas)
1 x non-mobile AA
Freely deployed in Nicaragua
3 x 3-3-8 tank regiment
2 x 2-2-7 anti-tank regiment
3 x 2-3-8 mechanized infantry brigade
6 x 3-4-4 infantry brigade
7 x 3-3-4 infantry brigade
8 x 2-3-4 infantry brigade
7 x 2-3-3 infantry brigade
1 x 2-2-4 parachute infantry battalion
2 x 1-2-3 engineers brigade
3 x 1-1-4 AA battalion
2 x 1-1-4 artillery battalion
2 x 0-1-8 logistics supply unit
3 x attack helicopter battalion
2 x transport helicopter battalion
Deployed into two or more Air Groups
1 x A-33
2 x Y-28c
3 x L-39z
1 x SF-260
5 x M-19
1 x P-61
2 x AN-12 (EW)
1 x T-28D
1 x IL-76
1 x F-51D
1 xC-47
1 x Y-18
1 x AN-2
2 x Y-28
CUBA
Deployed in Nicaragua within 9 hexes
of the Caribbean coast
1 x 4-4-4 parachute infantry brigade
2 x 3-4-4 marine infantry regiment
2x 1-2-3 engineers brigade
Deployed at air facilities in Nicaragua
within 9 hexes of Caribbean coast
4 x MG-23
2 x M-21
1 x AN-12 (EW)
USSR
Freely deployed in Nicaragua
1 x 1-2-4 engineers regiment
1 x 1-1-4 special forces company
COMMUNIST ALLIES
0508
1 x 1-1-4 FMLN/ERP insurgency
infantry battalion
0608
1 x 1-1-4 FMLN/ERP insurgency
infantry battalion
0709
1 x Entrenchment
3 x 1-1-4 FMLN/ERP insurgency
infantry battalion
1311 (Lislique)
1 x Entrenchment
3 x 1-2-4 FMLN insurgency infantry
battalion
1 x 1-1-4 MRH insurgency infantry
battalion
1415 (Potosi)
1 x 1-1-4 Libyan infantry battalion
1 x 1-1-4 PFLP infantry battalion
2115 (Esteli)
1 x 2-4-4 Communist International (CI)
infantry brigade
AVAILABLE INSURGENCY UNITS
1 x 2-2-4 FSLN (SB) special forces
battalion
1 x 1-2-4 FSLN infantry battalion
5 x 1-1-4 FSLN infantry battalion
1 x 1-2-4 FMLN infantry battalion
3 x 1-1-4 FMLN infantry battalion
REINFORCEMENTS
Game Turn 2
2 x 2-3-3 infantry brigade
Game Turn 3
2 x 2-3-3 infantry brigade
Game Turn 4
1 x 3-3-8 tank regiment
1 x 2-3-3 infantry brigade
Game Turn 5
1 x 2-3-3 infantry brigade
Game Turn 6
1 x 2-3-3 infantry brigade
VARIABLE REINFORCEMENTS
(see Special Rules)
2 x 3-2-8 Cuban tank battalion
3 x 2-3-8 Cuban mechanized infantry
battalion
5 x FSLN M-21
2 x FSLN S-24
1 x Cuban M-21
3 x Cuban M-23
5 x Soviet M-27
2 x Soviet T-22
1 x Soviet IL-14 (EW)
1 x Soviet IL-18 (EW)
Insurgency Command Points: 30
FSLN Reorganization Points: 12
Communist Reorganization Points: 9
Supply Depots available: 4
Hidden Supply Points: 4
CENTRAL AMERICA, Scenario Book: Page 37
23.1 FSLN Preparedness Levels
In all scenarios at all Preparedness Levels, the following
Nicarguan units are deployed:
Non-mobile SAM: Leon (1818), Punta Heute-San Benito (2218),
Tipitapa (2219)
Non-mobile AA: Puerto Sandino (1919), Esteli (2115),
Bluefields (3420), Waspam (3507), Puerto Cabezas (3710)
Fortification: Punta Huete-San Benito (2218)
FSLN Treasury and Government Markers: Managua (2120)
Air Units: Deployed into one or more Air Groups
1 x Y-28
1 x A-33
1 x Y-28C
1 x P-61
2 x AN-12 (EW)
1 x SF-260
1 x T-28D
1 xC-47
1 x AN-2
1 xF-51D
1 xY-18
Preparedness Level 1
2219 (Tipitapa)
1 x 2-2-8 tank regiment
[3-3-8 with step loss]
1 x 2-3-4 infantry brigade
2220 (Masaya)
1 x 2-3-4 infantry brigade
1 x 0-1-8 logistics supply unit
1 x 1-1-4 AA battalion
2313 (Quilali)
1 x 2-3-4 infantry brigade
2315 (Jinotega)
1 x 2-2-8 tank regiment
[3-3-8 with step loss]
1 x 2-2-7 anti-tank regiment
2316 (Matagalpa)
1 x 2-3-4 infantry brigade
1 x 1-1-4 artillery battalion
1 x 1-2-3 engineers brigade
2321 (Granada)
1 x 2-3-4 infantry brigade
2516 (Matiguas)
1 x 2-3-4 infantry brigade
2522 (Alta Gracia)
1 x 2-3-4 infantry brigade
2619 (Juigalpa)
1 x 2-3-4 infantry brigade
2924 (San Carlos)
1 x 2-3-4 infantry brigade
3122 (Colonia Nueva Guinea)
1 x 2-3-4 infantry brigade
3710 (Puerto Cabezas)
1 x 2-3-4 infantry brigade
Freely deployed in Nicaragua
6 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
2 x attack helicopter brigade
2 x transport helicopter brigade
Mobilization Points: 8
Insurgency Command Points: 18
FSLN Reorganization Points: 12
Supply Depots available: 2
Hidden Supply Points: 2
Preparedness Level 2
2211 (Jalapa)
1717 (Chinandega)
1 x 2-3-3 infantry brigade
1815 (Somotillo)
1 x 3-4-4 infantry brigade
1818 (Leon)
2 x 2-3-3 infantry brigade
1 x 1-1-4 artillery battalion
2012 (Ocotal)
1 x 2-3-8 mechanized infantry brigade
1 x 3-3-4 infantry brigade
2014 (Limay)
1 x 3-3-4 infantry brigade
2020 (Montelimar)
1 x 2-2-4 parachute infantry battalion
2115 (Esteli)
1 x2-3-3 infantry brigade
2120 (Managua)
1 x 1-2-8 mechanized infantry brigade
[2-3-8 with step loss]
1 x 1-1-4 AA battalion
1 x 1-2-3 engineers brigade
2121 (Jinotepe)
1 x 2-3-4 infantry brigade
1 x 2-3-4 infantry brigade
2219 (Tipitapa)
1 x 2-3-4 infantry brigade
2220 (Masaya)
1 x 2-3-3 infantry brigade
1 x0-1-8 logistics supply unit
1 x 1-1-4 AA battalion
2313 (Quilali)
1 x 2-3-3 infantry brigade
2315 (Jinotega)
2 x 2-3-4 infantry brigade
1 x 1-1-4 AA battalion
2316 (Matagalpa)
1 x 2-3-3 infantry brigade
1 x 1-1-4 artillery battalion
1 x 1-2-3 engineers brigade
2321 (Granada)
1 x 2-3-4 infantry brigade
2516 (Matiguas)
1 x 2-3-4 infantry brigade
2522 (Alta Gracia)
1 x 2-3-4 infantry brigade
2619 (Juigalpa)
1 x 2-3-4 infantry brigade
2924 (San Carlos)
1 x 2-3-4 infantry brigade
3122 (Colonia Nueva Guinea)
1 x 2-3-4 infantry brigade
3710 (Puerto Cabezas)
1 x2-3-4 infantry brigade
1717 (Chinandega)
1 x 2-3-3 infantry brigade
1815 (Somotillo)
1 x 3-3-4 infantry brigade
1818 (Leon)
2 x 3-3-4 infantry brigade
1 x 1-1-4 artillery battalion
2012 (Ocotal)
1 x 1-2-8 mechanized infantry brigade
[2-3-8 with step loss]
1 x 2-3-4 infantry brigade
2014 (Limay)
1 x 2-3-4 infantry brigade
2020 (Montelimar)
1 x 1-2-4 parachute infantry battalion
[2-2-4 with step loss]
1 x 1-2-3 engineers brigade
2115 (Esteli)
1 x 2-3-4 infantry brigade
2119 (El Tempisque)
1 x 3-3-8 tank regiment
1 x 2-2-7 anti-tank regiment
2120 (Managua)
2 x 1-2-8 mechanized infantry brigade
[2-3-8 with step loss]
1 x 1-1-4 AA battalion
2121 (Jinotepe)
1 x 2-3-4 infantry brigade
2211 (Jalapa)
1 x 2-3-4 infantry brigade
2215 (San Isidro)
2 x 2-3-4 infantry brigade
FSLN INSURGENCY UNITS AVAILABLE
1 x 2-2-4 (S13) special forces battalion
1 x 1-2-4 (CODE) infantry battalion
5x 1-1-4 infantry battalion
REINFORCEMENTS
Game Turn 2
2 x 2-3-3 infantry brigade
Game Turn 4
2 x 2-3-3 infantry brigade
10 x Insurgency Command Points
Game Turn 6
2 x 2-3-3 infantry brigade
Game Turn 8
2 x 2-3-3 infantry brigade
10 x Insurgency Command Points
6 x FSLN Reorganization Points
Game Turn 10
2 x 2-3-3 infantry brigade
OPTIONAL RULES
Add to the FSLN order of battle:
2 x non-persistent chemical weapons
Resource Points: 6
Freely deployed in Nicaragua
6 x 2-3-3 infantry brigade
4 x 3-3-4 infantry brigade
2 x 3-4-4 infantry brigade
2 x 3-3-8 tank regiment
2 x 2-2-8 tank regiment
[3-3-8 with step loss]
1 x 2-3-8 mechanized infantry brigade
2 x 2-2-7 anti-tank regiment
1 x 1-1-4 AA battalion
1 x 0-1-8 logistics supply unit
3 x attack helicopter brigade
2 x transport helicopter brigade
Deployed with level 1 air units
1 x Y-28
1 x Y-28c
3 x L-39z
1 x AN-12 (EW)
CENTRAL AMERICA, Scenario Book: Page 38
Mobilization Points: 3
Insurgency Command Points: 27
•FSLN Reorganization Points: 15
Supply Depots available: 2
Hidden Supply Points: 3
FSLN INSURGENCY UNITS AVAILABLE
1 x 2-2-4 (SB) special forces battalion
1 x 1-2-4 (CODE) infantry battalion
6x 1-1-4 infantry battalion
Preparedness Level 3
1717 (Chinandega)
1 x 2-3-3 infantry brigade
1815 (Somotillo)
1 x 3-4-4 infantry brigade
1818 (Leon)
2 x 2-3-3 infantry brigade
2012 (Ocotal)
1 x 2-3-8 mechanized infantry brigade
1 x 3-4-4 infantry brigade
2014 (Limay)
1 x 3-3-4 infantry brigade
2020 (Montelimar)
1 x 2-2-4 parachute infantry battalion
2115 (Esteli)
1 x 2-3-3 infantry brigade
2120 (Managua)
1 x 2-3-8 mechanized infantry brigade
1 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
2121 (Jinotepe)
1 x 2-3-3 infantry brigade
2211 (Jalapa)
1 x 2-3-4 infantry brigade
2219 (Tipitapa)
1 x 2-3-3 infantry brigade
2220 (Masaya)
1 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
1 x 0-1-8 logistics supply unit
2313 (Quilali)
1 x 3-3-4 infantry brigade
Preparedness Level 4
1717 (Chinandega)
1 x 2-3-3 infantry brigade
1818 (Leon)
2 x 2-3-3 infantry brigade
2020 (Montelimar)
1 x 2-2-4 parachute infantry battalion
2115 (Esteli)
1 x 2-3-3 infantry brigade
2120 (Managua)
1 x 2-3-8 mechanized infantry brigade
1 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
2121 (Jinotepe)
1 x 2-3-3 infantry brigade
2219 (Tipitapa)
1 x 2-3-3 infantry brigade
2220 (Masaya)
1 x 2-3-3 infantry brigade
1 x 0-1-8 logistics supply unit
1 x 1-1-4 AA battalion
2315 (Jinotega)
2 x 2-3-3 infantry brigade
2316 (Matagalpa)
1 x2-3-3 infantry brigade
2321 (Granada)
1 x 2-3-3 infantry brigade
REINFORCEMENTS
Game Turn 3
2 x 2-3-3 infantry battalion
10 x Insurgency Command Points
OPTIONAL RULES
Add to the FSLN order of battle:
4 x non-persistent chemical weapons
Resource Points: 10
Game Turn 5
10 x Insurgency Command Points
Game Turn 7
2 x 2-3-3 infantry battalion
8 x Insurgency Command Points
8 x FSLN Reorganization Points
2315 (Jinotega)
2 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
2316 (Matagalpa)
1 x 2-3-3 infantry brigade
1 x 1-2-3 engineers brigade
2321 (Granada)
1 x 2-3-3 infantry brigade
2516 (Matiguas)
1 x 2-3-4 infantry brigade
2522 (Alta Gracia)
1 x 2-3-4 infantry brigade
2619 (Juigalpa)
1 x 2-3-3 infantry brigade
2924 (San Carlos)
1 x 2-3-3 infantry brigade
3122 (Colonia Nueva Guinea)
1 x 2-3-4 infantry brigade
3710 (Puerto Cabezas)
1 x 2-3-3 infantry brigade
Freely deployed in Nicaragua
2 x 2-3-3 infantry brigade
2 x 2-3-4 infantry brigade
7 x 3-3-4 infantry brigade
4 x 3-4-4 infantry brigade
4 x 3-3-8 tank regiment
1 x 2-3-8 mechanized infantry brigade
2 x 2-2-7 anti-tank regiment
2x 1-1-4 artillery battalion
2x 1-1-4 AA battalion
1 x 1-2-3 engineers brigade
2x 1-1-4 artillery battalion
1 x 0-1-8 logistics supply unit
4 x attack helicopter brigade
2 x transport helicopter brigade
2516 (Matiguas)
1 x 2-3-3 infantry brigade
2522 (Alta Gracia)
1 x 2-3-3 infantry brigade
2924 (San Carlos)
1 x2-3-3 infantry brigade
3122 (Colonia Nueva Guinea)
1 x 2-3-3 infantry brigade
3710 (Puerto Cabezas)
1 x 2-3-3 infantry brigade
Freely deployed in Nicaragua
6 x 2-3-4 infantry brigade
9 x 3-3-4 infantry brigade
6 x 3-4-4 infantry brigade
5 x 3-3-8 tank regiment
2 x 2-3-8 mechanized infantry brigade
2 x 2-2-7 anti-tank regiment
2 x 1-1-4 artillery battalion
3 x 1-1-4 AA battalion
2x 1-2-3 engineers brigade
2 x 0-1-8 logistics supply unit
4 x attack helicopter brigade
2 x transport helicopter brigade
Deployed with level 1 air units
1 xY-28
5 xM-21
1 x Y-28c
2 x S-24
3 x L-39z
1 x IL-76
5 x M-19
1 x AN-12 (EW)
Deployed with level 1 air units
1 xY-28
3 xM-21
1 x Y-28c 1 x1L-76
3 x L-39z
1 x AN-12 (EW)
3 xM-19
Insurgency Command Points: 30
FSLN Reorganization Points: 18
Supply Depots available: 4
Hidden Supply Points: 4
FSLN INSURGENCY UNITS AVAILABLE
1 x 2-2-4 (SB) special forces battalion
1 x 1-2-4 (CODE) infantry battalion
7x 1-1-4 infantry battalion
REINFORCEMENTS
Game Turn 3
10 x Insurgency Command Points
Game Turn 6
10 x Insurgency Command Points
6 x FSLN Reorganization Points
Game Turn 9
8 x Insurgency Command Points
3 x Communist Reorganization Points
Game Turn 12
6 x Insurgency Command Points
4 x FSLN Reorganization Points
Game Turn 15
4 x Insurgency Command Points
OPTIONAL RULES
Add to the FSLN order of battle:
4 x persistent chemical weapons
6 x non-persistent chemical weapons
Resource Points: 18
Insurgency Command Points: 40
FSLN Reorganization Points: 21
Supply Depots available: 2
Hidden Supply Points: 6
FSLN INSURGENCY UNITS AVAILABLE
1 x 2-2-4 (SB) special forces battalion
1 x 1-2-4 (CODE) infantry battalion
8x 1-1-4 infantry battalion
REINFORCEMENTS
Game Turn 6
10 x Insurgency Command Points
Game Turn 12
10 x Insurgency Command Points
6 x FSLN Reorganization Points
Game Turn 18
10 x Insurgency Command Points
Game Turn 24
8 x Insurgency Command Points
Game Turn 30
6 x Insurgency Command Points
3 x Communist Reorganization Points
OPTIONAL RULES
Add to the FSLN order of battle:
6 x persistent chemical weapons
6 x non-persistent chemical weapons
Resource Points: 32
CENTRAL AMERICA, Scenario Book: Page 39
Notes on FSLN set-ups
1. The Communist player can spend Mobilization Points during his
Reorganization Phase to upgrade the units that begin on the map.
He can spend 2 Mobilization Points per turn in the first four turns
of the game (mobilization cannot occur from Game Turn 5 on). The
unit to be upgraded must begin the turn in a supplied Nicaraguan
city or in a Supply Source and it has a Reorganization marker placed
on it; the unit can do nothing else for the rest of the turn. In the Communist Reorganization Phase of the next turn, the unit is mobilized
and the Reorganization marker is removed.
For each Mobilization Point expended, the Communist player
can upgrade his units as follows:
He can flip a 2-2-8 tank regiment to the 3-3-8 side.
He can flip a 1-2-8 mechanized infantry brigade to the 3-2-8 side.
He can flip a 1-2-4 parachute infantry battalion to the 2-2-4 side.
He can replace a 2-3-4 infantry brigade with a 3-3-4 brigade.
He can replace a 3-3-4 infantry brigade with a 3-4-4 brigade.
The number of counters of each type in the countermix is a limit
to the number of infantry brigades that can be replaced.
2. At Preparedness Levels 1 and 2, Nicaraguan 2-3-3 regular infantry
UNMOBILIZED NICARAGUAN ARMY LOCATION AND UNITS
The following deployment gives the locations and
strength of Nicaraguan military forces, based on a combina1717 (Chinandega)
1 x 1-2-3 infantry brigade
[2-3-3 with step loss]
1815 (Somotillo)
1 x 2-3-4 (21) infantry brigade
[3-4-4 with step loss]
1818 (Leon)
2 x 2-3-4 infantry brigade
[3-4-4 with step loss]
1 x 1-1-4 artillery battalion
2012 (Ocotal)
1 x 1-2-8 (31) mechanized infantry
brigade [2-3-8 with step loss]
1 x 2-3-4 (312) infantry brigade
[3-4-4 with step loss]
2014 (Limay)
1 x 2-2-4 (313) infantry brigade
[3-3-4 with step loss]
2020 (Montelimar)
1 x 1-2-4 parachute infantry battalion
[2-2-4 with step loss]
2115 (Esteli)
1 x 2-3-4 infantry brigade
[3-4-4 with step loss]
2119 (El Tempisque)
1 x 2-2-8 tank regiment
[3-3-8 with step loss]
1 x 2-2-7 anti-tank regiment
2120 (Managua)
1 x 1-2-8 (31) mechanized infantry
brigade [2-3-8 with step loss]
1 x 1-2-8 (33) mechanized infantry
brigade [2-3-8 with step loss]
1 x 1-1-4 AA battalion
2121 (Jinotepe)
1 x 2-2-4 infantry brigade
[3-3-4 with step loss]
1 x 1-2-3 engineers brigade
2211 (Jalapa)
1 x 2-3-4 infantry brigade
2218 (Punta Huete-San Benito)
1 x 2-2-4 infantry brigade
[3-3-4 with step loss]
2219 (Tipitapa)
1 x 2-2-8 tank regiment
[3-3-8 with step loss]
1 x 2-2-7 anti-tank regiment
units cannot move outside of Nicaragua (that is, beyond the
Nicaraguan side of the set-up boundaries). At Preparedness Level
3, these units can move two hexes into Allied countries (that is,
beyond the Nicaragua set-up boundaries). At Preparedness Level 4,
these units can move anywhere on the map.
3. The FSLN Treasury and Government markers begin each scenario
in Masaya. They do not count towards stacking limits in the hex.
Each has a Load Capacity of 1, an Attack Value of 0, and a Defense
Value of 1. The marker contributes its Defense Value only when
stacked with other communist ground units. If a marker is ever alone
in a hex with Allied ground units, it is considered captured; also,
if it takes a step loss from ground combat, it is captured. A marker
cannot be attacked by Allied Bombardment Strikes.
Neither marker can move until an Allied regular ground unit
enters a hex totally within Nicaragua. Both units can be moved via
Transport Strike missions.
4. The Communist player can perform Merchant Shipping Raid
missions in the turn after eligible air units (S-24, M-27, and T-22)
arrive on the map. They arrive at FSLN and Communist Preparedness Level 4.
tion of sources. Players may wish to experiment with this
order of battle in place of the Preparedness Level 1 order.
This deployment also includes communist allies available.
