TTG Ballistic Missile
August 28, 2021 | Author: Anonymous | Category: N/A
Short Description
Download TTG Ballistic Missile...
Description
Ballistic Missile
~J&/ ':', "/1/1//1,
.,?:'j'" ''/1/;/1 " 1/1, :l/jl/f.,
"If'J,
.....
'-, .
~
..
"
--
.
'1/," /";/j, " ":;' •
SITUATION The time is the 1970's, the age of the missile and nuclear weapons. The setting is the confrontation between two nuclear powers. After a year of bickering and accusation, and complete failure by the politicians to find a peaceful solution, the' military have take!, the initiative in one country and are about to deliver a nuclear.attack. They have three problems to solve:1.
To eliminate the enemy's defences and then rely on the limited remaining missile's unimpeded attack to cause sufficient damage.
2.
. To attack the enemy's retalitory capacity to ensure minimum damage to their own country.
3.
To attack and destroy the enemy's capital and major cities in the hope that their destruction will lead to a quick surrender by the defender.
In Ballistic Missile this fateful decision is yours: you are the combined chiefs·of·staff of either the defender or the attacker. As the attacker you decide each missile's target, and as the defender where your defences are to be deployed. @)COPYRIGHT. 1977 by Tabletop Gem.
EQUIPMENT REQUIRED
The only additional equipment required to play the game is a tape measure and two ordinary dice of different colours, preferably red and black. TYPE OF GAME
The type o~ game played will be an attack/defence game, where one side represents the attacker and the other the defender. SOLO GAME
The game can also be played as a 5010 game: once the attacker has written his orders they cannot be changed. RANDOM FACTOR
Where, in the rules, a random factor is called for, th row one red dice and count the score as minus, and' one black dice and count the score as plus. Take the lower from the higher of the two scores. If the higher score is a minus the random factor is minus. If the higher score is a plus the random factor is a plus. SETTING UP THE GAME
The game is set up on any flat surface. 1.
Draw a line across the playing area at least 12" from one edge. This line represents the attacker's 'Fail Safe Line', and while his counters are behind this line they may not be engaged by the defender.
2.
The defender positions his capital and two cities. No city may be placed within 200 mm of another or the capital, and one city must be placed within 500 mm of the 'Fail Safe Line'.
3.
The defender positions all his missile sites. The I RBM sites must be placed within 500 mm of the' 'Fail Safe line.
4.
The defender places Mis 9 radar stations on the board.
5.
The attacker lays out his counters face up on his side of the 'Fail Safe Line'.
6.
When all .the pieces have been positioned on the board both sides may make any measurements that they require.
2
SUMMARY OF COUNTERS AVAILABLE DEFENDER
ATTACKER
Capital Cities ICBM sites IRBM sites G round-to-air missiles sites .with 8 missiles 2 Anti-missile sites with 4 anti-missile missiles ~ Radar stations 1 2 2 2 4
12 4 2
6 8 8
Strategic bombers ICBM missiles ICBM (MRV) missiles IRBM missiles Stand-off bombs Decoy missiles
MOVEMENT The followin"g table gives the maximum of each type of aircraft and missile. No missile may move less than this figure during each move that it is in flight, unless ordered to do so in the guidance factor table (see later section). All the attacker's missiles, including stand-off bombs, but exclud· ing decoy missiles, must travel in a straight line between its starting point and its target, unless deviated by defence action (See sectionDeviation). All the defender's missiles, and the attacker's decoy missiles, will be under the control of the firing station and therefore may change direction in order to intercept enemy missiles or aircraft. Missile
Maximum move in mms
Flight duration in moves
150 150 120 80 150 100 100
10 8 8 3
ICBM ICBM (MRV) IRBM Stand-off bomb Anti-missile Ground-to-air Decav
4 4 3
STRATEGIC BOMBERS These aircraft will move at 75 mm per move and their flight duration will be unlimited, within the scope of the game. AIRCRAFT AND MISSILE TURNING If an aircraft or missile turns more than 90 degrees thel") it will lose 30 mm of its forward movement. Turning will be about a 1" (25mml dia circle. " MEASURING DISTANCES
Always measure to the
1RBMl Range H::~~~ centre point on a 1~;3l3~[>t~~...'-:=2!::""---~;f~ ground site counter.
= -.. . . . ,
MJllI La.._ _-.:..:
Always measure to this point on all airborne counters.
