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 Air Group 1 x3 8J USAF Air Group 2 x1 10 " 8-26 Air Group 3 2a 40 x2 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. 11 Cu l E , 6 1-2 OJ to OJ USAF tc-t35 0 "35 0=U OJ 1:3: 14 04M 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. 3° uVC ifk Ground Combat Value 2A a 7 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. 1 rw 1° it 4 39 II M4 1 n II 2A 3 7 1A ¶ 5 2 11 2 6 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). 11 CAtl 10 II litt 1° 0 3 6 1* 2 6 10 2 0 DU ■ 6 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. 4W; 21 usa • 16 2s oaf • 16 Bombardment Value 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. IW 1 "" C413 U 1 C 0 F U • o 00411/4 u 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 OJ 1 1 1 u 11 2/505 12 USA SUPPLY DEPOT 4 o 2-2 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 ■i III-2 • 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). r (1)4, wry 1;1 •!+,• k"I 4 0, nrettmz , ‘. vrairittnnaRTNi. ,ai , rxt k3;4 rt;lit :::'41.114 aaim....Ailtrgrati .1 -,*-7"Nrit 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 27 27 27 28 28 28 28 28 29 29 30 33 34 34 38 40 3002472 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 Saivaaont 1 Viejo 15 1717 chigal Santa Lucia 191 1518 Paz entro 011) TAKES S 1618 A NIG BO BARDMEN SE4719 EP LOSS OP 1 I T EX 2°20 Air Group 1 c AIR MISSIONS 1 8J Wal4112" 9.74r1; • 8J 8J4AF SAF 3 2 EW ertc iaz 3 2J Vs. • AIR GROUP CAUSE STEP LO TO 2-3-3 UNIT IN HEX 2020 SAF M•19 0 30 10 30 x3 0J USAF ELIMINATE 2.13 UNIT IN IN HEX 2020 HEX 2021 1-7; glirt x2 8J 3 3J 2J VS. • Nandaime 1-1 MPS SAF 1D 30 M 19 M 21 0 30 lo 35 Belen x2 4(2 CAUSE STEP LOSS TO 24.7 UNIT IN HEX 2021 TER LANG x2 4J VS. 4 " M-234 10 32 x2 USAF 3J 4 4 .6. • 0 x4 XI 4 32 2s USAF 4 16 F • x2 6 HELICOPTER ASSAULT INTO HEX 2020 . 0 3 6 4 32 HELICOPTER ASSAULT INTO HEX 2021 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 EXAMPLE OF AMPHIBIOUS ASSAULT: CAUSE STEP LOSS TO 2.13 UNIT IN HEX 2021 GROUND COMBAT SUPPORT IN HEX 2021 2, 3 7 7 23 24 2 12 GROUND COMBAT SUPPORT IN HEX 2020 x2 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 S S LOSS AIR MISSIONS Para Group 2 pi) USA CEJ 4 1/SO4 az 2,504 2-2 82 4 1-2 OJ soA .02 307 11 11019 2-1 82 1o1.71 30 0 2s '3" 6JASAF 4+ 16 10 CLOSE AIR SUPPORT USA IAI 4 1-1 0+P USAF U 4 2-2 81 18 ED 3 1-2 USA 11 I 11 USA Para Group 1 Lake CLOSE AIR SUPPORT +1 oo p 1820 2-3 i -7-77 U IMINATED OMBAROMEN STRIKE x3 Mont& imar CAUSE STEP LOSS TO 2-3-3 UNIT IN HEX 2019 0 2421 x2 6J AUSAF OJ SAF 10130 o U 6J USAF x2 in i usAF 30 jar" 0 U o 11:1 um + PARAD OP GRO P 1 1922 U 0 PARADROP GROUP 2 x3 6J .111Af ii 1D 0 CLOSE AIR SUPPORT IN HEX 2020 6 8J SAF F. CLOSE AIR SUPPORT IN HEX 2019 • 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