2220 (Masaya)
1 x 2-2-4 infantry brigade
[3-3-4 with step loss]
1 x 1-1-4 AA battalion
1 x 0-1-8 logistics supply unit
2313 (Quilali)
1 x 2-2-4 (311) infantry brigade
[3-3-4 with step loss]
2315 (Jinotega)
1 x 2-3-4 (243) infantry brigade
1 x 2-3-4 (364) infantry brigade
Any hex adjacent to 2315 (Jinotega)
1 x 2-2-8 tank regiment
[3-3-8 with step loss]
2316 (Matagalpa)
1 x 2-3-4 (4) infantry brigade
[3-4-4 with step loss]
1 x 1-1-4 artillery battalion
1 x 1-2-3 engineers brigade
2321 (Granada)
1 x 2-2-4 (62) infantry brigade
[3-3-4 with step loss]
2516 (Matiguas)
1 x 2-3-4 (361) infantry brigade
2522 (Alta Garcia)
1 x2-3-4 (242) infantry brigade
2619 (Juigalpa)
1 x 2-2-4 (7) infantry brigade
[3-3-4 with step loss]
2924 (San Carlos)
1 x 2-2-4 (9) infantry brigade
[3-3-4 with step loss]
3122 (Colonia Nueva Guinea)
1 x 2-3-4 (63) infantry brigade
3710 (Puerto Cabezas)
1 x 2-2-4 (5) infantry brigade
[3-3-4 with step loss]
Freely deployed in Nicaragua
6 x 2-3-3 infantry brigade
1 x 1-1-4 AA battalion
2 x attack helicopter brigade
2 x transport helicopter brigade
Mobilization Points: 12
Insurgency Command Points: 18
FSLN Reorganization Points: 12
Communist Reorganization Points: 4
Supply Depots available: 2
Hidden Supply Points: 1
INSURGENCY UNITS AVAILABLE
3 x 1-1-4 FMLN infantry battalion
2x 1-1-4 FMLN/ERP infantry battalion
1 x 2-2-4 FSLN (SB) special forces
battalion
1 x 1-2-4 FSLN (CODE) infantry
battalion
6x 1-1-4 FSLN infantry battalion
1 x 1-1-4 MRH infantry battalion
COMMUNIST ALLIES
Freely deployed in Nicaragua
2 x 1-2-3 Cuban engineers brigade
1 x 1-2-4 Soviet engineers regiment
1 x 2-4-4 Communist International (CI)
infantry brigade
1 x 1-1-4 Libyan infantry battalion
1 x 1-1-4 PFLP infantry battalion
0709
1 x FMLN Entrenchment
3 x 1-1-4 FMLN/ERP insurgency
infantry battalion
1311 (Lislique)
1 x FMLN Entrenchment
3 x 1-2-4 FMLN insurgency infantry
battalion
REINFORCEMENTS
Game Turn 4
2 x 2-3-3 infantry brigade
Game Turn 8
2 x 2-3-3 infantry brigade
8 x Insurgency Command Points
Game Turn 10
2 x 2-3-3 infantry brigade
Game Turn 14
2 x 2-3-3 infantry brigade
6 x Insurgency Command Points
OPTIONAL RULES
Add to the Communist Order of Battle:
1 x persistent chemical weapons
2 x non-persistent chemical weapons
Note: The Communist player can spend 2
Mobilization Points per turn for the first six
turns to upgrade Nicaraguan ground units.
CENTRAL AMERICA, Scenario Book: Page 40
23.2 Communist Allies Preparedness Levels
Preparedness Level 1
0709
1 x FMLN Entrenchment
2x 1-1-4 FMLN/ERP insurgency
infantry battalion
1311 (Lislique)
1 x FMLN Entrenchment
2 x 1-2-4 FMLN insurgency infantry
battalion
1415 (Potosi)
1 x 1-1-4 Libyan infantry battalion
1 x 1-1-4 PFLP infantry battalion
2115 (Esteli)
1 x2-4-4 Communist International (CI)
infantry brigade
2020 (Montelimar)
1 x 1-2-4 Soviet engineers regiment
3420 (Bluefields)
1 x 1-2-3 Cuban engineers brigade
3710 (Puerto Cabezas)
1 x 1-2-3 Cuban engineers brigade
Communist Reorganization Points: 4
Insurgency Command Points: 9
INSURGENCY UNITS AVAILABLE
2x 1-1-4 FMLN infantry battalion
1 x 1-1-4 FMLN/ERP infantry battalion
1 x 1-1-4 MRH infantry battalion
Preparedness Level 2
0709
1 x FMLN Entrenchment
2x 1-1-4 FMLN/ERP insurgency infantry
battalion
1311 (Lislique)
1 x FMLN Entrenchment
3 x 1-2-4 FMLN insurgency infantry
battalion
1415 (Potosi)
1 x 1-1-4 Libyan infantry battalion
3420 (Bluefields)
1 x 1-2-3 Cuban engineers brigade
3710 (Puerto Cabezas)
1 x 1-2-3 Cuban engineers brigade
Freely deployed in Nicaragua
1 x 2-4-4 Communist International (CI)
infantry brigade
1 x 1-1-4 PFLP infantry battalion
1 x 1-2-4 Soviet engineers regiment
Deployed in Nicaragua within 9 hexes
of the Caribbean coast
1 x 3-4-4 Cuban infantry regiment
1 x 2-3-4 Cuban infantry regiment
Communist Reorganization Points: 6
Insurgency Command Points: 18
INSURGENCY UNITS AVAILABLE
2 x 1-1-4 FMLN infantry battalion
2x 1-1-4 FMLN/ERP infantry battalion
1 x 1-1-4 MRH infantry battalion
1 x 1-1-4 MRP infantry battalion
1 x 1-1-4 Soviet special forces company
3710 (Puerto Cabezas)
1 x 1-2-3 Cuban engineers brigade
Freely deployed in Nicaragua
2 x 3-4-4 Cuban naval infantry
regiment
1 x 3-4-4 Cuban infantry regiment
1 x 1-2-3 Cuban engineers battalion
1 x 2-4-4 Communist International (CI)
infantry brigade
1 x 1-1-4 PFLP infantry battalion
1 x 1-2-4 Soviet engineers regiment
Deployed with Nicaraguan air units
1 x Cuban AN-12 (EW)
Communist Reorganization Points: 9
Insurgency Command Points: 27
INSURGENCY UNITS AVAILABLE
2x 1-1-4 FMLN infantry battalion
2x 1-1-4 FMLN/ERP infantry battalion
1 x 1-1-4 MRH infantry battalion
1 x 1-1-4 MRH infantry battalion
1 x 1-1-4 M-19 infantry battalion
1 x 1-1-4 Soviet special forces company
VARIABLE REINFORCEMENTS
Cuban air units
3xM-21
7xM-23
INSURGENCY UNITS AVAILABLE
3 x 1-1-4 FMLN infantry battalion
1 x 1-1-4 FMLN/ERP infantry battalion
1 x 1-1-4 MRH infantry battalion
1 x 1-1-4 M-19 infantry battalion
1 x 1-1-4 MRP infantry battalion
1 x 1-1-4 Soviet special forces company
VARIABLE REINFORCEMENTS
Cuba
2 x 3-2-8 tank battalion
3 x 2-3-8 mechanized infantry battalion
Air Units
3 x Cuban M-21
7 x Cuban M-23
6 x Soviet M-27
3 x Soviet T-22
1 x Soviet IL-18 (EW)
Preparedness Level 4
0709
1 x FMLN Entrenchment
4x 1-1-4 FMLN/ERP insurgency
infantry battalion
1311 (Lislique)
1 x FMLN Entrenchment
4x 1-2-4 FMLN insurgency infantry
battalion
1415 (Potosi)
1 x 1-1-4 Libyan infantry battalion
OPTIONAL RULES
Soviet standoff air attacks: 8
Notes on Communist Set-ups
1. At Preparedness Levels 1 and 2, Cuban ground units cannot move west of hexrow 2200
(2201-2222). At Preparedness Levels 3 and 4, Cuban ground units can move anywhere on
the map.
2. At Preparedness Level 4, the Cuban mechanized brigade becomes available as soon as a
US unit enters a hex totally within Nicaragua. The FSLN player removes a FSLN 3-3-8 tank
regiment inside Nicargua and replaces it with the five Cuban tank and mechanized infantry
units. See 16.5 for more details.
3. At Preparedness Level 3, the 10 Cuban MiG air units try to arrive on the map during the
Reinforcement Phases of turns 1 and 2 (5 each turn). At Preparedness Level 4, the 20 Soviet/
Cuban air units try to arrive on the map during the Reinforcement Phase of the first 3 turns
(10 in turn 1, and 5 in turns 2 and 3). Arriving Cuban and Soviet air units enter from the
east mapedge and must land at a Nicaraguan air facility within 5 hexes of the Caribbean coast.
The Communist player rolls on the tables below to determine how many air units arrive per
turn at the two Preparedness Levels.
4. The Communist player can begin to perform Merchant Shipping Raid missions the turn
after eligible communist air units (M-27, T-22, and S-24) arrive on the map.
AIR UNIT REINFORCEMENT TABLE
(Preparedness Level 3)
NUMBER OF AIR UNITS THAT
REACH NICARAGUA
Preparedness Level 3
0709
1 x FMLN Entrenchment
3 x 1-1-4 FMLN/ERP insurgency
infantry battalion
1311 (Lislique)
1 x FMLN Entrenchment
3 x 1-2-4 FMLN insurgency infantry
battalion
1415 (Potosi)
1 x 1-1-4 Libyan infantry battalion
Freely deployed in Nicaragua
1 x 4-4-4 Cuban parachute infantry
brigade
2 x 3-4-4 Cuban naval infantry
regiment
1 x 3-4-4 Cuban infantry regiment
2x 1-2-3 Cuban engineers brigade
1 x 2-4-4 Communist International (CI)
infantry brigade
1 x 1-1-4 PFLP infantry brigade
1 x 1-2-4 Soviet engineers regiment
Deployed with Nicaraguan air units
2 x Cuban AN-12 (EW)
1 x Soviet IL-14 (EW)
Communist Reorganization Points: 12
Insurgency Command Points: 35
DIE
ROLL
1
2
3
4
5
6
Game
Turn 1
Game
Turn 2
0
1
2
3
4
5
0
0
0
1
2
3
(Preparedness Level 4)
NUMBER OF AIR UNITS THAT REACH NICARAGUA
DIE
ROLL
1
2
3
4
5
6
Game
Turn 1
Game
Turn 2
Game
Turn 3
5
6
7
8
9
10
0
0
1
2
3
4
0
0
0
1
2
3
CENTRAL AMERICA, Scenario Book: Page 41
Continued from page 28
HONDURAS
1203 (San Pedro Sula)
2x 1-1-4 artillery battalion
1 x 1-2-3 engineers battalion
1508 (Comayagua)
1 x non-mobile AA
1710 (Tegucigalpa)
1 x non-mobile AA
1 x 2-3-4 infantry regiment
1714 (Choluteca)
1 x 2-3-4 infantry regiment
Freely deployed in Honduras
(not adjacent to communist units)
1 x 2-3-4 infantry regiment
1 x 2-2-8 mechanized infantry regiment
8x 1-2-4 infantry battalion
1 x 1-1-4 special forces battalion
Deployed into two or more Air Groups
1 x S Myst
5 x A-37
3 x AC-47 1 x F-5 or Kfir
1xC-47
2xB-26
COSTA RICA
2727 (Liberia)
1 x 1-1-4 infantry company
Freely deployed in Costa Rica
1 x 1-2-4 infantry battalion
CIVILIAN MILITARY ASSISTANCE (CMA)
Freely deployed in Honduras
1 x 1-1-4 special forces company
4 x transport helicopter company
1 x C-123
Deployed at any air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1 x C-123
NICARAGUAN DEMOCRATIC
FORCES (FDN)
Freely deployed in Honduras
east of hex row 2100 (2102-2111)
3 x Entrenchment
6x 1-2-4 infantry battalion
Deployed at any air facility in eastern
Honduras with CMA C-123 unit
1x Allied Supply Source marker
DEMOCRATIC REVOLUTIONARY
ALLIANCE AND ARMY (ARDE)
2825 (Upala)
1 x Entrenchment
1 x 1-2-4 infantry battalion
Freely deployed in Costa Rica
4x 1-1-4 infantry battalion
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
2107 (Silca)
1 x Entrenchment
1 x 1-1-4 AA battalion
1x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
Deployed at any Allied air facility
1 x C-135 (EW)
Enter from north mapdge
via Transfer mission
(during Air Mission Phase)
lxA-10
1xF-15
1xF-16
3x0-2 (EW)
Deployed in B-52 Holding Box
(during Reinforcement Phase)
2 x B-52
US Navy
Deployed in Pacific Holding Box
2xF-14
2xF-18
1 x A-6
1 x EA-6 (EW)
1 x E-2 AWACS
(deployed in AWACS Detection Box)
ISRAEL
Freely deployed in Honduras
1 x 1-2-4 special forces company
AVAILABLE INSURGENCY UNITS
1 x 2-2-4 FDN (COE) special forces
battalion
1 x 1-2-4 FDN infantry battalion
7x 1-1-4 FDN infantry battalion
1 x 1-1-4 ARDE infantry battalion
1 x 1-1-4 ARDE infantry company
Insurgency Command Points: 18
Allied Reorganization Points: 9
US Reorganization Points: 20
Supply Depots available: 6
US Night Naval Bombardments: 8
US Tactical Bombardment Points: 12
Game Turn 3
Enter from north mapedge
via Transfer mission
(during Air Mission Phase)
1 x Marine F-4
1 x Marine F-18
1 x Marine A-6
Deployed in Pacific Holding Box
(during Reinforcement Phase)
1 x 2-2-5 1st Marines (1Rec) special
forces battalion
3 x 3-2-4 1st Marines (1/1, 2/1, 3/1)
infantry battalion
1 x 3-2-8 1st Marines (1) tank battalion
1 x 2-2-4 1st Marines (1) engineers
battalion
1 x 1-0-7 MAF SAM battalion
1 x 2-1-7 MAF self-propelled artillery
battalion
1 x 1-1-4 MAF artillery battalion
1 x 2-2-8 MAF anti-tank battalion
1 x USMC Beachhead
2 x MAF transport helicopter battalion
1 x MAF attack helicopter battalion
2 x AV-8B
1 x F-4 (EW)
US REINFORCEMENT SCHEDULE
Game Turn 1
Deployed in Caribbean Holding Box
(during Reinforcement Phase)
Available to enter from north mapedge
via Transport Strike mission
(during Air Mission Phase)
Game Turn 5
1xC-130
1 x 2-3-4 (1/75 Rgr) special forces
battalion
Available to enter from south mapedge
via Transport Strike mission
(during Air Mission Phase)
1xC-130
1 x 2-3-4 (3/7) special forces battalion
1x 1-1-4 193rd parachute infantry
company
1 x 193rd transport helicopter company
Note: The C-130 entering from the south
mapedge can exit the north mapedge
after transporting the special forces
unit onto the map.
Game Turn 2
Available to enter north mapedge
via Transport Strike mission
(during Air Mission Phase)
2 x 2-3-4 (1/7, 2/7) special forces
battalion
SPECIAL RULES
1. Honduras, El Salvador and Costa Rica begin the game as
neutrals. Their units cannot move or attack until at least one
communist ground unit (including insurgency units) attacks
an Allied unit. Once one Allied unit is attacked, all three countries declare war on Nicaragua and their units can attack communist units and enter Nicaragua.
2. In the turn that communist forces capture Choluteca
(1714), Salvadoran ground units can enter Honduras; they
can move up to two hexes beyond the Salvadoran set-up
4 x F-18
1 x A-6
1 x EA-6 (EW)
1 x E-2 AWACS
Available to enter north mapedge
via Transport Strike mission
(during Air Mission Phase)
2 x 1-2-4 9th infantry battalion
2 x 1-1-4 9th artillery battalion
1 x 2-2-4 9th engineers battalion
1 x 1-2-4 9th parachute infantry
battalion
2xC-130
VARIABLE REINFORCEMENTS
(see Special Rules)
Deployed in Pacific Holding Box
(during Reinforcement Phase)
4x 1-2-4 9th infantry battalion
1 x 2-2-6 9th infantry battalion
1 x 1-2-6 9th infantry battalion
1 x 3-2-8 9th tank battalion
1 x 3-2-4 9th artillery battalion
1 x 1-1-4 9th artillery battalion
2 x 9th attack helicopter battalion
1x 9th transport helicopter battalion
boundary. Also, Salvadoran air units can perform combat
missions in Honduras (although they cannot perform joint
missions with Honduran air units).
3. When the Allied player sets up the Honduran units, he
can select either the F-5 or Kfir air unit, not both.
4. The 9th Light Infantry Division enters by air unit transport and sea transport. The first six units listed arrive by
Transport Strike missions; the Allied player can move US
C-130 air units off the north mapedge in the turn that the
units are supposed to arrive and transport them onto the map;
CENTRAL AMERICA, Scenario Book: Page 42
the two C-130's that are available in this turn can enter the
map to perform a Transport Strike mission and then exit the
north mapedge to bring on the remaining units of the 9th
Division in later turns.
The eleven remaining 9th Infantry units arrive by sea
transport. The Allied player rolls the die during the Reinforcement Phase of Game Turn 5. The result is the number of turns
later that the units arrive. For example, if the Allied player
rolls a 3, these units would become available in Game Turn
8. The units are placed on the Game Turn Track until the
Reinforcement Phase of the future turn, and they are
deployed in the Pacific Holding Box in their turn of arrival.
5. As soon as a US ground unit enters Nicaragua, the Communist player can replace one of his 3-3-8 Nicaraguan tank
regiments with the five units of the Cuban mechanized
brigade. See 16.5 for details.
6. During the Reinforcement Phase of the first three turns,
the Communist player rolls a die to determine how many
communist air units arrive from Cuba as reinforcements. The
number in the column is the number of air units that survived US interception; the other units are considered destroyed. Arriving communist air units are deployed in
Nicaraguan air facilities within 5 hexes of the Caribbean
coast. Air Group markers are placed on the map and the air
units are placed in the 'Used' space on the Air Group Display.
AIR UNIT REINFORCEMENT TABLE
NUMBER OF AIR UNITS THAT REACH NICARAGUA
DIE
ROLL
1
2
3
4
5
6
Game
Turn 1
5
6
7
8
9
10
Game
Turn 2
0
0
1
2
3
4
Game
Turn 3
0
0
0
1
2
3
7. The FSLN Government and Treasury markers move like
regular ground units or they can be transported by the IL-76
or C-47. Each has a Load Point cost of 1. Each marker has
an Attack Value of 0 and a Defense Value of 1; it can contribute its Defense Value only when stacked with other communist ground units. If a marker is ever alone in a hex with
Allied ground units, it is captured; also, if it takes a step loss
ground ground combat, it is considered captured by the Allied
player. A marker cannot be attacked by Allied Bombardment
Strike missions. The markers do not count towards stacking
limits in a hex.
Starting with Game Turn 1, the Communist player can
begin to move the the Treasury marker. He cannot move the
FSLN government marker until the turn after one US ground
unit enters a hex within Nicaragua. These markers are important for Allied Victory Conditions (see below).
8. In this scenario, each tank unit of the Cuban mechanized
brigade gives the Communist player a cumulative one-column
shift in his favor when resolving ground combat. (This rule
simulates a failure of US intelligence in detecting the buildup of the Cuban units.)
9. The Communist player can perform Merchant Shipping
Raid missions in three consecutive turns. It is recommended
that optional rule 18.4 (Nicaraguan Motor Torpedo Boat
Attack) be employed in this scenario.
10. A CDS unit counts towards stacking limits in a hex. Each
CDS unit is considered a support unit for stacking (see 7.5).
VICTORY CONDITIONS
At the moment the Allied player captures both the FSLN
Government and Treasury markers, the game ends and the
Allied player achieves a Strategic Victory.
If the Allied player fails to capture both markers by the
end of Game Turn 20, victory is determined by the number
of Victory Points achieved by both players. During the game,
each player keeps track of Victory Points he gains, using the
following chart:
ALLIED
VICTORY
POINTS REASON
15
5
3
3
1
FSLN Government or Treasury marker captured
Each Cuban tank or mechanized battalion
eliminated
Each communist brigade or regiment destroyed
Each Cuban or Soviet air unit eliminated
Each Nicaraguan air unit eliminated
COMM
VICTORY
POINTS REASON
5
3
2
1
3
2
1
1
1
Each Salvadoran or Honduran city captured by
communist regular ground units
Each Allied Supply Source hex captured
Each Salvadoran, Honduran or Costa Rican town,
port, or airport captured by communist regular
ground units
Each Salvadoran city or town occupied by an
FMLN or ERP insurgency unit during the End of
Turn Stage
Each US battalion destroyed
Each US air unit eliminated
Each non-US Allied air unit or ground unit
eliminated
Per air unit on Merchant Shipping Raid mission
Per successful motor torpedo boat attack
Note: The Communist player receives VP for the first time he captures Allied cities, town, ports, airports, and Supply Sources. If the
hex is retaken by Allied units and later recaptured, the Communist
player does not receive additional VP for the hexes.
At the end of the game (if the Allied player has not captured the Government and Treasury markers), the players
total up their Victory Points. The Communist player's total
is subtracted from the Allied player's total, and the player
consult the following schedule to determine the winner and
the level of victory:
TOTAL ALLIED
VICTORY POINTS
WINNER AND LEVEL OF VICTORY
+46 or more
+26 to +45
+6 to +25
- 15 to +5
- 25 to -16
- 26 or more
Allied Strategic Victory
Allied Tactical Victory
Allied Marginal Victory
FSLN Marginal Victory
FSLN Tactical Victory
FSLN Strategic Victory
OPTIONAL RULES
Players may wish to experiment with any optional rules
in 18.0. They should agree before beginning play as to which
rules will be used.
Weather: Begin rolling on for weather, starting with the End
of Turn Stage of turn 16.
Communist Additional Information: Add the following to the
Communist Order of Battle:
18 x Resource Points
3 x Soviet standoff air attack
2 x persistent chemical weapons
2 x non-persistent chemical weapons
Allied Addition Information: Add the following to the Allied
Order of Battle:
36 x Resource Points
8 x US standoff air attack
6 x US cluster bombs
8 x US incendiary bombs
2 x US smart bombs
CENTRAL AMERICA, Scenario Book: Page 43
22.0 SCENARIO GENERATION SYSTEM
The following system allows players to generate
numerous scenarios for Central America. Players can either
use the random system (22.1) in which blind luck determines
the forces available and the intensity of the conflict, or they
can use the player selection system (22.2) in which they
determine the forces they wish to control. Note that generated
scenarios should all be played at the Intervention level.