3
WEAPON DETAILS ICBM (MRVl
Inter-Continental Ballistic Missile (multi re-entry vehicle), with a warhead containing three stand-off bombs, each with a 6 megaton device. The missile will be directed to a particular point, denoted by a 'Break-Up' counter, where it will release its SOBs_ Alf three SOBs must be launched at the same time on reaching this point, but each may engage a different target. NOTE: The Break-Up-Point counters may be placed on the board at a measured distance from the 'Fail Safe Line'_ All four counters may be placed on the board in an attempt to confuse the defender as to which is the correct Break·Up-Point. When the missile reaches the marker remove the missile counter and substitute three SOB counters. If the missile reaches the Break-Up'Point before the end of the move then move the three SOB counters the remainder of the move in proportion.) ICBM
Inter·Continental Ballistic,Missile with a single war-head contain· ilJg a 20 mega-ton device. IRBM
Intermediate Range Ballistic Missile having a single war-head with a 6 mega·ton device. SOB
Stand-Oft-Bomb, which is rocket propelled once it leaves its carrier vehicle. These must be released by an aircraft at the begin' ning of a move unless the aircraft is forced, by damage. to deliver its bombs over the target. STRATEGIC BOMBER
Lonltrange bomber aircraft operating in flights of three, one aircraft in each flight being unarmed except for 3 decoy missiles for use against enemy ground-to-air missiles. This Flight Defence 'air· craft also has an airbourne radar with a range of 250 mm. The other two ai rcraft in the fl ight will each carry SOBs, and the attacker may choose to have one 50 mega-ton or two 20 megaton devices on each aircraft. Aircraft may fly at either high level or low level, (see later , section for details). GROUND-TQ.AIR MISSILE
Missiles fired by the defender against the attacker's aircraft. They may be used against aircraft only, and each has a war head containing a 2 mega-ton device. Each missile will be controlled by its firing station. '
4
ANTI-MISSI LE MISSI LE Missiles fired by the defender against the attacker's missiles only. They will be controlled by their firing station and each will contain a 3 mega-ton device.
DECOY MISSI LES Missil~ carried by the Fli!tlt Defence aircraft, and used to attempt to decoy enemy ground-ta-air missiles away from airc~aft. Each Flight Defence aircraft will carry three decoy missiles and may launch them at the start of a move only. The aircraft may fire and control up to two of these missiles at anyone time. If the controlling aircraft is destroyed the decoy missile will also be destroyed.
GROUND STATIONS ANTI-MISS ILE SITE Ground sites which have 4 missiles each and have the ability to fire and control one missile per move. Each missile will take one move to prepare for firing and this may only be done when any frienqly radar station picks up the target missile. The missile may only be fired when the target is picked up by the firing station, which has a radar range of 700 mm (See Radar Station Details). A second missile may be prepared and fired while the first is still in flight, but the station will only be able to control up to two missiles in fljght at the same time. A missile may be detonated at any point along its flight, but if its target detonates or its controlling station is destroyed it will detonate that move.
GROUND TO AIR MISSI LE SITE These sites have 4 missiles each and are able 'to fire and control two missiles simultaneously. It will take the site one move to prepare two missiles for firing, and a second pair may be prepared but not fired while the first pair are in fli!tlt. No missiles may be prepared until the enemy aircraft have been picked up by a friendly radar station, and may not fire until the target is picked up by the firing station's own radar, which has a range of 500 mm. (See Radar Station Details) Missiles may be detonated at any point along their"flight, but if the controlling ground station is destroyed the missiles will detonate at the end of the next move.
5
RADAR STATIONS
These stations have a radar range of 600 mm and may operate on either high or low level scan. If on high level scan they will automatically pick up any missiles or high level bombers. Only when on low scan will they pick up low flying aircraft, if they are able to locate them or maintain tracking of them, (see later section). These stations may lock onto a target and track it, in order to increase the effectiveness of the defender's electronic counter measures (see later section). Use a 'Locked On' marker to indicate which target the station is locked onto. Place this marker alongside the target counter, and when the station stops tracking it replace the marker behind the ground station counter. (NOTE: If the station is tracking a flight of aircraft, and all the aircraft.in the flight are within 20 mm of each other, then the station will be classed as tracking all three. If only two aircraft are within 20 mm then the station will only be classed as tracking those two. The 20 mm is measured·from any point on each counter.) OTHER GROUND SITES
Other ground stations, such as ICBM and IRBM missile sites, the capital and the two cities, will all be unarmed except for their electronic defences, which are detailed later. These sites are the prime targets for the attacker, who will score point for their damage. If the attacker causes no damage to the missile sites this will count against him, as it is assumed that he has left the defender with a high retalitory capability. The radar range for each site will be 500 mm. DESTRUCTION OF GROUND TARGETS
Ground targets will be classed as destroyed when the mega-ton damage on them exceeds the figures below:
12 18 20 22
Radar site Ground-to-air site Anti-missile site IRBM site ICBM site
25
~ty
~
Capital
50
6
DECIDING THE WINNER
The winner of the game will be decided when all the attacker's aircraft and missiles have completed their attack. Add together the mega·ton damage inflicted on all the ground stations, then add or subtract the following: + 10 per + 25 per - 10 per 5 per 1 per
ground·to·air missile destroyed on the ground. anti·missile missile destroyed on the ground. bomber destroyed. bomber damaged. undamaged point on each IRBM and ICBM site.
RESULT If the attacker's score is 150 to 300 he is the victor. If his score is less than 150 it is a victory to the defender.
ATTACKER'S ORDERS
The attacker writes orders fo( all his missiles and aircraft as soon as the game is set up. He will fill in details on his order sheet covering the following: 1) The target for each missile, including the position of the Break·Up·Point markers. 2) The target for each SOB carried by the ICBM (MRV)s. 3) The number, and war head size, of each aircraft's SOB lead, and also each attack aircraft's primary and second· , ary targets. 4) The order in which he will launch his missiles and air· craft. The attacker may launch two flights of aircraft and two missiles, or one flight of aircraft and three missiles, at the beginning of each of his moves. If no aircraft are launcheej then up to 3 missiles only may be launched. DEFENDER'S ORDERS
Initially the only orders that the defender must write is which radar stations are on low level scan. When the game starts the defender must write orders for each ground station, stating the target onto which its radar will be locked that move. (NOTE: A ground station changing its electronic defence from one target to another will lose one move while doing so. A radar station changing from one target to another will also lose a move in doing so. To indicate this one move delay, when a station changes its defence equipment from one target to another,.remove the 'L~ked On' marker from the first target and place it by the ground station counter. This marker may not then be moved until the defender's next turn.)
7
GAME START AND MOVE
SE~UENCE
The game will start when the attacker moves his first units over the 'Fail Safe Line', Each game move will be taken in the following sequence: 1) Attacker launches or moves any decoy missiles and determines their effect on enemy ground-to-air missiles. 2) Determine the effect of any nuclear detonations within range upon the attacker's missiles' guidance systems or aircraft. 3) Determine the effect of the defender's electronic defences directed at the attackers missiles. 4) Attacker moves all his missiles and launches any new missiles, then moves or launches any aircraft flights. 5) Determine the effect of any attacker's missiles detonating on ground targets. 6) Place defender's missile counters against ground sites which have prepared them for firing. 7) The defender determines the effect on his missiles' guidance systems of any nuclear detonations within range. 8) Determine if the defender's low scanning radar stations pick up any low flying aircraft, or, if radar or missile site was tracking low level flights last move, determine if they maintain the track. 9) Move defender's ground station 'Locked On' markers for stations which are changing targets this move. 10) Move defender's missiles and detonate them as required. NOTE on defender's missiles: These missiles may be detonates at any point during their move, this being determined by the defending player. Ground-to-air missiles, which must intercept a decoy missile, may not be detonated until they hit the decoy missile or the decoy missile loses contact with them.) LOW FlYING AIRCRAFT
Aircraft may fly in at low level. To indicate this place a 'Low Level marker behind the flight. When aircraft are flying at low level the defender's radar sites will have difficulty in picking them up; if the defender does pick them up and fires missiles, the aircraft stand less chance of surviving the attack. To bomb a target a low flying aircraft must climb to a higher level before releasing its weapons. It will take one move to climb to high level and its forward movement will be reduced to only 10mm that move. High level aircraft may not descend to low level if they started the game at high level. Low level aircraft must return to low level flight after delivering their weapons.