The scenario generation system abstracts political
doctrine at three levels for each player. Non-Intervention
indicates that the major powers (United States and Soviet
Union) have severely restricted their influence and military
presence in Central America to ''advisors" and equipment
support. The Monroe Doctrine (US) or Brezhnev Doctrine
(USSR) indicates that the superpower is willing to support
its allies in the area with strong military force. Aggressive
Support (US) or Adventurism (USSR) means the superpower
has decided to commit heavy military forces to gain control
of the region.
The Charts and Tables Booklets contain several forms
that players use in the Scenario Generation System. One form
contains a record for the scenario generation systems on
which information about the scenario is recorded. The second
form helps them keep track of increases and decreases to
world tension (see 22.4). The third form is a Victory Point
record (see 22.9). Victory Games, Inc., grants players permission to make photocopies of these forms for personal use.
22.1 Random Generation of Scenarios
The procedure described below takes most of the
decisions out of the players' hands, but allows more variability
in creating scenarios. Before generating a scenario, each
player should select the side he wishes to play: Allied or
Communist. Each player should keep track of the information generated on the Scenario Generation Record.
PROCEDURE:
1. Determine Doctrine: Each player rolls the die a number
of times to determine the political structure of the superpower
he represents. The Allied player rolls first to establish the
current doctrine of the United States. He rolls the die four
times, once each for the Executive Branch, Legislative
Branch, Military, and US Media, and he consults the Doctrine
Table each time. The die roll will indicate the leaning on the
particular faction: Dove ( — 1), Moderate (0), or Hawk ( + 1).
The leaning of the Legislative section for the Allied player
plays an important part later in the the scenario generation
system (see 22.5). He should jot down on his form the leaning
and the number in parentheses for each faction.
After the Allied player is finished, the Communist player
rolls on the Doctrine Table three times for the Politburo,
Military, and KGB. He also notes down his die results.
After both players have finishing rolling the die, they add
up the the numbers for each faction. When each has the combined sum for his factions, he consults the Doctrine Schedule to determine the doctrine of each side. He should note
down on the form the doctrine for both sides.
The players next consult the Doctrine Matrix, crossreferencing the doctrines for each superpower to find one
of the nine boxes on the matrix. The information in this box
determines what forces will be involved in the scenario.
EXAMPLE: The Allied player rolls a 4 for the Executive Branch
(Hawk: +1), a 6 for the Legislative Branch (Hawk: +11, a 5 for the
Military (Hawk: +1), and a 1 for the US Media (Dove: —1). Adding
the four numbers together, he has a total of +2 +1+1+1— I = +2).
The Communist player rolls a 2 for the Politburo (Dove: —1), a 3
for the Military (Moderate: O), and a 5 for the KGB (Hawk: +1). His
combined total is 0 (-1+0+ I =0).
The Allied player checks the Doctrine Schedule and sees that the
+2 is under Aggressive Support and the Communist player finds 0
under Brezhnev Doctrine. Cross-referencing these two doctrines on
the Doctrine Matrix results in box 5 being used to determine the
military forces involved.
Prep
Level
US Int
Level
Prep
Level
1
4
1
2. Determine Preparedness/US Intervention Levels: The box on
the Doctrine Matrix that was chosen in the above step gives
one or more Preparedness Levels for FSLN, Communist, and
Allied forces, and one or more US Intervention Levels. If only
one number is given, that is the Preparedness Level/US
Intervention Level of the forces involved in the scenario. If
several numbers are listed, the owning player must draw a
chit to determine the initial Preparedness Levels/US Intevention Level.
First, the Communist player places in a container those
Preparedness Level (1, 2, 3, and 4) chits that correspond to
the FSLN numbers listed in the chosen box on the Doctrine
Matrix, and he draws one chit. This is the Preparedness Level
of the Nicaraguan forces for the scenario. Next he places in
the container the Preparedness Level chits that correspond
to the Communist numbers on the Doctrine Matrix and draws
one; this is the Communist Preparedness Level. He notes
down on his form the two Preparedness Level chits.
The Allied player then places his Preparedness Level chits
in a container and draws one for the Allied Preparedness
Level. Then he places the US Intervention Level chits (on
the back of the Preparedness Level chits) and draws one. He
notes down on his form the Allied Preparedness Level and
US Intervention Level.
If there is only one number listed in a box on the Doctrine
Matrix for one of the forces involved, the player does not need
to draw a chit, but he does note down the level of that force
on his form.
3. Determine Initial World Tension: The players add up the
number of the three Preparedness Levels and the US Intervention Level. They consult the World Tension Table, and
one player rolls the die. They cross-reference the die result
with the column that corresponds to the total of the Preparedness/US Intervention Levels. The number on the table is the
initial World Tension. The World Tension marker is placed
on the World Tension Track in the box of the same number.
4. Adjust Preparedness/US Intervention Levels: Each player has
the chance to adjust the level of his side's forces. The Communist player can adjust either the FSLN or the Communist
Preparedness Level; the Allied player can adjust the Allied
Preparedness Level or the US Intervention Level. A player
can increase or decrease a level by one; the adjustment must
follow these restrictions:
• The new level must be one of those listed in the original
box on the Doctrine Matrix.
• The adjustment must be to the next level up or down; a
player cannot skip a level.
If either player or both increase a level, the World Tension
marker is moved up one space on the World Tension Track.
The marker is never moved down from its initial placement.
5. Determine Random Event: One player rolls the die, and
they both consult the Random Events Table (see 22.8). The
table usually requires that the die be rolled again. The random
event may have an effect on set-up or reinforcements.
6. Determine Victory Objectives: The players should refer to
section 22.9, read the current world situation, and determine
who will be the aggressors in the game. Victory objectives
are given for each aggressor and defender. Note that the US
becomes an aggressor only at US Intervention Level 4 when
the first US ground unit enters Nicaragua.
Each player writes down on his form the goal level he
will try to achieve in the game as an aggressor (Minimum,
Expansion, or Militant). The goal levels are based upon the
Preparedness Level of each aggressor. Note that the lower
CENTRAL AMERICA, Scenario Book: Page 44
the Preparedness Level for an aggressor, the fewer objectives
he must achieve to win; a player can never pick a lower goal
level than his Preparedness Level allows. Once players have
selected their goal level, they reveal them to each other.
Each player should also carefully read the objectives as
a defender. Nicaragua becomes a defender when the first US
ground unit enters a hex within Nicaragua at US Intervention Level 4.
It is recommended that players discuss the goal levels
to make certain they understand what they must accomplish
as aggressors and defenders.
Both players place their three Victory Point markers at
the beginning of the Victory Point Track. These markers are
used to record VP for the FSLN and the US; VP for the FMLN
and FDN/ARDE are recorded on the Victory Point Record.
7. Prepare for Play: Each player consults the Preparedness
Level schedules and US Intervention schedule (see 23.0) to
determine what units appear on the map and come on later
as reinforcements. The Allied player places his units first,
and then the Communist player places his units.
Notes on Random Scenario Generation
1. Step 5 (Random Events) is optional. Players may ignore this step
if they wish.
2. In Box 1 on the matrix, the Communist player receives FMLN
units as allies. At FSLN Preparedness Level 1, he receives Preparedness Level 1 FMLN units; at FSLN level 2, he receives FMLN level
2 units (see 23.2). All other communist allies and the US never become
involved in this conflict. Players can ignore the World Tension Track
when playing this scenario.
3. In Boxes 2 and 3, the US begins at a level of 0, which means that
US units are not initially involved in the conflict. It is possible that
US units may become involved in the conflict either as world tension
increases or as the Allied player decides to bring on US units.
4. Freely deployed Communist units cannot be set-up adjacent to
Allied units.
EXAMPLE OF RANDOM SCENARIO GENERATION: The Allied player rolls
to determine the leaning of his factions and winds up with a combined sum of +1, which he finds is the Monroe Doctrine on the
Doctrine Schedule. The Communist player winds up with a combined
sum of +2, which he finds is Adventurism on the Doctrine Schedule.
They consult the Doctrine Matrix, cross-referencing the two
doctrines, and they find that box 6 of the matrix will be used. The
FSLN Preparedness Level is 4 and the Communist Preparedness
Level will be either 3 or 4. The Communist player places the Preparedness Level 3 and 4 chits in the container and draws one out;
the result is 4. He does not have to draw a chit for the FSLN
because only one number is listed in this box on the Doctrine Matrix.
The Allied Preparedness Level and US Intervention Level may be
3 or 4 The Allied player places the Preparedness Level 3 and 4 chits
in the container and draws the 3; he then places the US Intervention
Level 3 and 4 chits in the container and draws the 4. Both players
note down these numbers on their forms.
They then determine the initial World Tension level. The combined total of Preparedness/US Intervention Levels is 15
14 +4 +3+4=15). The Allied player rolls the die, obtaining a 3, and
they consult the World Tension Track. Cross-referencing the 3 result
with the "14-16" column gives a 4. The World Tension marker is
placed in the 4 box on the World Tension Track.
The Communist player has the opportunity to adjust one of his
Preparedness Levels, but he declines. (The FSLN Preparedness Level
cannot be adjusted because there is only one level given on the
matrix; the Communist Preparedness Level could be adjusted down
one to 3.1 The US player decides to increase the Allied Preparedness
Level from 3 to 4; as a result the World Tension marker is moved
up one space to the 5 box on the World Tension Track.
The players now consult section 22.9 to determine victory objectives. The FSLN, FDN/ARDE, and US are all aggressors (although
the US does not become an active aggressor until the first US
ground unit enters a hex in Nicaragua). Both players should also
study their objectives as defenders.
The players now consult the Preparedness Level schedules and
US Intervention schedule and place their units on the map, the
Allied player first and then the Communist player. Once all the
pieces are on the board, they are ready to begin Game Turn 1.
22.2 Player Selection of Scenarios
The procedure described below allows the players to
decide for themselves how aggressive their forces will be.
The main differences between this system and the random
generation system is that players select for themselves their
doctrines and the Preparedness/US Intervention Levels.
.011 00
\ofIr
ALLIED DOCTRINE CHITS
to.14
COMMUNIST DOCTRINE CHITS
PROCEDURE:
1. Determine Doctrines: Each player secretly selects one of
his three Doctrine chits (Non-Intervention, Monroe Doctrine,
and Aggressive Support for the Allied player; NonIntervention, Brezhnev Doctrine, and Adventurism for the
Communist player). Once each player has selected a chit, they
both reveal their picks to the other player. Each player notes
down on his form the two doctrines chosen.
The players then consult the Doctrine Matrix, crossreferencing the doctrines to find one of the nine boxes on
the matrix. The information in this box determines what
forces will be involved in the scenario.
2. Determine Preparedness/US Intervention Levels: Each player
writes down one Preparedness Level/US Intervention Level
number. The numbers selected must be included in the box
on the Doctrine Matrix. Then each player reveals the levels
he selected to his opponent. Each player notes down on his
form the levels that were selected.
3. Determine Initial World Tension: The players add up the
Preparedness Levels and US Intervention Level and consult
the World Tension Table. One player rolls the die. The result
is checked on the table to determine the box in which the
World Tension marker is placed on the World Tension Track.
4. Determine Temperament of Congress: If US forces are
involved or may become involved, the Allied player rolls the
die and checks the US Legislative Branch Table. The leaning of the Legislative Branch is noted down by both players.
5. Determine Random Event: One player rolls the die, and
they both consult the Random Events Table (see 22.8). The
table usually requires that the die be rolled again. The random
event may have an effect on set-up or reinforcements.
6. Determine Victory Objectives: Both players should refer to
section 22.9 to determine the world situation, the aggressors
in the game, and the objectives to be achieved. Each player
writes down the goal level he will try to achieve in the game
as an aggressor (Minimum, Expansion, or Militant). Once they
have selected their goal levels, they reveal the levels to one
another. Both players should also read the objectives as
defenders. Once they are familiar with their objectives, they
place their Victory Points markers at the beginning of the
Victory Point Track.
7. Prepare for Play: Players consult their Preparedness/US
Intervention Level schedules to determine what units are
available. The Allied player sets up his units first and then
the Communist player. The players are now ready to begin
Game Turn 1.
Notes on Player Selection of Scenarios
1. Step 4 (determining the temperament of Congress) is skipped if
box 1 on the Doctrine Matrix is the basis of the scenario, since no
US units can appear in the game.
2. Step 5 (Random Events) is optional. The players can ignore this
step if they wish.
3. In Box 1 on the matrix, the Communist player receives FMLN
units as allies. At FSLN Preparedness Level 1, he receives Preparedness Level 1 FMLN units; at FSLN level 2, he receives FMLN level
2 units (see 23.2). All other communist allies and the US never become
involved in this conflict. Players can ignore the World Tension Track
when playing this scenario.
4. In Boxes 2 and 3, the US begins at a level of 0, which means that
CENTRAL AMERICA, Scenario Book: Page 45
US units are not initially involved in the conflict. It is possible that
US units may become involved in the conflict either as world tension
increases or as the Allied player decides to bring on US units.
5. Freely deployed communist units cannot be set up adjacent to
Allied units.
22.3 Preparedness and
US Intervention Levels
The state of mobilization of each side's forces are
indicated by their Preparedness Levels. Level 1 indicates little
preparation for a major war while level 4 indicates that the
side is ready to deal with aggression. The US Intervention
Levels indicate what US forces are available and the restrictions they face in the area.
FSLN PREPAREDNESS LEVELS
Preparedness Level 1: 70 percent mobilization of forces. Limited free
placement of ground units. Mobilization Points available to build up
FSLN ground units. Very limited jet aircraft available. Very few insurgency forces available. Militia (2-3-3) unit movement restricted.
Preparedness Level 2: 80 percent mobilization of forces. A number
of ground units freely deployed. Fewer Mobilization Points available. Limited jet aircraft available. Limited insurgency forces available. Militia unit movement restricted.
Preparedness Level 3: 90 percent mobilization of forces. Many ground
units freely deployed. No Mobilization Points. A number of jet aircraft available. Extensive insurgency forces available. Militia units
restricted in movement outside of Nicaragua.
Preparedness Level 4: Complete mobilization of forces. Most ground
units freely deployed. No Mobilization Points. Extensive jet aircraft
available. All insurgency forces available. Militia unit movement not
restricted.
COMMUNIST PREPAREDNESS LEVELS
Preparedness Level 1: Cuban and Soviet engineers in Nicaragua. Restrictions to movement. Limited FMLN insurgency units available.
No Soviet/Cuban air units in Nicaragua.
Preparedness Level 2: Strong Cuban forces in Nicaragua; some restrictions to movement. Soviet engineers and special forces available.
More FMLN and other communist insurgency units available. No
Soviet/Cuban air units in Nicaragua.
Preparedness Level 3: Stronger Cuban and Soviet forces in Nicargua;
no restrictions on movement. Many FMLN and other communist insurgency units available. Limited Soviet/Cuban air reinforcements
to Nicaragua.
Preparedness Level 4: Extensive Cuban ground units and a mechanized
brigade in Nicaragua plus Soviet participants; no restrictions on movement. All insurgency units available. Extensive Soviet/Cuban air reinforcements to Nicaragua.
ALLIED PREPAREDNESS LEVELS
Preparedness Level 1: Ground units not positioned to face enemy
aggression. Salvadoran army at low level of mobilization. No Honduran or Costa Rican units can move or attack until an FSLN regular ground unit has entered or performed an attack in their home
country; Salvadoran infantry brigades cannot move until attacked
or a communist regular ground unit enters country. Honduran and
Salvadoran ground units cannot enter each other's country, nor can
they combine together to attack enemy units; their air units cannot
fly over each other's country. Limited FDN and ARDE units available.
Preparedness Level 2: Some ground units available for free deployment. Salvadoran units better mobilized. No Honduran or Costa Rican
units can move or attack until a communist regular ground or insurgency unit has entered a hex totally within home country; Salvadoran infantry brigades cannot move until attacked or a communist
regular ground unit enters country. Honduran and Salvadoran ground
units cannot enter each other's country, nor can they combine to
attack enemy units; their air units cannot fly over each other's
country. FDN and ARDE insurgency units increase in number.
Preparedness Level 3: Majority of ground units available for free
deployment. No limitations on Honduran, Salvadoran, and Costa
Rican ground unit movement. Honduran and Salvadoran ground units
can move one hex into each other's country and can support each
other in attacking enemy units; their air units can enter and perform
air missions in each other's country. Allied ground units can enter
up to one hex on the Nicaraguan side of the set-up boundary, but
they cannot move beyond this first hex into Nicaragua. Many
FDN/ARDE units available.
Preparedness Level 4: All units are mobilized. Most ground units available for free deployment. No limitations on Allied movement or attacks. Salvadoran and Honduran units can enter each other's country
and support each other when attacking enemy units; their air units
cannot perform joint missions. Allies can enter all hexes in Nicaragua.
Maximum FDN/ARDE mobilization.
US INTERVENTION LEVELS
Intervention Level 1: Commitment of limited air support by the United
States. US air units can perform air missions against enemy units
in El Salvador, Honduras, and Costa Rica only. No ground forces
available. No US Night Naval Bombardment allowed.
Intervention Level 2: Heavy air support by United States. US air units
can perform air missions anywhere on the map, including inside
Nicaragua. No ground units available. US Night Naval Bombardment
allowed.
Intervention Level 3: Heavy air and ground support by United States.
US air units can perform air missions anywhere on the map. US
ground units can attack enemy units in El Salvador, Honduras, and
Costa Rica, but they cannot enter hexes on the Nicaraguan side of
the set-up boundaries. US Night Naval Bombardment allowed.
Intervention Level 4: Full weight of United States armed forces brought
to bear. US air units can perform air missions anywhere on map.
US ground units can enter Nicaragua. US Night Naval Bombardment
allowed.
22.4 World Tension
World
Tension
The repercussions of conflict in Central America on the
global level are abstracted with the World Tension Track. The
level of world tension increases and decreases with actions
taken by each player. If tension grows too great, World War
Three may break out, which will have serious effects on the
military situation in the area.
The initial world tension level is determined by adding
the FSLN, Communist, and Allied Preparedness Levels
together with the US Intervention Level. The die is rolled,
and the players consult the World Tension Table to determine the box in which the World Tension marker is placed
on the World Tension Track.
During the course of a game, world tension may increase
or decrease. The list below indicates reasons why the world
tension increases and decreases. If the marker reaches the
15 box, World War III breaks out (see 22.7, below).
INCREASES TO WORLD TENSION
The World Tension marker may move up the World
Tension Track as events occur during play. The moment one
of the events listed below occurs, the Allied player rolls the
die and checks the World Tension Increase Table. The result
on the table will indicate that the World Tension marker
moves up the track 0, 1, 2, or 3 boxes.
Increases to world tension are rated A (extremely serious)
or B (serious). The increases to world tension do not happen
automatically when the event occurs; the Allied player must
roll on the World Tension Increase Table each time to see
how much world tension goes up.
The World Tension Increase Table must be consulted the
moment one of the following events occurs:
COMM
CAUSES REASON
A
A
A
B
The first time a communist ground unit captures
Tegucigalpa or San Salvador (a maximum of once
per capital).
The first time a Cuban or Soviet air unit is involved
in air combat with a US air unit.
The first time communist ground units use chemical
weapons against Allied ground units (not FDN/
ARDE insurgency or regular ground units).
Each time a communist regular ground unit enters
a hex totally within an Allied country (a maximum
of four times, once for each of the four Allied
countries).
CENTRAL AMERICA, Scenario Book: Page 46
B
B
B
The first time a communist regular ground unit exits
the south mapedge.
The first time a Cuban infantry unit is involved in
ground combat with a US ground unit.
The instant that the Cuban mechanized brigade
appears on the map.
ALLIED
CAUSES REASON
A
A
B
B
B
The moment that the US Congress makes a Declaration of War.
The first time an Allied ground unit captures
Managua.
The first time a US ground unit enters a hex totally
within Nicaragua.
As soon as the Allied player captures either the
FSLN Government or the Treasury marker.
Each time the Allied player voluntarily increases the
US Intervention Level before the World Tension
Track permits it to happen.
Notes of World Tension Increases
1. When using the random scenario generation system (see 22.1),
the World Tension marker is automatically moved up one box on
the World Tension Track if either player, or both, increase the initial
Preparedness/US Intervention Levels. The World Tension Increase
Table is not used when this event occurs.
2. The causes for increases and decreases to to world tension are
listed in each player's Charts and Tables Booket. Players should mark
off a box in pencil when an event occurs.
DECREASES TO WORLD TENSION
The World Tension marker is moved down the World
Tension Track the number of boxes indicated when the
following events occur. The decrease occurs during the End
of Turn Stage. Unlike increases to world tension, decreases
happen automatically when one of the events listed below
occurs.
WORLD
TENSION
DECREASES REASON
—2
—2
—1
—1
—1
—1
When a Forced Withdrawal is called for by the US
Congress.
When the Allied player voluntarily withdraws the
last US ground unit from a hex totally within
Nicaragua.
For each voluntary decrease of the US Intervention
Level by the Allied player.
When the Communist player announces that the
Cuban mechanized brigade will be withdrawn from
Nicaragua.
When the Communist player announces that all
Cuban and Soviet air units will be withdrawn from
Nicaragua.
When all communist regular ground units are withdrawn from an Allied country (a maximum of twice).
NOTES OF WORLD TENSION INCREASES AND DECREASES
Entering a Country: The world tension may increase each time
communist regular ground forces enter an Allied country
(Honduras, El Salvador, Costa Rica, and Guatemala). Thtis,
the World Tension Increase Table may be checked four times.
Also, if a US ground unit enters a hex totally within Nicaragua
(that is, on the Nicaraguan side of the set-up boundaries),
world tension may increase; when a US ground unit enters
Nicaragua by amphibious assault, by helicopter assault or
paradrop, or by regular ground unit movement, the Allied
player rolls on the table.
Capitals: The world tension may increase when communist
ground units enter Tegucigalpa (capital of Honduras) and San
Salvador (capital of El Salvador). World tension may also
increase when any Allied regular ground unit enters Managua
(capital of Nicaragua) for the first time.
South Mapedge: World tension may increase when the first
communist regular ground unit exits the south mapedge
through Costa Rica (to threaten the Panama Canal). Once a
unit has exited the map, it can never be brought back on.