8
RADAR CHANCE FACTOR (only against low level aircraft) To determine if a low scan radar station picks up or maintains its track of low level aircraft throw one dice and consult the following table: Range in
mm
o to 100
101 to 200
201 to 300
301 to 400
401 to 600
3
4
5
6
Dice throw to pick up
2
Add 1 to the dice throw if the station is a ground-to-air site attempting to pick up a flight which has already been located by a radar station. Add 2 if the station or ground-ta-air missile site was tracking the flight last move. Once an aircraft has been picked up, each station or site tracking it must dice each move to determine if it maintains the contact. A ground-to-air missile site must pick up a low flying aircraft before it can fire its missiles at it. If the site loses contact its missil~s may be guided to their target by a locked on radar station. If contact is not recognised and there is no radar station locked on, the missiles will detonate that move. MISSILE GUIDANCE FACTOR Every missile excelJt decoy missiles, has an initial guidance factor representing the missiles ability to reach its target through enemy electronic defences and areas of nuclear detonation. As this guidance factor falls (record the levels on the Missile Control Chart) the missile will become more susceptible to the defender's electronic defences. Whe.n the factor falls to Zero or less the missile will detonate. INITIAL FACTOR ICBM (MRV) and ICBM IRBM SOB Ground-ta-air missile Anti-missile missile
. .
9
MISSILE DEVIATION
When a missile loses more than 2 guidance factors in anyone move dice to determine if the missile deviates. Throw a random factor and add or subtract the following: + 1 per guidance factor remaining on the missile 1 per guidance factor lost by the missile 1 per 2 mega-tons points damage to its controlling station (defender's missiles only) 2 if missile is an SOB and its controlling aircraft is damaged. 1 per radar ~tation loced on to the missile. DEflECTED MISSI LES
Missiles which are deflected from their target must do either of the following: 1) Attempt to come back onto its target by a random dice throw. Any result greater than +3 will enable the missile to come back onto target. One attempt per deflected missile per move. 2) If the missile does not come back onto target the attacking player detonates it at the nearest point to its target. RESULT ICBM (MRVI
ICBM 80lRBM
G·A Missile & SOB
A·M Missile
-14 & less -11 to-13 - 8 to-1O
Destroyed Deviate Speed reduced by 60 mm
Destroyed Deviate Deviate
Detonate Detonate Speed reduced by 60 mm
Detonate Detonate Speed reduced by 60 mm
- 5 to - 7
Speed reduced by 40 mm
Speed reduced by 50 mm
Speed reduced by 60 mm
Speed reduced by 60 mm
- 2 to-4
No effect
No effect
Speed reduced bY 40 Speed reduced by 40
No effect
- 1 to + 1
Speed reduced bv 40 No effect
Deviation Factor (from abovel
+ 2 & more
No effect
No effect
NOTE: 1) A missile wh ich is destroyed will not detonate. 2) Deviate means that the missile will deviate 10 degrees from its flight path this move. Use the deviation card when measuring its movement. 3) A missile which deviates will detonate at the nearest point to its targEt along its new flight path. 4) Speed reduction applies to the current move only. It is not a reduction in the forward speed but represents the missile becoming erratic and flying off course.
10
5) If the controlling station or aircraft is destroyed any missile it has In flight will detonate at the beginning of the next move. 6) Loss of guidance factors by an ICBM (MRV) will not effect the guidance factors of its SOBs. NUCLEAR DETONATIONS
When a missile detonates it will cause an area of effect relative to its warhead size and the height at which it is detonated. A missile may be ordered, in its original orders, to detonate at varying levels. LOW AIR BURST Used against a city, capital or radar station target to give maximum blast and radiation damage. HIGH AIR BURST Used by the anti-missile missiles against other missiles. Will cause no damage to . ground targets or to low flying aircraft. GROUND BURSTS Used against all missile sites to give maximum damage to underground installations. Note: 1) All detonations other than high air bursts, will have an effect on other airbourne and ground targets within its area of effect. 2) SOBs fired by aircraft may be set to ground or low air burst before they are fired. Once a missile detonates, the effect of its shock wave and radiation will remain for two moves. Place two detonation counters at the ground zero point. Any aircraft or missile moving in the area of effect will be susceptible to damage and loss of guidance. On the next move remove the top detonation counter, on the following move take off the remaining counter. Determine the damaged caused by ground low airbursts. 1) Determine the factor f~om the War Head Size table. 2) Add the factor from Radius of Effect table. 3) Add or subtract the following: -1 per 5 Mega-Ton points damage already sustained by the target. + or- Random factor. DEVICE SIZE
WARHEAD SIZE TARGET Capital City Radar site
ICBM/IRBM sites missiles. G·I./A·M prepared sites no missiles prepared
6mepton
20 mep ton
SOmepton
./ ./
7 6 /4
13./ 9 10 . / 8 9 -=:;:7' 8
16 . / 12 13 . / 10· 11710
4/2 1 3
7/6 3 5
~3
/5
9 7 5
Y2 Y5 Y7 11
10/8 5 7 7
/
RADIUS EFFECT TABLE size
DlIYice
C.ntr. point
SOMT
9/7
20 MT 6 MT
10mm
20mm
A.nge 30mm
40mm
Jj/-8
-6~13
-13/Z16 -17.,.419
VS
2/-2 1-1-/-4
6/4
37-5
-7~10 - 1 0 4 -14.A'S -a../--12 -1 yc::13
60mm
100mm
-17Aa
-13~14 -IS.;47
LOW~ burst Ground burst RESULT
The result of the above calculation is the number of Megaton points damage caused on the target. Record the damage on the target's record sheet. If the target is completely destroyed turn the counter over. Do not remove from the board. DAMAGE TO AIRBORNE TARGETS
All missiles and each aircraft in an area of effect must determine if it is' affected. Any such e,ffect will be taken into account that move and if detonation occurs then this will take place at the beginning of that move. To determine the effect or damage caused take the factor from the following table. low high Ballistic missile SOB A-M mi 'I G-A mi 'I
10 7 16
a 6 12
6 5 9
5 3 6
3 1 4
9 9
8 7
6 6
4 3
2 1
10
9
7
5
2
10mm Hi!#, burst Low burst
20mm
6mt
2mt 20mt
20mt
50mt
12
40mm
FACTORS
60mm 3mt
SOmt
aOmm RANGE Maximum radius of effect
Add or subtract the missile's or aircraft's factor from the following table. Guidence fector 17 12 9 7
to to to to
ICBM(MRV) 8rICBM
24 16 11
IRBM
AIRCRAFT 8r others
-4
8
~to
6 1 to 4
-3
-3
~
-2 -2 -1 0
-2 -1 0 +1
-3 -2 -1 0
Add or subtract the following: +2 If target is an aircraft al ready damaged. +5 If target is hit by an 'On Target' detonation by a defender's missile. +1 Per nuclear detonation within 100 mm. Throw one random factor.
RESULT Feetor from ebove
Bellistic missile
SOB
Defender's missiles
Aircreft
15 or more 10 to 14
Destroyed 8 GF lost 5 GF lost
Destroyed Destroyed
Destroyed Destroyed 6 GF lost
Destroyed Destroyed Dice Dice No effect
6 4 2 1
to or or or
9
5
3
3 GF lost No effect
less
GF Destroyed Dice
6 GF lost 4 GF lost 2 GF lost No effect
3 GF lost 1 GF lost
Guidance factors Missile or aircraft is destroyed without detonation. Th is mea.ns that the aircraft must dice to deter· mine the effect (see following table).
AIRCRAFT DICE Throw one dice. DICE THROW
RESULT
6
Aircraft destroyed.
4 or 5
A ircraft damaged. Unable to reach either its primary or secondary targets. Must engage the nearest target(s) of opportunity and turn for home this move.
2 or 3
Aircrafts damaged. Guidance system destrQyed. Must deliver its bomb(s) over the target. Flight defence aircraft loses control of any decoy missiles in flight. These detonate.
1
A,jrcraft damaged. Speed reduced to 50 mm and flight duration now a maximum of 10 more moves. Aircraft will crash if not over the Fail Safe Line by the end of that time.
13
DECOY MISSI LES The object of these missiles is to draw off the defender's groundto-air missiles so that they detonate at a safe distance .from the flight. When decoy missiles are in flight the controlling aircraft will partially jam the ground-to-air missile controlling station so that the station will be unable to detonate its missiles if they are affected by the decoys. Decoy missiles must be launched at the beginning of a move, if the target is within the aircrafts own radar range. They will be controlled by the firing aircraft. Decoy missiles may deviate in order to intercept enemy ground-ta-air missiles. They may turn any number of degrees during their move in order to intercept or pass close to a target. They will tu rn on a radius of W' and willlose 50mm of forward movement rate when making turn of 90 degrees or more. A decoy missile will have a decoy range of 120 mm and may attempt to draw off a ground-to-air missile at either full or half way point in the move. If at the half way point in the move, the decoy moves through hal f its move, determines its effect on the target then moves the remainder of its move.
a
DECOY MISSILE EFFECT At either the full or half way point in the move the decoy effect is calculated.