See 16.6.
Cuban and Soviet Units: The first time air combat occurs
between US and Cuban and/or Soviet air units, world tension may increase. Also, the first time a Cuban infantry unit
(not the Cuban mechanized brigade or engineers brigades)
is involved in combat with a US ground unit, tension may
rise. The moment the Cuban mechanized brigade appears on
the map (during the Communist Reinforcement Phase),
tension may increase.
Chemical Weapons: The first time the Communist player uses
persistent chemical weapons or uses non-persistent chemical
weapons against any Allied ground unit (except FDN/ARDE
ground units), world tension may increase. See 18.8.
US Congress: If the US Congress declares war, world tension
may increase. If Congress orders a forced withdrawal ,of US
units, world tension decreases by two boxes. See 22.5 (The
US War Powers Act) for more details.
Voluntary Withdrawal: Either player can elect to withdraw
units from an enemy country. As soon as the last regular
ground unit exits the enemy country (that is, moves beyond
the set-up boundary of the country), the tension is decreased
by one. There is a maximum of two decreases for communist
ground units exiting Allied countries, and a maximum of one
for US ground units exiting Nicaragua. Note that communist
units which exited the south mapedge can never be withdrawn. Also, if Congress calls for a Forced Withdrawal, the
decrease in world tension does not take place until the last
US ground unit exits the map. See 22.6 for more details.
US Intervention Levels: The Allied player can voluntarily elect
to increase or decrease the US Intervention Level during the
game. Each time he increases the level by one, the world
tension may increase (see below). Each time he decreases the
level by one, the marker is moved down one box.
Notes on Increases and Decreases
1. As soon as communist regular ground units worth a combined
Attack Value of 18 exit the south mapedge, no more US reinforcements from the Panama Canal area (Task Force Bayonet, Southern
Command, and the 193rd Infantry Brigade) or Colombian reinforcements can enter the map; units already on the map can remain. The
Communist player receives no Victory Points for moving these units
off the map. See 16.6 for more details.
2. If the US Congress declares war, US Intervention goes to level
4. The Allied player does not have to roll on the World Tension
Increase Table when this occurs. See 22.5.
THE WORLD TENSION TRACK AND US INTERVENTION
Each box on the World Tension Track reflects the ability
of the Allied player to raise the US Intervention Level without
affecting world tension. Boxes 0 through 6 say "US INT: 0";
while the World Tension marker is in one of these boxes, the
Allied player must roll on the World Tension Increase Table
if he raises US Intervention from 0 to 1 (a "W event). Once
the marker is in the 7 or 8 box (US INT: 1), he can raise US
Intervention from 0 to 1 without having to roll on the table.
Likewise, in boxes 9 and 10 (US INT: 2), he can raise US
Intervention to level 2 without raising world tension; in boxes
11 and 12 (US INT: 3), he can raise it to level 3, and in boxes
13 and 14 (US INT: 14), he can raise it to level 4. As long
as the Allied player raises US Intervention to a level allowed
by the World Tension Track, he does not have to roll on the
World Tension Increase Table.
The Allied player can freely raise US Intervention one
level per turn before the World Tension Increase Table allows
him to. Each time he does raise the level, he must roll on
the table to determine if world tension increases. During an
End of Turn Stage, the Allied player can announce that he
will raise the US Intervention by one level, and if the new
CENTRAL AMERICA, Scenario Book: Page 47
level is not freely permitted by the World Tension Track, he
must roll the die and consult the World Tension Increase
Table (a "W cause).
Note that this procedure occurs after the initial US
Intervention Level is determine by the scenario generation
system. In the random scenario generation system, the Allied
player can raise the US Intervention Level (or the Allied Preparedness Level) by one. If he does so, world tension increases by one; he does not have to roll on the World Tension
Increase Table.
The Allied player can also reduce US Intervention voluntarily. As long as the World Tension marker is not in the 15
box, he can announce that he is reducing the US Intervention Level by one during the End of Turn Stage of each turn.
For each level reduced, the World Tension marker is moved
down one box on the World Tension Increase Table.
EXAMPLE OF THE WORLD TENSION TRACK: During the random
scenario generation process, the players wind up using Box 5 on the
Doctrine Matrix (Monroe Doctrine/Brezhnev Doctrine). After Preparedness/US Intervention Levels are determined, (3 for the FSLN, 3
for the Communists, 4 for the Allies, and 2 for the US), they add up
the levels for a combined total of 12. A roll of 4 on the World Tension Table indicates that the World Tension marker begins in the 4
box on the World Tension Track (US INT: 0). The FSLN and
FDN/ARDE are aggressors at the beginning of the game.
During the first turn, Nicaraguan units enter Honduras to attack
the FDN Entrenchments. The Allied player rolls on the World Tension Increase Table under the Cause B column (because this is an
invasion of an Allied country by FSLN regular ground units); the
result is a 4, so the world tension increases by 1 (into the 5 box). In
the fifth turn, a Nicaraguan ground unit enters Tegucigalpa; the die
roll under the Cause A column is a 6, so the marker moves up 3
boxes to 8 (US INT: 1).
Fearing that the Honduran forces will crumble without US
ground support, the Allied player announces in the End of Turn
Stage of this turn that he will raise the US Intervention Level to 3,
allowing ground units to enter Allied countries. Since the 8 box on
the World Tension Track reads "US INT: 1," the Allied player must
roll the die under the Cause B column; the roll results in 1, so there
is no further increase to world tension.
In the next turn, Cuban air units have combat with US air
units. The die is rolled under the Cause A column, and a roll of 5
results in the marker moving up 2 boxes to 10.
Three turns later the Allied player announces that he will raise
US Intervention to level 4. Another roll of 6 under the Cause B
column increases world tension by two to the 12 box. In the next
turn US Marine units perform an ampihibious assault into
Nicaragua. Another roll of 6 under the Cause B column increases
world tension to the 14 box. Worried that another action may result
in World War III, the Allied player voluntarily withdraws the
Marine units from Nicaragua, which reduces world tension by 2
boxes (to 12). The Allied player could further reduce world tension
by lowering US Intervention from level 4 to level 3, but he decides to
keep the US at this level in case he wishes to trying invading
Nicaragua again.
ts
0;10.
1
22.5 The US War Powers Act
The US President has the ability to send US troops to any
trouble spot in the world. At the end of 30 days (15 Game
Turns), however, he needs a resolution from Congress (the
US Legislative Branch) or a declaration of war to keep US
forces in that country or area. Congress may pressure the
President to begin withdrawing American military forces.
During either scenario generation system, the Allied
player determines the leaning of the US Legislative Branch
(Congress). If Congress is hawkish, they will be more willing
to support the President; if moderate, they may be willing
to support the President; if dovish, they are often at loggerheads with the President. The leaning of the US Congress
has a direct effect upon the continued presence of American
military forces in Central America.
During the turn that US ground units first appear on the
map (US Intervention Level 3 or 4), the Allied player places
the War Powers Act marker on the Game Turn Track 15
spaces ahead of the current turn. He has 15 more turns to
use US units freely. During the End of Turn Stage of the
fifteenth turn, the Allied player must roll the die to determine what Congress has decided.
The Allied player rolls the die, applying any modifier for
the leaning of Congress, and consults the War Powers Act
Table. The result will have the US Congress either declare
war, order US forces out of the area, or continue debating
the issue.
A)e
NO
Results of the War Powers Act: Results on the War Powers
Act Table have the following effects:
Forced Withdrawal: Congress has ordered the President to
withdraw all US air and ground units from Central America
as quickly as possible, ground units leaving first and air units
second. See 15.7 (Withdrawing US Units) for details.
Once Forced Withdrawal has occurred, no US air or
ground unit can ever enter the map for the remainder of the
game. The World Tension marker is moved down two spaces
on the track during the End of Turn Stage. CIA units may
remain on the map.
Extension of Time: Congress is currently discussing US involvement in the conflict. If the Allied player receives this result,
he rolls the die again (no modifier is applied to the roll). The
War Powers Act marker is moved along the Game Turn Track
a number of spaces equal to the die roll. During the End of
Turn Stage, when the Game Turn marker is again in the same
box as the War Powers Act marker, the Allied player must
roll again on the War Powers Act Table. As long as the roll
results in an Extension of Time, the Allied player continues
to move the War Powers Act marker along the Game Turn
Track; on any Forced Withdrawal or Declaration of War
result, the Allied player no longer rolls on the table and the
marker is removed from the track.
Declaration of War: Congress has decided to support the
President fully by declaring a state of war between the United
States and Nicaragua. The Allied player rolls the die and consults the World Tension Increase Table under the Cause A
column to see how many boxes the World Tension marker
moves up the track.
Assuming World War III does not occur, US Intervention automatically goes to level 4 on the next turn. The Allied
player does not roll the die for going to level 4 in this case.
He can begin bringing on the appropriate US reinforcements
in succeeding Game Turns.
Notes on the US War Powers Act
1. If all US ground units are voluntarily withdrawn from the map
before 15 turns have passed, the War Powers Act marker is removed
from the map. If US ground units later enter the map, however, the
marker is again placed on the Game Turn Track 15 boxes ahead of
the current turn.
2. As soon as US Intervention goes to level 4, the reinforcements
listed under the US Intervention Schedule become available, starting with the next turn. These reinforcements are in addition to any
already available to enter the map.
22.6 Voluntary Withdrawal of Units
During any End of Turn Stage, either player can declare
that he is withdrawing units in order to reduce world tension.
The Communist player can agree to remove from the map
all Soviet and Cuban combat air units (EW air units can
remain) and the Cuban mechanized brigade (assuming it has
become available). The Allied player can withdraw US forces
from the area before being so ordered because of "Forced Withdrawal" by the US War Powers Act.
CENTRAL AMERICA, Scenario Book: Page 48
Communist Units: To withdraw Soviet/Cuban air units, the
Communist player announces his decision. As soon as possible, these air units must leave the east mapedge. They can
perform only Transfer missions until they are off the map;
the units cannot be intercepted or suffer air defense attacks
as they withdraw. Once off the map, they can never be
brought back into play. Units on Merchant Shipping Raid
missions must first be returned to a Nicaraguan air facility
and then are moved off the map as quickly as possible. The
World Tension marker is immediately moved down one box
on the World Tension Track.
To withdraw the Cuban mechanized brigade, the Communist player announces his decision to the Allied player.
He immediately removes the tank and mechanized infantry
units from the map (ignoring any that have previously been
eliminated). The Communist player does not get back the
Nicaraguan tank regiment that was removed to form the
Cuban brigade. The Cuban units can never be brought back
into play. The Allied player cannot pursue into any hex
vacated by Cuban units. The World Tension marker is immediately moved down one box on the World Tension Track.
US Units: To reduce the US Intervention Level, the Allied
player announces his decision to the Communist player. He
can lower the US Intervention one level per turn. For each
Intervention Level reduced, the World Tension marker is
moved down one box on the World Tension Track. Voluntarily reducing the US Intervention Level does not prevent
the Allied player from increasing it in later turns (unless
Forced Withdrawal occurs).
By going from Intervention Level 4 to 3, US ground unit
must be moved out of Nicaragua as quickly as possible, either
by exiting via the USMC Beachheads and/or the 82nd Air Supply markers, by leaving Allied-controlled ports in Nicaragua,
or by moving into Honduras or Costa Rica. US air units at
captured Nicaraguan air facilities must move to Allied
countries after the last US ground unit exits Nicaragua. These
units, once they are removed, are still available to be used
in friendly Allied countries against communist units (unless
Forced Withdrawal later occurs). See 15.7.
By going from Intervention Level 3 to 2, all US ground
units must be withdrawn from Costa Rica, El Salvador, and
Honduras. Follow the procedure for withdrawing US units
(see 15.7). If the Allied player later increases US Intervention to Level 3, the withdrawn units become available as reinforcements according to the US Reinforcement Schedule for
US Intervention Level 3. US Marine air units must be withdrawn from the map, either off the north mapedge or to a
Holding Box if US Navy air units in the box have been eliminated. All US Air Force and US Navy carrier-based air units
can remain on the map.
By going from Intervention Level 2 to 1, US air units can
no longer perform air missions in Nicaragua. No US air units
on the map need be withdrawn. In addition, the Allied player
can no longer perform US Night Naval Bombardments.
The Allied player can declare total US withdrawal (from
level 1 to 0) by removing all US air units from the map via
Transfer missions. US carrier-based air units are removed
from the Holding Boxes. Air units in Nicaragua and El Salvador are flown off the north mapedge; units in Costa Rica
are flown off the south mapedge.
Notes on Withdrawing Units
1. Withdrawn US units are available for return to the game as long
as Forced Withdrawal does not take place. They are kept either in
Holding Boxes on the sides of the map or off the north and south
mapedges. The Allied player can declare he is bringing back US units
during the End of Turn Stage, and the units enter in the next turn.
He can raise the US Intervention one level per turn. Depending on
the box in which the World Tension marker is located, the increase
in US Intervention Level may cause the marker to be moved, if the
new level is above the one listed on the track. The Allied player rolls
the die and consults the World Tension Increase Table as necessary
for each rise in the US Intervention Level above that listed on the
World Tension Track.
2. Up to four US ground units can be withdrawn per turn to each
Holding Box. Additional US ground units can exit via Transport Strike
missions.
3. As soon as voluntarily withdrawn US ground units appear on the
map again, the US War Powers Act is placed on the Game Turn Track
15 boxes ahead of the current turn.
22.7 World War III
When the World Tension Level marker reaches box 15
of the World Tension Track, general war breaks out between
Warsaw Pact and NATO forces. Reaching this box does not
automatically end the game, however, although the Allied
player may face severe restrictions if the game continues.
Once the World Tension marker reaches this box, it remains
here for the rest of the game.
In the End of Turn Stage when the World Tension marker
has reached the World War III box, the Allied player rolls
the die, applying any appropriate modifier for the temperament of the US Legislative Branch (Congress), and consults
the World War III Table.
WORLD WAR 111 TABLE
DIE
ROLL RESULT
0
1
2
3
4
5
6
7
Congress begins impeachment proceedings against the President. All US forces on the map are hurriedly withdrawn and
reassigned to assist European allies. Communist forces capture most of Central America and threaten the Panama Canal.
The game ends and the Communist player automatically wins
a Substantive Victory.
Congress orders an immediate withdrawal of all US units in
Central America to assist in Europe. The US, threatening to
use nuclear weapons against Nicaragua, convinces FSLN
leaders to withdraw their regular army inside their borders.
The game ends and the Communist player automatically wins
a Marginal Victory.
Congress orders an immediate withdrawal of all US ground
units in the area, but allows Restriction Level 1 air units to
remain in the area (see below). US air units are allowed to
perform missions anywhere on the map. US ground units must
be removed from the map (see Forced Withdrawal, 22.6). Play
continues until one player achieves his victory objectives or
a stalemate occurs.
Congress allows Restriction Level 2 US units to remain in the
area. US air units can perform missions anywhere on the map.
US ground units must move into Allied countries and can
never re-enter Nicaragua. Play continues until one player
achieves his objectives or a stalemate is reached.
Congress allows Restriction Level 3 US units to remain in
Central America. US air and ground units can enter any
country on the map. Play continues until one player achieves
his objectives or a stalemate is reached.
Congress allows Restriction Level 4 US units to remain in
Central America. US air and ground units can enter any
country on the map. Play continues until one player achieves
his objectives or a stalemate is reached.
The same as 5, above, except Congress and other Central
American allies also contribute Level 1 Reinforcements (see
below(. Play continues until one player achieves his objectives
or a stalemate is reached.
The same as 5, above, except Congress and other Central
American allies also contribute Level 2 Reinforcements. Play
continues until one player achieves his objectives or a stalemate is reached.
DIE ROLL MODIFIERS::
Congress is dovish
0: Congress is moderate
+ 1: Congress is hawkish
-1:
RESTRICTED US UNITS
Depending on the outcome of the die roll on the World
War III Table, US units may be allowed to remain in the
game. The units listed below can remain in the game at the
indicated Restriction Levels.
CENTRAL AMERICA, Scenario Book: Page 49
Note: If US units listed below have been eliminated during play,
they cannot be replaced by other units. Also reinforcing units from
the 193rd Infantry Brigade, Task Force Bayonet (except the 224MI
battalion in Comayagua), Southern Command, the 1/7 special forces
battalion, and Colombia reinforcements cannot enter play if
communist regular ground forces with a combined Attack Value of
18 have moved off the south mapedge. Units already on the map
can remain.
Restriction Level 1 Units
Deployed in any Allied air facilities
1 x EF-111 (EW) 2 x AC-130
2 x 0-2 (EW)
2 x A-10
1 x E-3 AWACS
2 xF-15
2 xF-16
Deployed in B-52 Holding Box
2 xB-52
Deployed in Pacific or Caribbean Holding Box
2 xF-14
1 x EA-6 (EW)
2 x F-18
1 x E-2 AWACS
1 x A-6
Restriction Level 2 Units
(Add to Restriction Level 1 units)
Air units
1 xF-15
1 x Marine F-4
1 x F-16
1 x Marine F-18
2 xC-130
1 x Marine A-6
1 x C-141
2 x Marine AV-8B
1 x 0-2 (EW)
1 x Marine F-4 (EW)
Available ground and helicopter units
1 x2-2-5 1st Marines (1Rec) special forces battalion
3 x 3-2-4 1st Marines (1/1, 2/1, 3/1) infantry battalion
1 x3-2-8 1st Marines (1) tank battalion
1 x2-2-4 1st Marines (1) engineers battalion
1 x 1-0-7 MAF SAM battalion
1 x 2-1-7 MAF self-propelled artillery battalion
1 x 1-1-4 MAF artillery battalion
1 x 2-2-8 MAF anti-tank battalion
2 x MAF transport helicopter battalion
1 x MAF attack helicopter battalion
1 x USMC Beachhead
1 x 1-1-4 193rd (114) parachute infantry company
1 x 193rd transport helicopter company
1 x 2-3-4 (1/75 Rgr) special forces battalion
3 x 2-3-4 (7th) special forces battalion
1 x SF transport helicopter battalion
Restriction Level 3 Units
(Add to Restriction Levels 1 and 2 units)
Air units
2 x C-130
1 x C-141
Either the Caribbean or Pacific Holding Box
2 xF-14
1 x EA-6 (EW)
2 xF-18
1 x E-2 (AWACS)
1 x A-6
Available ground units
3 x 2-2-4 82nd (1/504, 2/504, 3/504) infantry battalion
1 x2-1-8 82nd (504) tank battalion
1 x2-1-4 82nd (3/4) AA battalion
2 x 1-1-4 82nd (1/319, 2/319) artillery battalion
1 x 2-2-4 82nd (307) engineers battalion
2 x 82nd Air Supply
1 x USMC Beachhead marker
Restriction Level 4 Units
(Add to Restriction Levels 1, 2, and 3 units)
Air units
2 x F-16
1 x A-10
2 x B-52
2 x F-15
Available ground and helicopter units
6 x 1-2-4 9th infantry battalion
1 x 1-2-4 9th parachute infantry battalion
1 x 1-2-6 9th infantry battalion
1 x 2-2-6 9th infantry battalion
1 x 3-2-8 9th tank battalion
3 x 1-1-4 9th artillery battalion
1 x 3-2-4 9th artillery battalion
1 x 2-2-4 9th engineers battalion
2 x 9th attack helicopter battalion
1 x 9th transport helicopter battalion
1 x 2-3-4 (2/75 Rgr) special forces battalion
1 x 1-1-4 TFB parachute infantry battalion
1 x 1-1-4 TFB artillery battalion
1 x 1-2-4 SC engineers battalion
1 x SC transport helicopter battalion
ALLIED REINFORCEMENTS
The following reinforcements become available to the
Allied player if rolled for on the World War III Table.
Level 1 Reinforcements
Every 4th Game Turn for the remainder of the game, during
the End of Turn Stage, the Allied player receives the following items:
5 x Insurgency Command Points
5 x Allied Reorganization Points
8 x US Reorganization Points
1 x Supply Depot
3 x Resource Points
2 x US smart bombs
2 x US cluster bombs
2 x US incendiary bombs
2 x US standoff air attack
Level 2 Reinforcements
Every 4th Game Turn for the remainder of the game, during
the End of Turn Stage, the Allied player receives the following items:
10 x Insurgency Command Points
8 x Allied Reorganization Points
10 x US Reorganization Points
2 x Supply Depot
5 x Resource Points
5 x US smart bombs
5 x US cluster bombs
5 x US incendiary bombs
5 x US standoff air attack
22.8 Random Events (Optional)
During the scenario generation system, players have the
opportunity to introduce a random event in the game, which
will affect one side or the other. If they agree to this option,
one player rolls the die, and they both consult the Random
Events Table. Only one random event occurs per game.
RANDOM EVENTS TABLE
DIE
ROLL EVENT
Earthquake
1
2 Division within insurgency forces
3 Coup d'etat
4 Religious holiday
5 Panama Canal closed
6 Revolution
RESULTS ON THE RANDOM EVENTS TABLE
Earthquake: A major earthquake has struck the area. The die is rolled
again and players consult the table below:
DIE
ROLL
1
2
3
NATION AFFECTED
Nicaragua
El Salvador
Honduras
DIE
ROLL
4
5
6
NATION AFFECTED
Costa Rica
Mexico
Colombia
CENTRAL AMERICA, Scenario Book: Page 50
If the result occurs in Mexico or Colombia, that country's military units do not enter the game. For any other country, the owning
player must remove one of his strongest infantry ground units from
the map and he places it on the Game Turn Track in box 8 (the unit
is involved in cleaning up after the earthquake(. The unit is available during the player's Reinforcement Phase of turn 8.
Division within Insurgency Forces: There has been a breakdown in
cooperation within one side's insurgency forces. The die is rolled
again. On an even roll, the Communist player is affected; on an odd
roll, the Allied player is affected. If the Communist player is affected, leaders of the FSLN and FMLN have argued. If the Allied player
is affected, leaders of the ARDE and FDN have argued. During the
course of the game, the affected player can place, move, perform
guerrilla attacks, and attack in ground combat with only one of his
factions in a turn; the other faction can do nothing that turn except
disband or defend in combat.
Coup d'Etat: An attempt has been made to overthrow a government
in the area. The die is rolled again, and the players consult the table
below:
DIE
ROLL AFFECTED COUNTRY
Nicaragua
1-2
3-4 Colombia
5
Costa Rica
6 Mexico
If Nicaragua is affected, the Communist player must station two
tank and/or mechanized infantry units in Managua throughout the
game (replacement tank units, half-strength units, and units of the
Cuban mechanized brigade can be used to satisfy this requirement).
If any other country was affected, the coup has overthrown the
government and the nation is now an FSLN ally; the Communist
player controls the units of that country. If country is Costa Rica,
its ground units can immediately attack ARDE or other Allied units
inside the country; Allied units cannot use Costa Rican Supply
Sources. For Mexico and Colombia, the affected country's two units
enter the game during the Communist Regular Ground Unit Movement Phase of Game Turn 7. Mexican units enter through hexes 0109,
0505, or 0803, and they can use any communist sources of supply
or a captured Guatemalan Supply Source. Colombian units enter from
any south mapedge hex in Costa Rica and use either communist
sources of supply or captured Costa Rican Supply Sources.
Religious Holiday: Insurgency forces have used a Catholic holiday to
infiltrate enemy population centers. The die is rolled again. On an
even roll, communist insurgency units get this benefit; on an odd
roll, ARDE/FDN units get the benefit. During the owning player's
Insurgency Placement Phase of turn 2, he can place up to half (round
fractions up) the insurgency units in his pool of available units
in enemy cities, towns, or ports, even if these hexes already contain
enemy ground units. It costs no Insurgency Command Points to place
these units. The opposing player must attack these insurgency units
as quickly as possible; his ground units in the hex with the insurgency units must attack during his Ground Combat Phase. He cannot move other ground units into the hex containing the insurgency
units, but he can move them adjacent to the hex to join in the attack.
Panama Canal Closed: The Panama Canal has been attacked by communist insurgency units and is badly damaged. The Allied player
cannot use the canal to transfer units from one side of the map to
the other. No Colombian units or US units from the 193rd Infantry
Brigade, Task Force Bayonet (except the 1-2-4 224M1 battalion in
Comayagua), or Southern Command enter the game.
Revolution: Preparations for war have caused a government to topple.
The die is rolled again. On an even roll, the Communist player is
affected; on an odd roll, the Allied player is affected. If the Communist player is affected, he sets up his Nicaraguan 3-3-4 and 3-4-4
infantry brigades (if any), his mechanized infantry brigades, and his
tank regiments at half strength. He receives 10 FSLN Reorganization Points in addition to those listed for the FSLN Preparedness
Level. If the Allied player is affected, El Salvador has collapsed to
communist forces. No Salvadoran units are deployed. Additionally,
FMLN, MRH, and M-19 insurgency units and the PFLP and Libyan
infantry battalions can be freely set up inside El Salvador and are
free to enter and attack Honduras.
22.9 Victory Objectives
Each description of the world condition listed below is
accompanied by a list of goals that must be achieved for
victory. The aggressor for each scenario is listed, usually
Nicaragua and the FDN/ARDE. If US Intervention begins at
or rises to level 4 during the scenario, the US becomes an
aggressor as soon as a US ground unit enters a hex that is
totally within Nicaragua; the goal levels for US victory
objectives then apply. If US Intervention begins at level 4,
the Allied player must also write down the goal level he will
try to achieve for the US as an aggressor; if US Intervention
rises to level 4 during the game, the Allied player simply
announces which goal level he will try to achieve with the
US as an aggressor.
Each player has a Victory Point Record in his Charts and
Tables Booklet on which to keep track of objectives he controls or has captured. Players should use pencils with erasers,
since information of the records will change during the course
of the game. Victory Games grants players permission to
make photocopies of these records for personal use.
VICTORY OBJECTIVES FOR AN AGGRESSOR
Each aggressor is given three possible goal levels:
Minimum, Expansion, and Militant. The goal level that a
player may select is based upon the Preparedness Level of
his units, as determined by the scenario generation procedure. For example, in Box 1 (Non-Intervention/Non-Intervention), the Communist player can select any of the three
goal levels if the FSLN begins at Preparedness Level 1, but
he can only select Expansion or Militant if the FSLN begins
at Preparedness Level 2. Likewise, the Allied player can select
any of the three goal levels for the FDN/ARDE if the Allies
begin at Preparedness Level 1, but he can select only Expansion or Militant goals if they begin at level 2.
Each goal level also gives objectives the aggressor must
obtain to fulfill a goal level. A player meets his objectives
by capturing population centers and installations, destroying Entrenchment markers, and conquering countries. In
addition, the FSLN player may receive Victory Points (VP)
for eliminating US units, and the Allied player may need to
capture the FSLN Government and/or Treasury markers.
An aggressor does not have to meet all the objectives
listed for a goal level to win the game. During any End of
Turn Stage in which one player or the other has fulfilled one
of the aggressor's listed objectives for a goal level, he can seek
to end the game (see below). An aggressor can continue to
seek other objectives for a given goal level to reach a more
conclusive victory. The order of precedence for determining
the level of victory is as follows:
OBJECTIVES
OBTAINED
1 objective
2 objectives
3 or more objectives, or
conquest of a country
LEVEL OF VICTORY
Tactical Victory
Substantive Victory
Decisive Victory
Communist Victory Objectives: There are three or four
listed objectives for the Communist player at each goal level.
The first objective is against the Contras ("Vs. FDN/ARDE"),
which may call for FDN/ARDE Entrenchments to be destroyed, regular ground units and insurgency units to be eliminated, and Contra units to be forced out of Nicaragua.
• Entrenchments: FDN/ARDE Entrenchment markers are removed from the map when communist units (regular
ground or insurgency) are alone in a hex containing the
Entrenchment during the End of Turn Stage. Destroyed
Entrenchment markers can never be returned to play.
• Eliminating Units: A goal level may also require the Communist player to destroy either all the FDN/ARDE regular
ground units and all insurgency units. If all the required
units have been eliminated from the map during an End
of Turn Stage, the objective has been fulfilled. Rebuilding
units on the Game Turn Track do not count in this instance;
if the rebuilt units appear in play again, they must be eliminated another time.
CENTRAL AMERICA, Scenario Book: Page 51
• Forcing Units out of Nicaragua: Any FDN/ARDE units in
Nicaragua (regular ground or insurgency as indicated) must
either be eliminated or be forced into Allied countries. If
the FDN/ARDE units are beyond the set-up boundary outside Nicaragua, they are considered forced out for determining victory.
The second objective is to control Victory Points (VP) in
Allied countries. In some scenarios, the communists are
limited to controlling VP only in Honduras and El Salvador;
in these cases, VP for Costa Rica and Guatemala are ignored.
If the goal calls for controlling VP in Central America, then
VP in Costa Rica and Guatemala do count. A hex is considered controlled by the Communist player if a communist
regular ground or insurgency unit was the last unit to enter
the hex. If an Allied ground unit later enters the hex, the VP
are no longer controlled by the Communist player.
As an alternative to capturing VP, the Communist player
may be directed to conquer Honduras and El Salvador. An
Allied country is considered conquered when the following
conditions are met:
• The capital and all other cities are controlled.
• All regular ground units of that country have been eliminated or forced out of the country. Rebuilding units on the
Game Turn Track are ignored.
The third objective is for the FMLN to capture VP in El
Salvador (see 17.2). If an FMLN unit occupies a town or city
during the End of Turn Stage, the Communist player gains
1 VP; once he has gained VP for capturing a town or city,
he can never lose them even if the FMLN unit is later forced
out of the hex or is eliminated.
A fourth objective counts only when US Intervention
begins at or rises to level 4 during play. The Communist
player gains VP for eliminating US combat air and ground
units (including the the CIA EW/engineers units); no VP are
awarded for mobile SAM/AA's, artillery units, or anti-tank
units. No VP are awarded for destroying US EW or transport air units. The number of VP for US units is based upon
the FSLN Preparedness Level. Even if US Intervention later
drops below level 4, the Communist player continues to gain
VP for eliminating US units.
Notes on Communist Objectives
1. FDN and ARDE units are also eliminated if they are forced west
of hexrows they cannot enter. See 17.1. Note that Entrenchments
are not eliminated until the End of Turn Stage (unlike in the Conventional Game; see 7.7).
2. Victory Points gained for Merchant Shipping Raid missions apply
towards the total VP the Communist player must gain in Central
America. They do not count towards VP that must be gained in El
Salvador and Honduras.
3. Conquest of an Allied country does not necessarily end the game
(see below).
4. If the optional rule 18.4 (Nicaraguan Motor Torpedo Boat Attack)
is being used, any VP gained by the Communist player apply towards
VP he must gain at US Intervention Level 4.
Contra Victory Objectives: The FDN/ARDE are given the
objectives of controlling villages, airstrips, and VP hexes as
well as capturing VP hexes. The Allied player should keep
track on the Victory Points Record of those villages he controls and which VP hexes he controls or has captured. The
Allied player does not have to keep units in these hexes; as
long as no communist regular or insurgency units move into
the captured hexes, they are still under Contra control. When
called upon to capture VPs, it is sufficient for the Contra units
to remain in the objective hex through the End of Turn Stage;
once these VP's are captured, they can never be lost even
if an objective hex is later recaptured by communist units.
Note that capture of an airstrip is important for keeping the
Contras in supply (see 9.6: Southern Airways Supply).
US Victory Objectives: The US becomes an aggressor at Intevention Level 4 as soon as the first US ground unit enters
Nicaragua. The Allied player receives VP's according to the
Victory Point Record. In addition, the goal level may call for
the Allied player to capture Managua and/or Punta Huete airport, the FSLN Government and/or FSLN Treasury markers,
or to conquer Nicaragua. Nicaragua is considered conquered
when the following other conditions are met:
• The capital and all other cities are Allied-controlled.
• All Nicaraguan Supply Sources are captured (either by US,
Allied, or Contra ground units).
• The FSLN Government and Treasury markers have been
captured.
• All communist "r rated combat air units have been destroyed.
• The following ground units have all been eliminated:
Nicaraguan tank regiments, mechanized infantry brigades,
and 3-3-4 and 3-4-4 infantry brigades; all Cuban nonengineers ground units.
Note: Rebuilding communist ground units on the Game Turn Track
are not taken into account, since they cannot return to play after
all Nicaraguan cities become Allied-controlled.
Mutually Fulfilling Objectives: It is possible for both
players to fulfill their objectives for victory during play. As
long as one side or the other does not capitulate, the scenario
continues. See "Ending the Scenario," below, for more details.
VICTORY POINTS
At the beginning of the game, each player places his three
Victory Point markers at the beginning of the Victory Point
Track (VP x 1 in the "0" box, VP x 10 in the "00" box, and
VP x 100 in the "000" box). The VP markers are used to keep
track of VP accumulated by the FSLN and the US (at Intervention Level 4 only) during the game. In each End of Turn
Stage, the VP markers should mirror the total number of VP
controlled by a player at that time. As a player gains VP for
capturing VP hexes, he should note down on the Victory Point
Record the Game Turn number in which the hex was captured.
During the End of Turn Stage, the player should add together
the VP he gained or lost in that turn and arrange the VP
markers to reflect the total number of VP he currently
controls.
Note: It is vitally important that players keep accurate track of VP
hexes they control throughout the game to determine what objectives have been reached for determining victory.
EXAMPLE OF VICTORY POINTS: During the first Game Turn, the
Communist player captures the towns of Danli (2010) and El Paraiso
(2011) and the Supply Source of Puerto Lempira (3505). He places a
"1" by each of these VP objectives on his Victory Point Record. The
three objectives are worth a total of 3 VP. During the End of Turn
Stage, he moves the "VP x 1" marker into the 3 box on the Victory
Point Track. In the second turn he conquers the city and supply
source of Choluteca (1714), the towns of Nacaome (1513) and
Goascoran (14121, and the port of Brus Laguna (3202). He places a
"2" by each VP objective on his record. Again, each objective is
worth 1 VP; in this turn he gains 5 VP total, so he moves the
"VP x 1" marker to the 7 box, the combined VP he has so far gained.
In the next turn, the Communist player's ground unit is forced
out of Nacaome by Honduran units. Since he no longer controls the
town, the Communist player erases the "2" on his record and must
lose one VP on the Victory Point Track.
EFFECTS OF CONQUEST
Once an Allied country is conquered, its units are
removed from play. All air units, helicopters, insurgency
units, and regular ground units on the Game Turn Track for
that country are removed from the mapsheet. Conquest of
an Allied country has the following effects on US ground and
air units in that country:
• US air units can continue to be based at air facilities in that
country, but at least one US ground unit must remain in
the air facility hex. A supply line must be maintained to
the air facility (see below).
• US ground and helicopter units can remain in the country.
CENTRAL AMERICA, Scenario Book: Page 52
• A supply line exists if a US ground unit occupies an Allied
Supply Source or port in the country. Each Supply Source
and/or port garrisoned by US ground units can provide supply to US units.
The Allied player has the Allied Ground and Air Stage
of the turn in which the Allied country is conquered and the
whole of the next turn to garrison Supply Sources and/or ports
in the conquered country. During the End of Turn Stage of
the turn after the Allied country is conquered, Damage markers are placed on all ungarrisoned Supply Sources (except
hexes 3127 in Costa Rica and 0109 in Guatemala, which can
never be destroyed) and ports in the conquered country. The
Allied player can capture damaged ports in the conquered
country and can use repairs to increase the ports supply
capacity; damaged Supply Sources in the conquered country
can never be used by US units.
It is possible for US units to recapture a conquered Allied
country. However, the units of the conquered country are
never brought back into play.
Supply: Supply for Allied units can also be drawn from
USMC Beachhead and 82nd Air Supply markers, from controlled ports, and from Allied Supply Depots. In addition, the
Allied player can ferry in Supply Depots from the north
mapedge. During each Allied Air Mission Phase, one supply
depot can be brought on by each C-130 or C-141 transport
air unit. The Supply Depot can either be paradropped or can
be landed at a US-controlled air facility. The number of Allied
Supply Depot markers in the countermix is a strict limitation. If all Supply Depots are currently on the map, no additional markers can be brought on until one of the depots is
removed either through drawing supplies from it or through
elimination.
VICTORY OBJECTIVES FOR A DEFENDER
Each defender also has three goal levels: Minimum,
Expansion, and Militant. The Allies (E1 Salvador, Honduras,
and the FDN/ARDE) are given objectives for victory, which
are also based upon the Allied Preparedness Level for the
scenario. The lower the initial Preparedness Level, the easier
the defender's objectives are. Likewise, Nicaragua is given
victory objectives for when the US becomes an aggressor at
US Intervention Level 4, and the goal level depends upon
the initial FSLN Preparedness Level.
The defender does not have to select a goal level at the
beginning of play. As long as he meets all the objectives for
a goal level (Minimum, Expansion, or Militant) during an End
of Turn Stage, he can ask his opponent if he wishes to end
the game. If the opponent does not wish to end the scenario,
the game continues. Should it become impossible for a
defender to meet all the objectives at one goal level, he must
try to meet the objectives at a lower level, but he can never
go to a lower goal level than one listed for the initial Allied
Preparedness Level.
i
EXAMPLE OF DEFENDER'S OBJECTIVES: Using Box 2 of the Doctrine
Matrix as the basis of the game, both players begin at Preparedness
Level 3. To achieve the Militant goal, the Allied player must keep 2
FDN/ARDE Entrenchments and 12 regular ground units on the map,
must force all communist regular ground units out of El Salvador
and Honduras, must allow the FMLN to capture no more than 3
VP, and must destroy 2 FMLN Entrenchments. The Allied player
manages to fulfill his conditions by the end of turn 5, and during the
End of Turn Stage, he asks the Communist player if he wishes to
end the scenario. The Communist player refuses and on the sixth
Game Turn manages to eliminate two FDN Entrenchments and the
ARDE Entrenchment. The Allied player can no longer meet the Militant goal level, and so he must try to meet the Expansion goal level.
If the last FDN Entrenchment is destroyed, the Allied player will be
unable to meet the objectives for the Expansion goal level (requiring
at least one Contra Entrenchment to remain on the map). He cannot
go to the Minimum goal level because he started at Preparedness
Level 3. The best he can hope for is a stalemate.
If US Intervention rises to level 4, the Allied player can still win
the game if he achieves victory objectives with US forces.
Victory Objectives for the Allies: There are three objectives for the Allied player at each goal level. The first objective is for the Contras (FDN and ARDE) and requires that
they keep Entrenchment markers and/or regular group units
on the map. It is possible for Contra units to be eliminated
and then be rebuilt to maintain the Allied objective; elimiriated Entrenchments can never be brought back into play.
The second objective is deny VP to the Communist
player. The Allied player should be aware of the number of
communist VP recorded on the Victory Point Track. It is possible that the Allied player will lose more VP than allowed
in his objective for a goal level, but he may be able to lower
the communist VP total by regaining control of VP hexes in
Allied countries. It is also possible for El Salvador or Honduras
to be conquered by the Communist player, and even though
the military units of the conquered country can no longer
enter play, the Allied player can obtain his goal level by reconquering the country with US forces.
The Allied player may be directed, as part of the Salvador/
Honduran objective, to force all communist regular ground
units out of Honduras and El Salvador. When the last ground
unit has been eliminated or forced back beyond the set-up
boundary into Nicaragua, this objective has been met.
The third objective concentrates on the FMLN in El
Salvador. The Allied player must prevent the FMLN from capturing the listed VP (once the VP have been captured, they
are never lost). In addition, the Allied player may be directed to destroy one or both FMLN Entrenchments.
Victory Objectives for Nicaragua: As soon as one US
ground unit enters Nicaragua at US Intervention Level 4, the
defender's objectives for the Communist player come into
effect. The Communist player is given the objectives of controlling Managua, Punta Huete airport, the FSLN Government and/or Treasury marker, and limiting the number of
VP controlled by US units (VP controlled by Contra units are
not considered). The ultimate goal is to force all US ground
units out of Nicaragua, which can happen either be eliminating US units, by Forced Withdrawal, or by the outbreak of
World War III.
ENDING A GAME
If World War III breaks out, the Allied player rolls on
the World War III Table. On a result of 0 or 1, the game
automatically ends in a victory for the Communist player.
Otherwise, a scenario ends upon mutual agreement of
both players. During each End of Turn Stage, players should
check each aggressor's victory objectives and each defender's
victory objectives. As long as one player's objectives are met,
that player can ask his opponent if he wishes to end the game.
If the opponent does not wish to end the game, the next turn
is played through and objectives for victory are checked in
that End of Turn Stage. As soon as both players agree to end
the scenario, the game is over and victory is determined.
Such determinants as the rise in US Intervention Level,
the US War Powers Act, and the outbreak of World War III
can have an overwhelming effect on victory objectives. The
following guidelines are suggested for providing an absolute
end to the game:
• The Communist player conquers both El Salvador and
Honduras, and it is impossible for US Intervention to go
to level 4 (either because of Forced Withdrawal or the outbreak of World War III).
• The Allied player conquers Nicaragua, and all FMLN units
and Entrenchments are eliminated.
• Either player, as the aggressor, has met all the objectives
for a Militant goal, and the opposing player as defender
has been unable to meet all his objectives for the lowest
goal level (based upon his initial Preparedness Level).
• Either player, as the defender, has met all his objectives
for a Militant goal. In addition, as an aggressor, he has met
all his objectives for any goal level.
CENTRAL AMERICA, Scenario Book: Page 53
If one of these conditions is in effect, the player wins a
Decisive Victory. Note that it is possible for both players to
achieve victory objectives as aggressors at the same time. The
players may elect to end the scenario at this point with both
of them winning, or one player may decide to continue the
game in hopes of becoming the sole winner.
It is important to remember that the aggressor needs to
meet only one of his listed objectives to attempt to end the
game while the defender must meet all his objectives to
attempt to win.
Changing Victory Goal Levels: An aggressor who achieves
all the objectives for the goal level he chose before play may
elect to go for a higher goal level during play. To go from a
lower to a higher goal level, the aggressor must meet all the
objectives at the lower level, and then during an End of Turn
Stage, he announces that he will go for a higher level. Again,
as he meets objectives at the higher level, he can ask the
opponent if he wishes to end the game.
An aggressor who has raised his goal level may find that
he is unable to achieve the higher objectives. However, as
long as he continues to meet all the objectives of a lower goal
level, he can continue to ask the opposing player if he wishes
to end the game.
STALEMATES
On occasion it will become impossible for either player
to achieve all his objectives. In the event that no one can win
a game or that players wish to end the game without one
player or the other winning, they may elect to call it a stalemate. In effect, the war in the area has ground to a halt and
now political maneuvering comes into effect.
If a stalemate is in effect or has been chosen, it is recommended that each player write down the conditions he will
accept for ending the war. Once the conditions are written
down, the players should consult with each other, explaining their political objectives and dickering until they are both
satisfied with the final political arrangement.
BOX 1 (Non-Intervention/Non-Intervention)
Both superpowers see the conflict as a regional affair in which
neither chooses to become involved. The United States has grown
increasingly more isolationist in foreign policy, concentrating on
domestic problems (political elections, the national debt, crisis of faith
in the democratic process, etc.). The Soviet Union faces domestic
unrest not only inside the USSR but also within its Warsaw Pact allies.
Sensing the indifference of both powers, the FSLN leadership
decides the time is ripe to attack the Contras in Honduras and Costa
Rica. The Nicaraguan army is at a low level of mobilization and most
units are used as garrisons throughout the country; only the main
army units will take part in the attacks on the Contras. The FMLN
leadership, meanwhile, is aware of its limited successes in El Salvador
and needs to revitalize its guerrilla campaign with a major offensive.
Honduras faces a difficult decision: On the one hand, it fears
that a Nicaraguan advance into the country may result in a general
war; on the other hand, an implied threat by the US to cut off aid
to Honduras should the Contras be destroyed has forced the Honduran leadership to consider a strong support of the Contras. El Salvador, meanwhile, is aware of the FMLN's movement and is just
beginning to prepare for a new offensive. Costa Rica, though allowing the ARDE free basing within the country, looks on a fight between
Nicaragua and the Contras as a nuisance more than as a threat to
its sovereignty.
In the face of US indifference, the Contras realize that they must
gain additional world support by repelling FSLN attacks and accomplishing some gains in Nicaragua.
The game has ground to a halt.
The FMLN has been eliminated in El Salvador without gaining any
VP, but the FSLN controls 30 VP in Honduras. In addition, the
Contras hold a solid wedge of Nicaraguan territory around Puerto
Cabezas. The situation could continue, but the players decide that
they would rather seek a political solution.
The Allied player writes down the following conditions he seeks:
1. All Nicaraguan forces must be withdrawn from Honduras; and
2. The Contras must be allowed to remain in eastern Nicaragua.
The Communist player also writes down his conditions:
1. All Contra units must be withdrawn from Nicaragua; and
2. Honduras must cede Choluteca to Nicaragua.
The players then explain their conditions to each other and begin
dickering. The Allies refuse to cede any territory to Nicaragua, but
they are willing to withdraw the FDN back to Honduras and the
ARDE to Costa Rica. The FSLN objects to the Contra threat remaining on the Nicaraguan border and offers to cede all conquered
Honduran territory if the Contras are removed from its neighboring
countries; in addition, the Communist players asks that the FMLN
be allowed to participate in free elections in El Salvador. The Allies
agree to remove the Contras to Guatemala and the United States
and to hold free elections in El Salvador if Nicaragua agrees to hold
free elections. This settlement is agreeable to the Communist player.
He states that he will now withdraw his Nicaraguan units from
Honduras and will hold free elections; the Allies will remove the
Contras from the Nicaraguan border and agree to hold elections in
El Salvador. A political agreement has been reached and the game ends.
EXAMPLE OF POLITICAL DICKERING:
GENERAL DESCRIPTION OF WORLD CONDITIONS
The Doctrine Matrix is used to determine the general conditions for victory. Given below is a description of the current world situation in relation to the doctrine espoused by
each side.
The following descriptions articulate the political atmosphere at the beginning of a major conflict in Central America,
based upon the attitudes of the superpowers and their willingness to intervene in the area. Their attitudes are reflective of the political objectives each side pursues in the war.
GOAL LEVEL
PREP
LEVEL
Expansion
Militant
FDN/ARDE
GOAL LEVEL
PREP
LEVEL
Minimum
1
Expansion
Militant
AGGRESSORS
GOAL LEVEL
PREP
LEVEL
Communists
Minimum
1
OBJECTIVES
1 1) Vs. FDN/ARDE: Destroy 3 Entrenchments.
No regular ground units in Nicaragua.
Control 6 villages and 1 airstrip.
Capture 2 VP.
Control 8 villages, 1 airstrip, and 2 VP.
Capture 2 other VP.
Control 11 villages, 2 airstrips, and 3 VP.
Capture 4 other VP.
DEFENDERS
Allies
Minimum
OBJECTIVES
1)
2)
1,2 1)
2)
1,2 1)
2)
AGGRESSORS: Nicaragua and the FDN/ARDE are aggressors
at all Preparedness Levels.
PREP
GOAL LEVEL LEVEL
OBJECTIVES
2) FSLN: Control 25 VP in Honduras/
El Salvador.
3) FMLN: Capture 3 VP in El Salvador.
1,2 1) Vs. FDN/ARDE: Destroy 4 Entrenchments
and eliminate all regular ground units.
2) FSLN: Control 40 VP in Honduras/
El Salvador.
3) FMLN: Capture 5 VP in El Salvador.
1,2 1) Vs FDN/ARDE: Destroy 4 Entrenchments
and eliminate all regular and insurgency
ground units.
2) FSLN: Control 60 VP in Honduras/
El Salvador.
3) FMLM: Capture 8 VP in El Salvador.
OBJECTIVES
1) FDN/ARDE.• Keep 8 regular ground units
on map.
2) Honduras/EI Salvador: No more than
24 VP to FSLN.
3) El Salvador: No more than 2 VP to
FMLN.
CENTRAL AMERICA, Scenario Book: Page 54
PREP
GOAL LEVEL LEVEL
Expansion
OBJECTIVES
1,2 1) FDN/ARDE: Keep 1 Entrenchment and 10
PREP
LEVEL
GOAL LEVEL
Militant
regular ground units on map.
2) Honduras/EI Salvador: No more than
10 VP to FSLN.
3) E/ Salvador: No VP to FMLN. Eliminate 1
FMLN Entrenchment.
BOX 2 (Non-Intervention/Brezhnev Doctrine)
The US Congress has repeatedly expressed its unwillingness to
become involved in an unpopular war, but the President is willing
to send troops and air units to assist in a conflict. The Soviets, on
the other hand, have been encouraged by their Cuban allies to give
at least minimal support to Nicaragua as a pledge of Soviet solidarity
with their Latin brothers. Using the oft-expoused Brezhnev Doctrine,
which gives the Soviet Union a political casus belli when a socialist
government is threatened with overthrow, they have moved support
units and internal security troops into Nicaragua to strengthen the
Sandinista regime.
Emboldened by Soviet support and the seeming lack of US
interest, the FSLN seeks not only to eliminate the Contras but also
to force socialist doctrine on their neighbors at gunpoint. They are
prepared either for a major incursion to destroy the Contra threat
or an overwhelming invasion to punish their neighboring military
dictators. The FMLN in El Salvador is also prepared to offer battle
to the Salvadoran leadership.
Honduras and El Salvador are better prepared to deal with the
threats on their borders, and their leaders are importuning Washington to give them substantial assistance, though the administration
has not yet decided its course of action.
The FDN and ARDE have recruited more troops that will be useful either guarding their base camps or infiltrating into Nicaragua.
AGGRESSORS: Nicaragua and the FDN/ARDE are aggressors
at all Preparedness Levels. If US Intervention reaches level
4, the US is an aggressor.
FDN/ARDE
GOAL LEVEL
PREP
LEVEL
Minimum
2
Expansion
2,3
Militant
2,3 1) Control 15 villages, 2 airstrips, and 3 VP.
Minimum
2
GOAL LEVEL
FSLN
PREP
LEVEL
Minimum
2
Militant
2,3
OBJECTIVES
1) Control 35 VP in Nicaragua.
2) Capture Managua and Punta Huete.
Expansion
2,3 1) Control 40 VP in Nicaragua.
2) Capture Managua and Punta Huete.
3) Capture Treasury or Government.
Militant
2,3 1) Conquer Nicaragua.
DEFENDERS
Allies
GOAL LEVEL
PREP
LEVEL
Minimum
2
OBJECTIVES
1) FDN/ARDE: Keep 1 Entrenchment and 8
regular ground units on map.
2) Honduras/EI Salvador: No more than
35 VP to FSLN.
3) El Salvador: No more than 4 VP to
OBJECTIVES
1)
Vs. FDN/ARDE: Destroy 3 Entrenchments.
Expansion
No regular ground units in Nicaragua.
2) FSLN: Control 40 VP in Honduras/
El Salvador.
3) FMLN: Capture 5 VP in El Salvador.
4) Vs. US ant Level 41: Gain 6 VP.
Expansion
1) Control 11 villages, 1 airstrip, and 4 VP.
2) Capture 4 other VP.
United States (at Intervention Level 4)
AGGRESSORS
PREP
LEVEL
OBJECTIVES
1) Control 8 villages, 1 airstrip, and 2 VP.
2) Capture 3 other VP.
2) Capture 4 other VP.
Communists
GOAL LEVEL
OBJECTIVES
1,2 1) FDN/ARDE: Keep 2 Entrenchments and
12 regular ground units on map.
2) Honduras/El Salvador: No communist
regular ground units in Honduras or
El Salvador.
3) El Salvador: No VP to FMLN. Eliminate
2 FMLN Entrenchments.
1) Vs. FDN/ARDE: Destroy 4 Entrenchments
and eliminate all regular ground units. No
insurgency units inside Nicaragua.
2) FSLN: Control 65 VP in Central America.
3) FMLN: Capture 8 VP in El Salvador.
4) Vs. US ant Level 41: Gain 10 VP.
2,3 1) Vs FDN/ARDE: Destroy 4 Entrenchments
and eliminate all regular and insurgency
ground units.
2) FSLN: Control 90 VP in Central America.
3) FMLM: Capture 12 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 15 VP.
2) Honduras/EI Salvador: No more than
10 VP to FSLN.
3) El Salvador: No more than 4 VP to
Militant
El Salvador.
3) El Salvador: No more than 3 VP to
FMLN. Destroy 2 FMLN Entrenchments.
FSLN (at US Intervention Level 4)
GOAL LEVEL
PREP
LEVEL
Minimum
2
Militant
While the US seems to turn a blind eye to the deteriorating situation in Central America, Moscow has opted for direct military intervention in the area. The Soviet leadership is making a bold gamble
to gain ascendancy in Central America and to belittle American
foreign policy, assuming that a quick war in the area can be won
before US military forces can respond in time. They have prepositioned considerable jet aircraft in Cuba to ferry into Nicaragua and
counter the ability of US aircraft. The US leadership is beginning
to mobilize in the threat of communist aggression, and should US
forces be forced to intervene, they hope to convince the American
FMLN. Destroy 1 FMLN Entrenchment.
2,3 1) FDN/ARDE: Keep 2 Entrenchments and
12 regular ground units on map.
2) Honduras/EI Salvador: No communist
regular ground units in Honduras or
Expansion
BOX 3 (Non-Intervention/Adventurism)
FMLN.
2,3 1) FDN/ARDE: Keep 1 Entrenchment and 10
regular ground units on map.
11
2)
2,3 1)
2)
3)
2,3 1)
OBJECTIVES
Control Managua or Punta Huete.
No more than 40 VP to US.
Control Managua or Punta Huete.
Control Government or Treasury.
No more than 35 VP to US.
No US ground units in Nicaragua.
public of their wisdom.
Nicaragua sees this time as the golden opportunity to destroy
the Contra threat while smashing the fascist military regimes in the
area. Their goal is simple: to "free" the peoples of Central America.
The FMLN will prove extremely useful in distracting the Salvadoran military while the main Nicaraguan units drive on to conquer.
The Allies are prepared for war in the area and have repeatedly
focused world media attention on the FSLN build-up in hopes of
getting the US to respond quickly. They are prepared to fight delaying actions until the US military might can tip the balance in their
favor.
CENTRAL AMERICA, Scenario Book: Page 55
The FDN and ARDE now have sufficient forces to drive deeply
into Nicaragua, and the Allies have been urging them to make their
presence felt so as to blunt the expected Nicaraguan attack.
AGGRESSORS: The communists and the FDN/ARDE are
aggressors at all Preparedness Levels. If US Intervention rises
to level 4, the US is an aggressor.
United States (at Intervention Level 4)
GOAL LEVEL
FSLN
PREP
LEVEL
Minimum
3
1)
2)
3,4 1)
2)
3)
3 -1 11
Expansion
AGGRESSORS
Communists
PREP
GOAL LEVEL LEVEL
Minimum
Expansion
Militant
OBJECTIVES
3 1) Vs. FDN/ARDE: Destroy 4 Entrenchments
and eliminate all regular ground units. No
insurgency units inside Nicaragua.
2) FSLN: Control 65 VP in Central America.
3) FMLN: Capture 8 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 10 VP.
3,4 1) Vs. FDN/ARDE: Destroy 4 Entrenchments
and eliminate all regular ground and
insurgency units.
2) FSLN: Control 90 VP in Central America.
3) FMLN: Capture 12 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 20 VP.
3,4 1) Vs FDN/ARDE: Destroy 4 Entrenchments
and eliminate all regular and insurgency
ground units.
2) FSLN and FMLN: Conquer Honduras and
El Salvador.
3) Vs. US (Int Level 4): Gain 30 VP.
Militant
DEFENDERS
Allies
GOAL LEVEL
PREP
LEVEL
Minimum
3
Expansion
Militant
Expansion
Militant
OBJECTIVES
3 1) Control 6 villages, 1 airstrip.
2) Capture 2 VP.
3,4 1) Control 10 villages, 1 airstrip, and 2 VP.
2) Capture 3 other VP.
3,4 1) Control 15 villages, 2 airstrips, and 3 VP.
2) Capture 3 other VP.
OBJECTIVES
1) FDN/ARDE: Keep 3 regular ground units
on map.
2) Honduras/El Salvador: No more than
55 VP to FSLN.
3) El Salvador: No more than 7 VP to
FMLN.
3,4 1) FDN/ARDE: Keep 6 regular ground units
on map.
2) Honduras/E1 Salvador: No more than
45 VP to FSLN.
3) El Salvador: No more than 5 VP to
FMLN.
3,4 1) FDN/ARDE: Keep 9 regular ground units
on map.
2) Honduras/El Salvador: No more than
20 VP to FSLN.
3) El Salvador: No more than 4 VP to
FMLN. Destroy 1 FMLN Entrenchment.
Minimum
FDN/ARDE
PREP
GOAL LEVEL LEVEL
OBJECTIVES
Control 25 VP in Nicaragua.
Capture Managua and Punta Huete.
Control 35 VP in Nicaragua.
Capture Managua and Punta Huete.
Capture Treasury or Government.
Conquer Nicaragua.
FSLN (at US Inte rvention Level 4)
GOAL LEVEL
PREP
LEVEL
Minimum
3
Expansion
Militant
1)
2)
3,4 1 )
2)
3)
3,4 1 )
BOX 4 (Monroe Doctrine/Non-Intervention)
AGGRESSORS
These particular circumstances closely approximate the current
superpower positions toward the region. The US is sending a clear
message to the Soviet leadership that Central American is a regional
situation: Outsiders and their surrogates (Cuba) keep out. The US
objectives are publicized as preventing the spread of communism
while attempting to moderate the totalitarian aspects of the FSLN
revolution. Any aggressive moves will entail a swift American
response; indeed, depending on the mood of the US, this may be
the time to "curtail" communist influence in the area forever. Aside
from some advisors and training units, Soviet and Cuban presence
in the area is limited.
Aware of the US position, the Nicaraguan leadership faces the
continual annoyance of the Contras on the borders. If the FSLN
leaders have sufficient strength, they may consider surgical strikes
into neighboring countries to remove the Contras. If such a strike
is undertaken, Nicaragua may attempt limited territorial conquests
to use as a bargaining chip in future negotiations for peace. The FMLN
is limited in forces, but manages to score significant victories
periodically.
The Contras are confident that they can make realistic military
and political advances in the area and are prepared for war. If the
US lands ground forces in the area, the Contras will attempt to grab
eastern Nicaragua.
Honduras and El Salvador have limited preparations underway
for war and depend heavily on US support should Nicaragua grow
aggressive.
AGGRESSORS: Nicaragua and the FDN/ARDE are aggressors
at all Preparedness Levels. If US Intervention rises to level
4, the US is an aggressor.
Communists
PREP
GOAL LEVEL LEVEL
OBJECTIVES
Control Managua or Punta Huete.
No more than 20 VP to US.
Control Managua or Punta Huete.
Control Government or Treasury.
No more than 10 VP to US.
No US ground units in Nicaragua.
OBJECTIVES
Minimum 2 1) Vs. FDN/ARDE: Destroy 2 Entrenchments.
No regular ground units inside Nicaragua.
2) FSLN: Control 20 VP in Honduras/
El Salvador.
3) FMLN: Capture 3 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 6 VP.
Expansion 2,3 1) Vs. FDN/ARDE: Destroy 3
Entrenchments. No regular ground or
insurgency units in Nicaragua.
2) FSLN: Control 35 VP in Honduras/
El Salvador.
3) FMLN: Capture 5 VP in E1 Salvador.
4) Vs. US (Int Level 4): Gain 12 VP.
2,3 1) Vs FDN/ARDE: Destroy 4 Entrenchments
Militant
and eliminate all regular ground units.
2) FSLN: Control 55 VP in Central America.
3) FMLN: Capture 8 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 18 VP.
FDN/ARDE
PREP
GOAL LEVEL LEVEL
Minimum 2
Expansion
1)
2)
2,3 1)
2)
OBJECTIVES
Control 15 villages, 2 airstrips, and 4 VP.
Capture 4 other VP.
Control 20 villages, 2 airstrips, and 8 VP.
Capture 6 other VP.
CENTRAL AMERICA, Scenario Book: Page 56
PREP
GOAL LEVEL LEVEL
PREP
GOAL LEVEL LEVEL
Militant
OBJECTIVES
2,3 1) Control 25 villages, 2 airstrips, and
10 VP.
2) Capture 6 other VP.
United States (a t Intervention Level 4)
GOAL LEVEL
FSLN
PREP
LEVEL
Minimum
2
OBJECTIVES
1)
2)
2,3 1)
2)
3)
2,3 1)
Expansion
Militant
Control 35 VP in Nicaragua.
Capture Managua and Punta Huete.
Control 40 VP in Nicaragua.
Capture Managua and Punta Huete.
Capture Treasury or Government.
Conquer Nicaragua.
DEFENDERS
Allies
PREP
GOAL LEVEL LEVEL
GOAL LEVEL
PREP
LEVEL
Minimum
2
OBJECTIVES
FDNIARDE: Keep 2 Entrenchments and
10 regular ground units on map.
2 Honduras/EI Salvador: No more than
10 VP to FSLN.
3 El Salvador: No more than 2 VP to
FMLN.
1
AGGRESSORS: At Preparedness Levels 3 and 4, Nicaragua and
the FDN/ARDE are aggressors. At US Intervention Level 4,
the US is an aggressor.
AGGRESSORS
GOAL LEVEL
PREP
LEVEL
Militant
FDN/ARDE
PREP
GOAL LEVEL LEVEL
Minimum
Expansion
Militant
United States (at Intervention Level 4)
FSLN
PREP
GOAL LEVEL LEVEL
Minimum
Expansion
Militant
OBJECTIVES
3 1) Control 30 VP in Nicaragua.
2) Capture Managua and Punta Huete.
3,4 1) Control 40 VP in Nicaragua.
2) Capture Managua and Punta Huete.
3) Capture Treasury or Government.
3,4 1) Conquer Nicaragua.
DEFENDERS
Allies
PREP
GOAL LEVEL LEVEL
Minimum
OBJECTIVES
OBJECTIVES
3 1) Control 10 villages, 1 airstrip, and 3 VP.
2) Capture 2 other VP.
3,4 1) Control 15 villages, 1 airstrip, and 5 VP.
2) Capture 3 other VP.
3,4 1) Control 20 villages, 2 airstrips, and 7 VP.
2) Capture 4 other VP.
PREP
GOAL LEVEL LEVEL
3 1) Vs. FDN/ARDE: Destroy 2 Entrenchments.
No regular ground units inside Nicaragua.
2) FSLN: Control 30 VP in Honduras/
El Salvador.
3) FMLN:• Capture 7 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 9 VP.
3,4 1) Vs. FDN/ARDE: Destroy 3 Entrenchments.
No regular ground or insurgency units in
Nicaragua.
2) FSLN: Control 50 VP in Central America.
OBJECTIVES
3) FMLN: Capture 10 VP in El Salvador.
4) Vs. US ant Level 41: Gain 18 VP.
3,4 1) Vs FDN/ARDE: Destroy 4 Entrenchments
and eliminate all regular ground units.
2) FSLN: Control 70 VP in Central America.
3) FMLN: Capture 15 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 25 VP.
Communists
Expansion
OBJECTIVES
2 1) Control Managua or Punta Huete.
2) No more than 34 VP to US.
Expansion 2,3 1) Control Managua or Punta Huete.
2) Control Government or Treasury.
3) No more than 30 VP to US.
Militant
2,3 1) Control Managua and Punta Huete.
2) Control Government or Treasury.
3) No more than 15 VP to US.
Minimum
BOX 5 (Monroe Doctrine/Brezhnev Doctrine)
Saber-rattling is the order of the day. Both superpowers see
Central America as the focal point of their clash in doctrines.
Miscalculation by either side could lead to open conflict in other areas
of the world with the spectre of nuclear exchanges. Cuban troops
have been clandestinely shipped into Nicaragua to bolster the FSLN's
already potent army, and jet aircraft have been forwarded to Cuba
for quick transfer into Nicaragua. Military forces in the United States
have been put on the alert and several squadrons of the US Air Force
have been sent, by invitation, into Central America. Advisors to the
President have stressed that defeat of the FSLN will mean a restructuring of the Managuan government along pro-Western lines, and
there are rumors that a secret memorandum tagged "Today Managua,
Tomorrow Havana' is floating around top government offices.
The FSLN objectives are to drag their socialist brothers into supporting their regional aspirations of military conquest so as to insure
long-term security in the face of American hostility. They are hoping
the US will back down from direct military involvement, a mistake
that could prove devastating to them. Supporting their rhetoric is
the FMLN leadership, which has sworn to overthrow the Salvadoran
government.
The governments in Honduras and El Salvador are nervous at
the posturing of the superpowers, but they have allowed US units
the right to base in their country. They have declared, however, that
their military units will fight only to preserve the integrity of their
countries.
The FDN and ARDE, their ranks swollen by new recruits, see
the situation as a great opportunity to retake Nicaragua from the
Sandinistas. Given sufficient US support, they feel confident they
can overcome any conventional force that bars their way to Managua.
(That the US might land ground forces in Nicaragua is certainly a
boost to their egos.)
Minimum
OBJECTIVES
Expansion 2,3 1) FDN/ARDE: Keep 2 Entrenchments and
12 regular ground units on map.
2) Honduras/El Salvador: No communist
regular ground units in Honduras or El
Salvador.
3) El Salvador: No more than 2 VP to
FMLN. Destroy 1 FMLN Entrenchment.
2,3 1) FDN/ARDE: Keep 3 Entrenchments and 8
Militant
regular ground units on map.
2) Honduras/El Salvador: No communist
regular ground units in Honduras or El
Salvador.
3) El Salvador: No more than 1 VP to
FMLN. Destroy 2 FMLN Entrenchments.
FSLN (at US Intervention Level 4)
Expansion
OBJECTIVES
2,3 1) FDN/ARDE.• Keep 1 Entrenchment and 6
regular ground units on map.
2) Honduras/El Salvador: No more than
25 VP to FSLN.
3) El Salvador: No more than 5 VP to
FMLN.
2,3,4 1) FDN/ARDE: Keep 2 Entrenchments and
10 regular ground units on map.
2) Honduras/EI Salvador: No more than
10 VP to FSLN.
3) El Salvador: No more than 4 VP to
FMLN. Destroy 1 FMLN Entrenchment.
CENTRAL AMERICA, Scenario Book: Page 57
PREP
GOAL LEVEL LEVEL
Militant
OBJECTIVES
2,3,4 1) FDN/ARDE: Keep 2 Entrenchments and
12 regular ground units on map.
2) Honduras/El Salvador: No communist
regular ground units in Honduras or
El Salvador.
3) El Salvador: No more than 3 VP to
FMLN. Destroy 1 FMLN Entrenchment.
BOX 6 (Monroe Doctrine/Adventurism)
The world crisis has moved beyond the "missiles of October" to
direct confrontation between the superpowers. Believing the US to
be a "paper tiger," the Soviet Union and Cuba are prepared to give
maximum support in the drive to conquer Central America. Warsaw Pact forces are on extensive military exercises in eastern Europe
and the Soviet fleets have sortied into open water. Faced with this
terrible crisis, the US has decided not to back down, and strong military forces have already moved into Central America; given the
opportunity to eliminate the Sandinista government, the US debates
on whether to contain the strong Nicaraguan army within their
borders or to apply its full might and shatter the FSLN for good.
The FSLN believes itself strong enough not only to shatter the
weak armies of its neighbors but also to withstand a direct thrust
by US ground forces against the country. Promises by Moscow that
jet aircraft will be made available and that any major US provocation could bring about the inevitable clash of arms have reassured
the Sandinista leadership. The FMLN, not to be left in the dust, has
promised to carry on a major campaign in El Salvador.
The FDN and ARDE regular and guerrilla forces are strong. They
have high hopes for a quick and successful invasion of Nicaragua
by US forces. Though aware that an outbreak of war elsewhere may
remove the US, they have high hopes that they will be able to overcome the shattered remains of the Nicaraguan army.
Caught between a rock and a hard place, Honduras and El Salvador have prepared as best they can for the expected blitzkrieg by
the Nicaraguans. The presence of US air units and military forces
in the area holds promise for their side, although they are well aware
that an outbreak of war in Europe could see the US withdraw its
forces.
AGGRESSORS: Nicaragua and the FDN/ARDE are aggressors
at all Preparedness Levels. At US Intervention Level 4, the
US is an aggressor.
FSLN (at US Intervention Level 4)
PREP
GOAL LEVEL LEVEL
FDN/ARDE
PREP
GOAL LEVEL LEVEL
Minimum
PREP
LEVEL
Minimum
4
Expansion
4
Militant
4
OBJECTIVES
1) Vs. FDN/ARDE: Destroy 4 Entrenchments.
No regular ground or insurgency units
inside Nicaragua.
2) FSLN: Control 45 VP in Central America.
3) FMLN: Capture 10 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 15 VP.
1) Vs. FDN/ARDE: Destroy 3 Entrenchments.
Eliminate all regular ground units. No
insurgency units in Nicaragua.
2) FSLN: Control 65 VP in Central America.
3) FMLN: Capture 15 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 25 VP.
1) Vs. FDN/ARDE: Destroy 4 Entrenchments.
Eliminate all regular ground and
insurgency units.
2) FSLN and FMLN: Conquer Honduras and
El Salvador.
3) Vs. US (Int Level 41: Gain 40 VP.
BOX 7 (Aggressive Support/Non-Intervention)
The US espouses an almost rabid anti-communist rhetoric and
has threatened to remove the "socialist menace in its backyard once
and for all. Backing for the Contras is pouring forth, and US aircraft
are already stationed in the area. US ground units are prepositioned
for a rapid response to any Nicaraguan aggression in the area. The
Soviet Union because of its own internal problems (strong opposition in several Warsaw Pact countries, sabotage by extremist groups
against energy facilities, failure of the last harvest, etc.) have
OBJECTIVES
3 1) Control 8 villages, 1 airstrip, and 2 VP.
2) Capture 4 other VP.
3,4 1) Control 15 villages, 2 airstrips, and 4 VP.
2) Capture 5 other VP.
3,4 1) Control 18 villages, 2 airstrips, and 6 VP.
2) Capture 6 other VP.
Expansion
Militant
United States (at Intervention Level 4)
GOAL LEVEL
FSLN
PREP
LEVEL
Minimum
4
Expansion
4
Militant
4
OBJECTIVES
1)
2)
1)
2)
3)
11
Control 25 VP in Nicaragua.
Capture Managua.
Control 35 VP in Nicaragua.
Capture Managua and Punta Huete.
Capture Treasury or Government.
Conquer Nicaragua.
DEFENDERS
Allies
GOAL LEVEL
Minimum
Expansion
AGGRESSORS
Communists
GOAL LEVEL
OBJECTIVES
3 1) Control Managua or Punta Huete.
2) No more than 29 VP to US.
Expansion 3,4 1) Control Managua or Punta Huete.
2) Control Government or Treasury.
3) No more than 10 VP to US.
3,4 1) No US ground units Nicaragua.
Militant
Minimum
Militant
PREP
LEVEL
OBJECTIVES
1) FDN/ARDE: Keep 6 regular ground units
on map.
2) Honduras/El Salvador: No more than
39 VP to FSLN.
3) El Salvador: No more than 12 VP to
FMLN.
3,4 1) FDN/ARDE: Keep 10 regular ground units
on map.
2) Honduras/El Salvador: No more than
20 VP to FSLN.
3) El Salvador: No more than 10 VP to
FMLN.
3,4 1) FDN/ARDE: Keep 1 Entrenchment and 8
regular ground units on map.
2) Honduras/El Salvador: No more than 10
VP to FSLN.
3) El Salvador: No more than 8 VP to
FMLN. Destroy 1 FMLN Entrenchment.
3
FSLN (at US Intervention Level 4)
GOAL LEVEL
PREP
LEVEL
Minimum
4
Expansion
4
ant
4
OBJECTIVES
1)
2)
1)
2)
3)
1)
Control Managua.
No more than 24 VP to US.
Control Managua or Punta Huete.
Control Government or Treasury.
No more than 15 VP to US.
No US ground units in Nicaragua
denounced the US in the United Nations, but they are loath to commit military forces to Central America.
Faced with such virulent US emotion, the Sandinistas have mobilized their army to a high extent. There is a debate within the government whether to keep all Nicaraguan troops inside the borders or
to make a daring attack against the Contras, thus achieving limited
territorial goals to use as a bargaining chip in future negotiations.
The FMLN, meanwhile, is relatively weak and worries about a strong
Salvadoran attack against its base camps.
CENTRAL AMERICA, Scenario Book: Page 58
The Contras are prepared to launch a major offensive into
Nicaragua to liberate the country. If the US sends troops into
Nicaragua, the Contras expect to see the downfall of the Managuan
government in a matter of weeks.
Honduras has its troops mobilized to meet any aggression by
Nicaragua, but they expect the presence of US military units in their
country to deter any aggressive moves by the Sandinistas. El Salvador
may choose this time to attack the FMLN strongpoints inside the
country, if the US is willing to give some support.
AGGRESSORS: At Preparedness Levels 3 and 4, Nicaragua and
the FDN/ARDE are aggressors. At US Intervention Level 4,
the US is an aggressor.
OBJECTIVES
3 1) Vs. FDN/ARDE: Destroy 2 Entrenchments.
No regular ground units inside Nicaragua.
2) FSLN: Control 15 VP in Honduras/
El Salvador.
3) FMLN:• Capture 2 VP in El Salvador.
4) Vs. US (Int Level 41: Gain 10 VP.
Expansion 3,4 1) Vs. FDN/ARDE: Destroy 3 Entrenchments.
No regular ground or insurgency units
inside Nicaragua.
2) FSLN: Control 30 VP in Central America.
3) FMLN: Capture 4 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 18 VP.
Militant
3,4 1) Vs FDN/ARDE: Destroy 4 Entrenchments.
Eliminate all regular ground units. No
insurgency units inside Nicaragua.
2) FSLN and FMLN: Control 50 VP in
Central America.
3) FMLN: Capture 5 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 30 VP.
FDN/ARDE
Minimum
Expansion
Militant
3 1)
2)
3,4 1)
2)
3,4 1)
2)
Minimum
Expansion
Militant
OBJECTIVES
2,3 1) Control 35 VP in Nicaragua.
2) Capture Managua and Punta Huete.
2,3,4 1) Control 40 VP in Nicaragua.
2) Capture Managua and Punta Huete.
3) Capture Treasury or Government.
2,3,4 1) Conquer Nicaragua.
DEFENDERS
PREP
GOAL LEVEL LEVEL
Minimum
PREP
GOAL LEVEL LEVEL
FSLN
PREP
GOAL LEVEL LEVEL
Allies
AGGRESSORS
Communists
PREP
GOAL LEVEL LEVEL
United States (at Intervention Level 4)
OBJECTIVES
Control 10 villages, 1 airstrip, and 3 VP.
Capture 3 other VP.
Control 15 villages, 2 airstrips, and 4 VP.
Capture 4 other VP.
Control 18 villages, 2 airstrips, and 6 VP.
Capture 4 other VP.
BOX 8 (Aggressive Support/Brezhnev Doctrine)
The US intends to solve "that Latin problem" by direct intervention in Nicaragua, planning to overthrow the government and install a pro-Western democracy. The Soviet leaders have pledged full
support for their Latin American brothers and are working with Cuba
to prevent the fall of the FSLN, sending Cuban troops into Nicaragua
and forwarding jet aircraft to Cuba. Mobilization of Warsaw Pact
and NATO forces follows, and direct confrontation between East and
West on a worldwide scale is a definite possibility. The United
Nations has strongly criticized the superpowers for such arrogant
displays of militarism.
The FSLN feels confident that they can withstand any assault
by US forces, and they may even use part of their strong army to
attack into Honduras and Costa Rica to remove the Contra base
camps. The FMLN, too, is willing to undertake a major campaign
in El Salvador to prevent the might of the US war machine from being
thrown against their revolutionary brothers in Nicaragua.
The Contras have been well supplied with war materiels and
have raised considerable forces to throw against the Sandinistas. They
are well aware, however, of the strength of the Nicaraguan armed
forces and realize that they will face stiff opposition in trying to gain
objectives inside Nicaragua.
Honduras is willing to support US operations within the country, but it has refused to enter Nicaraguan territory; they will defend
against any FSLN incursion into their country. El Salvador realizes
the FMLN plans major attacks in the country and has requested US
aid to limit the insurgents' effectiveness.
AGGRESSORS: Nicaragua and the FDN/ARDE are aggressors
at all Preparedness Levels. The US is an aggressor.
OBJECTIVES
3 1) FDN/ARDE: Keep 2 Entrenchments and
12 regular ground units on map.
2) Honduras/E1 Salvador: No more than
10 VP to FSLN.
3) El Salvador: No more than 1 VP to
FMLN.
Expansion 3,4 1) FDN/ARDE: Keep 3 Entrenchments and 8
regular ground units on map.
2) Honduras/E1 Salvador: No communist regular
ground units in Honduras or El Salvador.
3) El Salvador: No VP to FMLN. Destroy 1
FMLN Entrenchment.
3,4 1) FDN/ARDE.• Keep 3 Entrenchments and
Militant
12 regular ground units on map.
2) Honduras/El Salvador: No communist regular
ground or insurgency units in Honduras
or El Salvador.
3) El Salvador: No VP to FMLN. Destroy 2
FMLN Entrenchments.
Minimum
FSLN (at US Intervention Level 4)
PREP
GOAL LEVEL LEVEL
OBJECTIVES
2,3 1) Control Managua or Punta Huete.
2) No more than 30 VP to US.
Expansion 2,3,4 1) Control Managua or Punta Huete.
2) Control Government or Treasury.
3) No more than 15 VP to US.
2,3,4 1) No US ground units in Nicaragua.
Militant
Minimum
AGGRESSORS
Communists
PREP
GOAL LEVEL LEVEL
Minimum 3
OBJECTIVES
2
3
4
Expansion 3,4 1
Militant
2)
3)
4)
3,4 1)
2)
3)
4)
Vs. FDN/ARDE: Destroy 3 Entrenchments.
No regular ground units inside Nicaragua.
FSLN: Control 25 VP in Central America.
FMLIV: Capture 8 VP in El Salvador.
Vs. US (Int Level 41: Gain 18 VP.
Vs. FDN/ARDE: Destroy 3 Entrenchments.
Eliminate regular ground units. No
insurgency units inside Nicaragua.
FSLN: Control 45 VP in Central America.
FMLN: Capture 12 VP in El Salvador.
Vs. US (Int Level 4): Gain 30 VP.
Vs FDN/ARDE.• Destroy 4 Entrenchments.
Eliminate all regular ground and
insurgency units.
FSLN: Control 65 VP in Central America.
FMLN: Capture 18 VP in El Salvador.
Vs. US (Int Level 4): Gain 45 VP.
FDN/ARDE
PREP
GOAL LEVEL LEVEL
OBJECTIVES
Minimum 3 1)
2)
Expansion 3,4 1)
2)
Control 12 villages, 1 airstrip, and 2 VP.
Capture 2 other VP.
Control 16 villages, 2 airstrips, and 4 VP.
Capture 3 other VP.
CENTRAL AMERICA, Scenario Book: Page 59
PREP
GOAL LEVEL LEVEL
Militant
4
OBJECTIVES
1) Control 20 villages, 2 airstrips, and 6 VP.
2) Capture 5 other VP.
GOAL LEVEL
PREP
LEVEL
United States
GOAL LEVEL
FSLN
PREP
LEVEL
Minimum
3
Expansion
Militant
OBJECTIVES
1)
2)
3)
3,4 1)
2)
3)
3,4 11
Control 30 VP in Nicaragua.
Capture Managua and Punta Huete.
Capture Treasury or Government.
Control 35 VP in Nicaragua.
Capture Managua and Punta Huete.
Capture Treasury or Government.
Conquer Nicaragua.
DEFENDERS
Allies
Militant
FSLN
GOAL LEVEL
PREP
LEVEL
Minimum
3
PREP
GOAL LEVEL LEVEL
OBJECTIVES
1) FDN/ARDE: Keep 8 regular ground units
on map.
2) Honduras/El Salvador: No more than 20
VP to FSLN.
3) El Salvador: No more than 6 VP to
FMLN.
BOX 9 (Aggressive Support/Adventurism)
World tensions are at an all-time high. The superpowers glare
at each other, sensing that the political future of mankind is at stake.
Both NATO and the Warsaw Pact are prepared for open warfare.
The US hopes to neutralize Nicaragua quickly, thus removing a base
for Soviet-built aircraft to sortie against the Caribbean shipping lanes
and to threaten the Panama Canal. Moscow will attempt to slip its
aircraft into the country before the US can cordon off Nicaragua.
The FSLN has miscalculated and believes the US will be too
preoccupied with the European theater to effectively oppose their
plan of regional supremacy. They plan to wipe out the Contra base
camps and drive forward to gain territorial objectives. Indeed, if open
warfare breaks out in Europe, the US may not be able to respond
with sufficent power to prevent an FSLN military victory in the area.
The FMLN is willing to cooperate with the FSLN in their attempt
to "liberate" the area.
The Contras are at their strongest and are more than willing to
invade Nicaragua and end the Sandinista oppression. They realize
that direct and sustained US intervention in cooperation with their
drive will lead to victory.
Honduras is extremely nervous about the escalating crisis. While
they believe the US can certainly damage the FSLN, they also know
that Central America is a sideshow compared to the action in Europe.
If the US does not pull off a quick surgical strike, Honduras may
be left alone to face the brunt of the Nicaraguan army. El Salvador
has pledged support to Honduras, but its army will be occupied with
the FMLN insurgents.
PREP
GOAL LEVEL LEVEL
Militant
FDN/ARDE
GOAL LEVEL
Expansion
Militant
PREP
LEVEL
Minimum 4
Expansion 4
Militant
4
OBJECTIVES
1
1
2
1
2
Control 8 villages, 1 airstrip, and 2 VP.
Control 12 villages, 2 airstrips, and 3 VP.
Capture 3 other VP.
Control 15 villages, 2 airstrips, and 4 VP.
Capture 4 other VP.
1
2
1
2
3
Control 30 VP in Nicaragua.
Capture Managua and Punta Huete.
Control 35 VP in Nicaragua.
Capture Managua and Punta Huete.
Capture Treasury or Government.
Conquer Nicaragua.
United States
FSLN
PREP
GOAL LEVEL LEVEL
Minimum 4
Expansion 4
Militant
4
OBJECTIVES
DEFENDERS
Allies
PREP
GOAL LEVEL LEVEL
Minimum
OBJECTIVES
4 1) Vs. FDN/ARDE: Destroy 3 Entrenchments.
Eliminate all regular ground units.
2) FSLN: Control 40 VP in Central America.
3) FMLN: Capture 12 VP in El Salvador.
4) Vs. US (Int Level 4): Gain 30 VP.
4 1) Vs. FDN/ARDE: Destroy 4 Entrenchments.
Eliminate all regular ground and
insurgency units.
2) FSLN: Control 65 VP in Central America.
3) FMLN: Capture 20 VP in El Salvador.
4) Vs. US (Int Level 41: Gain 45 VP.
4 1) Vs FDN/ARDE: Destroy 4 Entrenchments.
Eliminate all regular ground and
insurgency units.
2) FSLN and FMLN: Conquer Honduras and
El Savlador.
3) Vs. US (Int Level 4): Gain 60 VP.
Control Managua or Punta Huete.
No more than 25 VP to US.
Control Managua or Punta Huete.
Control Government or Treasury.
No more than 15 VP to US.
No US ground units in Nicaragua.
Expansion
Expansion
AGGRESSORS
Communists
OBJECTIVES
Minimum 3
AGGRESSORS: Nicaragua, the FDN/ARDE, and the US are
aggressors.
Minimum
OBJECTIVES
3,4 1) FDN/ARDE: Keep 1 Entrenchment and 8
regular ground units on map.
2) Honduras/El Salvador: No more than 15
VP to FSLN..
3) El Salvador: No more than 5 VP to
FMLN.
3,4 1) FDN/ARDE: Keep 1 Entrenchment and 12
regular ground units on map.
2) Honduras/El Salvador: No communist
regular ground units in Honduras or
El Salvador.
3) El Salvador: No more than 4 VP to
FMLN. Destroy 1 FMLN Entrenchment.
Expansion
Militant
OBJECTIVES
4 1 FDN/ARDE.• Keep 6 regular ground units
on map.
2 Honduras/El Salvador: No more than
25 VP to FSLN.
3 El Salvador: No more than 8 VP to
FMLN.
4 1 FDN/ARDE: Keep 12 regular ground units
on map.
2) Honduras/EI Salvador: No more than
10 VP to FSLN.
3) El Salvador: No more than 7 VP to
FMLN.
4 1) FDN/ARDE: Keep 1 Entrenchment and 8
regular ground units on map.
2) Honduras/El Salvador: No communist regular
ground units in Honduras or El Salvador.
3) El Salvador: No more than 5 VP to
FMLN. Destroy 1 FMLN Entrenchment.
FSLN
GOAL LEVEL
Minimum
Expansion
Militant
PREP
LEVEL
OBJECTIVES
4 1) Control Managua or Punta Huete.
2) No more than 25 VP to US.
4 1) Control Managua and Punta Huete.
2) Control Government or Treasury.
3) No more than 30 VP to US.
1) No US ground units in Nicaragua.
4
CENTRAL AMERICA, Scenario Book: Page 60
23.0 PREPAREDNESS/US INTERVENTION LEVELS
23.1 FSLN Preparedness Levels
(see insert for set-ups)
23.2 Communist Allies Preparedness Levels
(see insert for set-ups)
23.3 Allied Preparedness Levels
Preparedness Level 1
EL SALVADOR
0210 (Ahuachapan)
1 x 1-1-4 (11) infantry battalion
0311 (Sonsonate)
1x 1-1-4 (1/5) infantry battalion
0312 (Acajutla)
1 x 1-1-4 (8) infantry battalion
0410 (Santa Ana)
1 x 1-2-4 (2) infantry brigade
[2-2-4 with step loss]
1 x 1-1-4 artillery battalion
0509 (Metapan)
1 x 1-2-4 (Cob/4) infantry battalion
1 x 1-1-4 (SOG4) special forces
company
0512 (Nueva San Salvador)
1x 1-1-8 (Cav) armored cavalry
regiment [2-1-8 with step loss]
0611 (San Salvador)
1 x 1-2-4 (1) infantry brigade
[2-2-4 with step loss]
1 x 1-1-4 (TP) infantry battalion
1 x 1-1-4 AA battalion
1 x attack helicopter company
0612
1 x2-2-4 (Atn) parachute infantry
battalion
1 x transport helicopter battalion
0713 (Zacatecoluca)
1 x 1-2-4 (RR) infantry battalion
0810 (Chalatenango)
Ix 1-2-4 (Cay/4) infantry battalion
0811 (Ilobasco)
1 x 1-2-4 (Bel) infantry battalion
0812 (San Vicente)
1 x 1-2-4 (5) infantry brigade
[2-2-4 with step loss]
1 x 1-1-4 artillery battalion
0911 (Sensuntepeque)
1 x 1-2-4 ARCE insurgency infantry
battalion
1013 (Usulutan)
1 x 1-1-4 (6) infantry brigade
[2-1-4 with step loss]
1 x 1-1-4 artillery battalion
1113 (San Miguel)
1 x 1-2-4 (3) infantry brigade
[2-2-4 with step loss]
1 x 1-2-4 engineers battalion
1213 (El Carmen)
1203 (San Pedro Sula)
2 x 1-1-4 artillery battalion
1x 1-2-3 engineers battalion
1404 (El Progresso)
1 x 1-2-4 infantry battalion
1412 (Goascoran)
1 x 1-2-4 infantry battalion
1508 (Comayagua)
1 x non-mobile AA
1 x 2-2-8 mechanized infantry battalion
1613 (San Lorenzo)
1 x 1-2-4 infantry battalion
1710 (Tegucigalpa)
1 x non-mobile AA
1 x 2-3-4 infantry regiment
1 x 1-1-4 (Rgr) special forces battalion
1714 (Choluteca)
1 x 2-3-4 infantry regiment
1811 (Mandasta)
1 x 1-2-4 infantry battalion
2010 (Danli)
1 x 1-2-4 infantry battalion
2011 (El Paraiso)
1 x 2-3-4 infantry regiment
2207 (Tuticalpa)
1x 1-2-4 infantry battalion
3505 (Puerto Lempira)
1 x 1-2-4 infantry battalion
Deployed into one or more Air Groups
5xA-37
3x AC-47
2 x B-26
1 x C-47
COSTA RICA
2525 (La Cruz)
Ix 1-2-4 (CvGd) infantry battalion
2727 (Liberia)
1 x 1-1-4 (R1Gd) infantry company
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
Deployed with Allied other air units
1 x EC-135 (EW)
Task Force Bayonet
2407
2x 1-2-4 infantry battalion
2410 (Las Vegas)
1 x Entrenchment
2 x 1-2-4 infantry battalion
2508
1 x 1-2-4 infantry battalion
2607
1 x Entrenchment
2 x 1-2-4 infantry battalion
3611 (Carata)
2 x 1-1-4 (Mskt) infantry battalion
Deployed at air facility in eastern
Honduras with CMA C-123 unit
1 x Allied Supply Source marker
Deployed in one or more Air Groups
in Honduras
3x AC-47
1xC-47
ARDE
2825 (Upala)
1 x Entrenchment
1 x 1-2-4 (EARN) infantry battalion
3125
1x 1-1-4 (CON) infantry battalion
3214
1 x 1-1-4 (Sumo) infantry battalion
3317
1 x 1-1-4 (Rama) infantry battalion
3625 (Colorado)
1 x 1-1-4 (CON) infantry battalion
AVAILABLE INSURGENCY UNITS
FDN
1 x2-2-4 (COE) special forces battalion
2 x 1-2-4 (078, Salz) infantry battalion
6x 1-1-4 infantry battalion
1x 1-1-4 (ATrp) parachute infantry
battalion
A RDE
1 x 1-1-4 infantry battalion
Salvadoran Mobilization Points: 3
Insurgency Command Points: 24
Allied Reorganization Points: 18
US Reorganization Points: 2
Supply Depots available: 1
OPTIONAL RULES
Resource Points: 10
1508 (Comayagua)
Ix 1-2-4 (224MI) infantry battalion
1 x 1-2-4 (Atl) infantry battalion
1312 (Santa Rosa de Lima)
1 x 2-1-4 (NG) infantry regiment
1314 (La Union)
1 x 1-2-4 (BIM) insurgency naval
infantry battalion
1 x 1-1-4 (1NC) naval special forces
company
Deployed in one or more Air Groups
3 x AC-47
2 x A-37
1 x Ourg
1xC-47
HONDURAS
0806 (Santa Rose de Copan)
1 x 1-2-4 infantry battalion
CIVILIAN MILITARY ASSISTANCE (CMA)
Freely deployed in Honduras
1 x 1-1-4 special forces company
2x transport helicopter company
Deployed at air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1 x C-123
NICARAGUAN DEMOCRATIC
FORCES (FDN)
2309
1 x Entrenchment
1x 1-2-4 infantry battalion
2x transport helicopter company
Preparedness Level 2
EL SALVADOR
0210 (Ahuachapan)
1 x 1-1-4 infantry battalion
0312 (Acajutla)
1 x 1-1-4 infantry battalion
0410 (Santa Ana)
1 x 1-2-4 infantry brigade
[2-2-4 with step loss]
1 x 1-1-4 artillery battalion
0509 (Metapan)
1 x 1-1-4 infantry battalion
0512 (Nueva San Salvador)
1 x 2-1-8 armored cavalry regiment
CENTRAL AMERICA, Scenario Book: Page 61
0611 (San Salvador)
1 x 2-2-4 infantry brigade
1 x 1-1-4 infantry battalion
1 x 1-1-4 AA battalion
1 x attack helicopter company
0612
1 x 2-2-4 parachute infantry battalion
1 x transport helicopter battalion
0713 (Zacatecoluca)
1 x 1-2-4 infantry battalion
0810 (Chalatenango)
1 x 1-2-4 infantry battalion
0812 (San Vicente)
1 x 1-2-4 infantry brigade
[2-2-4 with step loss]
1 x 1-1-4 artillery battalion
1013 (Usulutan)
1 x 1-1-4 infantry brigade
[2-1-4 with step loss]
1 x 1-1-4 artillery battalion
1113 (San Miguel)
1 x 2-2-4 infantry brigade
1 x 1-2-4 engineers battalion
1312 (Santa Rosa de Lima)
1 x 2-1-4 infantry regiment
1314 (La Union)
1 x 1-2-4 (BIM) insurgency naval
infantry battalion
Freely deployed in El Salvador
3 x 1-2-4 infantry battalion
1 x 1-1-4 (SOG4) special forces
company
Deployed in one or more Air Groups
3 x AC-47
2x A-37
1 x Ourg
1 x C-47
HONDURAS
0806 (Santa Rosa de Copan)
1 x 1-2-4 infantry battalion
1412 (Goascoran)
1 x 1-2-4 infantry battalion
1508 (Comayagua)
1 x non-mobile AA
1 x 2-2-8 mechanized infantry regiment
1613 (San Lorenzo)
1 x 1-2-4 infantry battalion
1710 (Tegucigalpa)
1 x non-mobile AA
1 x 2-3-4 infantry regiment
1714 (Choluteca)
1 x 2-3-4 infantry regiment
1811 (Mandasta)
1 x 1-2-4 infantry battalion
2010 (Danli)
1 x 2-3-4 infantry regiment
Freely deployed in Honduras
4 x 1-2-4 infantry battalion
1 x 1-1-4 special forces battalion
2 x 1-1-4 artillery battalion
1 x 1-2-3 engineers battalion
Deployed into two or more Air Groups
5xA-37
3x AC-47
2 x B-26
1 x S Myst
1 x C-47
COSTA RICA
2525 (La Cruz)
1 x 1-2-4 infantry battalion
2727 (Liberia)
1 x 1-1-4 infantry company
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
2107 (Silca)
1 x Entrenchment
1 x 1-2-6 EW/engineers battalion
1 x 1-1-4 AA battalion
1 x attack-transport helicopter battalion
Deployed with Allied air units
1 x EC-135 (EW)
Task Force Bayonet (TFB)
1508 (Comayagua)
1 x 1-2-4 (224MI) infantry battalion
CIVILIAN MILITARY ASSISTANCE (CMA)
Freely deployed in Honduras
1 x 1-1-4 special forces company
2 x transport helicopter company
1 x C-123
Deployed at air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1 x C-123
ISRAEL
Freely deployed in Honduras
1 x 1-2-4 (Mosd) special forces
company
NICARAGUAN DEMOCRATIC
FORCES (FDN)
2309
1 x Entrenchment
1 x 1-2-4 infantry battalion
2410 (Las Vegas)
2 x 1-2-4 infantry battalion
2607
1 x Entrenchment
2 x 1-2-4 infantry battalion
3611 (Carata)
2x 1-1-4 (Mskt) infantry battalion
Freely deployed in Honduras
east of hex row 2000
1 x Entrenchment
3 x 1-2-4 infantry battalion
2x transport helicopter company
Deployed at air facility in eastern
Honduras with CMA C-123 unit
1 x Allied Supply Source marker
Deployed in one or more Air Groups
in Honduras
3x AC-47
1xC-47
ARDE
2825 (Upala)
1 x Entrenchment
1 x 1-2-4 infantry battalion
3214
1 x 1-1-4 (Sumo) infantry battalion
3317
1 x 1-1-4 (Rama) infantry battalion
Freely deployed in Costa Rica
east of hex row 2500
2 x 1-1-4 infantry battalion
AVAILABLE INSURGENCY UNITS
El Salvador
1 x 1-2-4 (ARCE) infantry battalion
1 x1-1-4 (1NC) naval special forces
company
FDN
1 x 2-2-4 special forces battalion
2 x 1-2-4 infantry battalion
9 x 1-1-4 infantry battalion
1 x 1-1-4 parachute infantry battalion
ARDE
1 x 1-1-4 infantry battalion
1 x 1-1-4 infantry company
REINFORCEMENTS
Game Turn 2
In any Supply Source hex in Guatemala
(during Reinforcement Phase)
2 x 1-2-4 Guatemalan infantry battalion
Deployed at any air facility in Guatemala
lx A-37
Game Turn 5
Deployed in hex 0803
(during Reinforcement Phase)
1 x 2-3-4 Mexican infantry brigade
Game Turn 7
Deployed in any south mapedge hex
(during Reinforcement Phase)
1 x 2-2-4 Colombian infantry brigade
Salvadoran Mobilization Points: 3
Insurgency Command Points: 40
Allied Reorganization Points: 25
US Reorganization Points: 3
Supply Depots available: 3
OPTIONAL RULES
Resource Points: 20
Preparedness Level 3
EL SALVADOR
0410 (Santa Ana)
1 x 2-2-4 infantry brigade
1 x 1-1-4 artillery battalion
0512 (Nueva San Salvador)
1 x 2-1-8 armored cavalry regiment
0611 (San Salvador)
1 x 2-2-4 infantry brigade
1 x 1-1-4 infantry battalion
1 x 1-1-4 AA battalion
1 x attack helicopter company
0612
1 x 2-2-4 parachute infantry battalion
1 x transport helicopter battalion
0812 (San Vicente)
1 x 2-2-4 infantry brigade
1 x 1-1-4 artillery battalion
1013 (Usulutan)
1 x 2-1-4 infantry brigade
1113 (San Miguel)
1 x 2-2-4 infantry brigade
1 x 1-1-4 artillery battalion
1312 (Santa Rosa de Lima)
1 x2-1-4 infantry regiment
1314 (La Union)
1 x 1-2-4 (BIM) insurgency naval
infantry battalion
Freely deployed in El Salvador
5x 1-2-4 infantry battalion
3 x 1-1-4 infantry battalion
1 x 1-2-4 engineers battalion
1 x 1-2-4 (ARCE) insurgency infantry
battalion
Deployed in one or more Air Groups
3 x AC-47 1 x Ourg
2 xA-37
1 xC-47
HONDURAS
1412 (Goascoran)
1 x 1-2-4 infantry battalion
1508 (Comayagua)
1 x non-mobile AA
1 x 2-2-8 mechanized infantry regiment
1613 (San Lorenzo)
1 x 1-2-4 infantry battalion
CENTRAL AMERICA, Scenario Book: Page 62
1710 (Tegucigalpa)
1 x non-mobile AA
1 x 2-3-4 infantry regiment
1714 (Choluteca)
1 x 2-3-4 infantry regiment
Freely deployed in Honduras
1 x2-3-4 infantry regiment
6x 1-2-4 infantry battalion
1 x 1-1-4 special forces battalion
2 x 1-1-4 artillery battalion
1 x 1-2-3 engineers battalion
Deployed into two or more Air Groups
5 x A-37
3 x AC-47
2 x B-26
1 x S Myst
1 x F-5 or Kfir (not both)
1 x C-47
COSTA RICA
2525 (La Cruz)
1 x 1-2-4 infantry battalion
Freely deployed in Costa Rica
1 x 1-1-4 infantry company
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
1612 (Pespire) or 2107 (Silca)
1 x Entrenchment
1 x 1-2-6 EW/engineers battalion
1 x 1-1-4 AA battalion
1 x attack-transport helicopter battalion
Deployed with Allied air units
1 x EC-135 (EW)
ARDE
2825 (Upala)
1 x Entrenchment
1 x 1-2-4 infantry battalion
Freely deployed in Nicaragua
east of hexrow 2700 (2710-2724)
1 x 1-1-4 (Sumo) infantry battalion
1 x 1-1-4 (Rama) infantry battalion
Freely deployed in Costa Rica
east of hex row 2500 (2524-2527)
2x 1-1-4 infantry battalion
AVAILABLE INSURGENCY UNITS
El Salvador
1 x 1-1-4 (1NC) naval special
forces company
1 x 1-1-4 (SOG4) special forces
company
FDN
1 x 2-2-4 special forces battalion
2 x 1-2-4 infantry battalion
13 x 1-1-4 infantry battalion
1 x 1-1-4 parachute infantry battalion
A RDE
1 x 1-1-4 infantry battalion
1 x 1-1-4 infantry company
REINFORCEMENTS
Game Turn 2
Deployed in Guatemalan Supply Source
(during Reinforcement Phase)
2 x 1-2-4 Guatemalan infantry battalion
Deployed at any air facility in Guatemala
1 x A-37
Game Turn 4
Deployed in hex 0803
(during Reinforcement Phase)
2 x 2-3-4 Mexican infantry brigade
Task Force Bayonet
Game Turn 7
1508 (Comayagua)
1 x 1-2-4 (224MI) infantry battalion
Deployed in any south mapedge hex
(during Reinforcement Phase)
2 x 2-2-4 Colombian infantry brigade
Insurgency Command Points: 70
Allied Reorganization Points: 30
US Reorganization Points: 4
Supply Depots available: 5
CIVILIAN MILITARY ASSISTANCE (CMA)
Freely deployed in Honduras
1 x 1-1-4 special forces company
4 x transport helicopter company
1 x C-123
Deployed at air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1 x C-123
ISRAEL
Freely deployed in Honduras
1 x 1-2-4 special forces company
NICARAGUAN DEMOCRATIC
FORCES (FDN)
2309
1 x Entrenchment
1 x 1-2-4 infantry battalion
2607
1 x Entrenchment
2 x 1-2-4 infantry battalion
3611 (Carata)
2 x 1-1-4 (Mskt) infantry battalion
Freely deployed in Honduras east
of hex row 1900 (1902-1911)
1 x Entrenchment
5x 1-2-4 infantry battalion
2 x transport helicopter company
Deployed at air facility in eastern
Honduras with CMA C-123 unit
1 x Allied Supply Source marker
Deployed in one or more Air Groups
in Honduras
3 x AC-47
1 xC-47
OPTIONAL RULES
Resource Points: 36
Preparedness Level 4
EL SALVADOR
0410 (Santa Ana)
1 x 2-2-4 infantry brigade
1 x 1-1-4 artillery battalion
0611 (San Salvador)
1 x 2-2-4 infantry brigade
1 x 1-1-4 infantry battalion
1 x 1-1-4 AA battalion
1 x attack helicopter company
0812 (San Vicente)
1 x 2-2-4 infantry brigade
1113 (San Miguel)
1 x 2-2-4 infantry brigade
1312 (Santa Rosa de Lima)
1 x 2-1-4 infantry regiment
Freely deployed in El Salvador
1 x 2-1-8 armored cavalry regiment
1 x 2-1-4 infantry brigade
5 x 1-2-4 infantry battalion
3 x 1-1-4 infantry battalion
1 x 2-2-4 parachute infantry battalion
1 x 1-2-4 engineers battalion
2x 1-1-4 artillery battalion
1 x transport helicopter battalion
Deployed in one or more Air Groups
3x AC-47
2xA-37
1 x Ourg
1xC-47
HONDURAS
1508 (Comayagua)
1 x non-mobile AA
1710 (Tegucigalpa)
1 x non-mobile AA
1 x 2-3-4 infantry regiment
Freely deployed in Honduras
2 x 2-3-4 infantry regiment
1 x 2-2-8 mechanized infantry battalion
8 x 1-2-4 infantry battalion
1 x 1-1-4 special forces battalion
2x 1-1-4 artillery battalion
1 x 1-2-3 engineers battalion
Deployed into two or more Air Groups
5x A-37 lx S Myst
3 x AC-47 1 x F-5 or Kfir (not both)
1xC-47
2xB-26
COSTA RICA
Freely deployed in Costa Rica
1 x 1-2-4 infantry battalion
1 x 1-1-4 infantry company
UNITED STATES
Central Intelligence Agency (CIA)
1414 (Tiger Island)
1 x Entrenchment
1 x non-mobile AA
1 x 1-2-6 EW/engineers battalion
1 x attack-transport helicopter battalion
Deployed in any hex in Honduras
1 x Entrenchment
1 x 1-2-6 EW/engineers battalion
1 x 1-1-4 AA battalion
1 x attack-transport helicopter battalion
Deployed with Allied air units
1 x EC-135 (EW)
Task Force Bayonet (TFB)
1508 (Comayagua)
1 x 1-2-4 (224MI) infantry battalion
NICARAGUAN DEMOCRATIC
FORCES (FDN)
3611 (Carata)
2x 1-1-4 (Mskt) infantry battalion
Freely deployed in Honduras
east of hex row 1900
3 x Entrenchment
8x 1-2-4 infantry battalion
2 x transport helicopter company
Deployed at air facility in eastern
Honduras with CMA C-123 unit
1 x Allied Supply Source marker
Deployed in one or more Air Groups
in Honduras
3x AC-47
1 x C-47
ARDE
Freely deployed in Nicaragua
east of hex row 2600 (2610-2624)
1 x 1-1-4 (Sumo) infantry battalion
1 x 1-1-4 (Rama) infantry battalion
Freely deployed in Costa Rica
east of hex row 2500 (2524-2527)
1 x Entrenchment
1 x 1-2-4 infantry battalion
2 x 1-1-4 infantry battalion
ISRAEL
Freely deployed in Honduras
1 x 1-2-4 special forces company
CENTRAL AMERICA, Scenario Book: Page 63
CIVILIAN MILITARY ASSISTANCE (CMA)
Freely deployed within Honduras
1 x 1-1-4 special forces company
4 x transport helicopter company
1 x C-123
Deployed at air facility in eastern
Honduras with Allied Supply Source
marker (Southern Airways supply)
1 x C-123
AVAILABLE INSURGENCY UNITS
El Salvador
1 x 1-2-4 (ARCE) infantry battalion
1 x 1-2-4 (BIM) naval infantry
battalion
1 x 1-1-4 (1NC) naval special
forces company
1 x 1-1-4 (SOG4) special forces company
FDN
1 x 2-2-4 special forces battalion
2 x 1-2-4 infantry battalion
18 x 1-1-4 infantry battalion
1 x 1-1-4 parachute infantry battalion
ARDE
1 x 1-1-4 infantry battalion
1 x 1-1-4 infantry company
Game Turn 2
Deployed in Guatemalan Supply Source
(during Reinforcement Phase)
2 x 1-2-4 Guatemalan infantry battalion
Deployed in any air facility in Guatemala
1 x A-37
Game Turn 3
Deployed in hex 0803
(during Reinforcement Phase)
2 x 2-3-4 Mexican infantry brigade
Notes on Allied Set-ups
1. At Preparedness Levels 1 and 2, the Allied player can spend one
Mobilization Point during the Allied Reinforcement Phase per turn
to flip a Salvadoran 2-2-4 infantry brigade or the 2-1-8 armored
cavalry regiment from its half-strength to its full-strength side. The
unit must be in a city, and it cannot perform any action that turn
(including defending in battle). Until Game Turn 5, Allied Reorganization Points cannot be used to reorganize or rebuild Salvadoran
ground units.
2. At Preparedness Levels 1 and 2, Salvadoran infantry brigades cannot leave their set-up hexes until either they are attacked or a communist regular ground unit (not insurgency units) enters a hex on
the Salvadoran side of the set-up boundary.
3. At Preparedness Levels 1 and 2, El Salvador and Honduras cannot help each other. Their ground units do not exert ZOC's beyond
their nation's set-up boundary, they cannot combine to attack enemy
units, nor can they enter hexes completely within each other's
country. Their air units cannot fly over or undertake any air missions
in the other country's territory. At Preparedness Level 3, Salvadoran
Game Turn 4
10 x Insurgency Command Points
Game Turn 5
Deployed in any south mapedge hex
(during Reinforcement Phase)
2 x 2-2-4 Colombian infantry brigade
Game Turn 7
10 x Insurgency Command Points
Game Turn 14
8 x Insurgency Command Points
Game Turn 21
6 x Insurgency Command Points
Insurgency Command Points: 80
Allied Reorganization Points: 36
US Reorganization Points: 6
Supply Depots available: 8
OPTIONAL RULES
Resource Points: 48
and Honduran gt Dund units can move up to one hex into each other's
country (that is, (ne hex beyond their set-up boundaries); their air
units can fly throui •h and perform air missions in each other's country,
although they cam of perform joint missions. At Preparedness Level
4, Salvadoran and Honduran ground and air units can freely move
through each other's countries; ground units can combine to attack
enemy units, but air units cannot perform joint missions.
4. At Preparedness Level 1, Honduran ground units cannot move
until after a unit is attacked or until a communist regular ground
enters a hex totally within the country (on the Allied side of the setup boundary); the same restrictions apply to ground units of Costa
Rica. At Preparedness Level 2, ground units of these two countries
cannot move until after one of them if attacked or until a communist
regular ground or insurgency unit enters a hex totally within the
country.
5. At Preparedness Level 3, Allied ground units can enter one hex
in Nicaragua (beyond the set-up boundary). At Preparedness Level
4, they can enter any hex in Nicaragua.
23.4 US Intervention Levels
If a generated scenario calls for US forces to begin at a
specified US Intervention Level, use the following orders of
battle. Some units begin set-up on the board; others enter
during the Regular Ground Unit Movement Phase by amphibious assault or by landing at ports/USMC Beachheads;
others enter the game during the Allied Air Mission Phase
by Transfer or Transport Strike missions; the rest become
available during the Reinforcement Phase. Units that cannot enter the map during a specified Reinforcement Phase
can be brought on in later Game Turns.
US Intervention Level 1
Deployed in Pacific Holding Box
(during set-up)
2 x F-14
2 x F-18
1 x A-6
1 x EA-6 (EW)
1 x E-2 AWACS
(deployed in AWACS Detection Box)
REINFORCEMENTS
Game Turn 2
Enter north mapedge vi
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