DECOY FACTOR Range in mm',
101 81 61 41 21
to to to to to o to
Target missile. Pr_nt gUidance fector 1 to 3 4 o. 5 6 or 7 8 to 10
120 100 80
60 40 20
+1 +2 +2 +3 +4 +0
0 +1 +2 +3 +4 +5
-1 0 +1 +2 +3 +4
-2 -1 0 +1 +2 +3
11 to 14 -3 -2 -1 0 +1 +2
Take the factor from the previous table and add or subtract the following: - 1 per radar station locked-on to the controlling aircraft. - 1 if controlling aircraft is at low level. + 1 per 5 megaton (or part of) damage to ground-to-air missile's controlling station. + 1 per additional decoy missile in effective range.
Throw one random factor. RESULT
FACTOR Any plus reJLIt
o or-l
Missile turns to intercept the decoy. Missile guidance iammed, speed reduced to
30 mm next move. Less than-l
No effect, ground-to-air missile continues towards its target.
14
ELECTRONIC DEFENCES
Each Ballistic 'TIissile site, city, and the capital is equipped with electronic defellce equipment with which it can attempt to either divert or detonate prematurely E-f'1emy missiles. To use its electronic defence equipment a ground station must be locked onto its target, i.e. its locked on counter must be tlY the target counter. Up to two sites may combine against the same target. The equipment, when in use, will use power in mega'watts from a limited power source, and which can be sustained for a limited period. The following table gives the power out-put in mega·watts at various ranges. Measure the range from each station locked on to the target and cross reference this with the power out-put available. The result will be two figures, the first is the power reduction in mega-watts; reduce the station's available power out-put by that amount. The second figure is the electronic offence factor, which is used in the following calculation to determine the effect on the enemy missile. ELECTRONIC DEFENCE TABLE Power out-put (max of 50 per move)
Range
401 301 251 201 151 101 51
to 500 to 400 to 300 to 250 to 200 la
150
to 100
o to
50
1 to 5
6 to 10
4-1 4-1 4-1 4-2 3-3 2-3 1-4 1-5
6-1 6-1 6-2 6-2 5-3 4-3 2-5 2-6
11 to 15 16 to 20 21 to 30 30 to 40 41 to 50 10-1 12-1 14- 1 16- 1 10-2 12-2 14- 2 15- 2 9-2 11-3 13- 3 14- 3 11-4 12- 4 19-3 13- 5 8-4 11- 4 10-4 12- 5 6-5 9- 7 8-6 10- 8 4-7 5-7 6- 8 7- 9 3-8 3-9 4-10 5-11
8-1 8-1 7-2 8-2 7-4 5-4 3-6 2-7
Each site equipped with electronic defences will start with a power reserve of 100 mega-watts, but at no time may it use a power out-put exceeding 50 mega-watts, A station which sustains damage will lose power at the following rate: 2 )( Megaton points damage/~
15
ELECTRONIC DEFENCE EFFECT To determine the effect of a ground site's electronic defences: 1) Determine the range to the target for each ground site locked onto it. 2) Check each station's maximum power out·put, then determine from the previous chart the power loss and offence factor. 3) Add the offence factors together, and reduce the ground stations power reserve by the power loss figures. 4) Add or subtract the following: - 1 per nuclear.detonation within 200 mm. +2 per undamaged radar station tracking target. + 1 per damaged radar stition tracking target. Throw one random factor. RESULT Any plus result equals the number of guidance factors lost by the target missile that move. Any result of +10 or more: the missile will detonate at that point. The resulting detonation will be classed as a Low Air Burst. APPENDIX The following is a typical defender's set-up, using a playing area of
3 ft. x 5 ft. For unaller playing areas use only half the counters for each side, but use 5 Radar Sites and the capital for the defender. Double the points value for victory conditions. I
_n,1
D 1,*,"'"
0
,
O,-AStTtJ:
o....._z
-ft',II
[JClTYI
a.--snj
0 ....,1 o~ses
~S17l61 D
Q6-.4*7Ff
0.....,,,, DI($fSlTf't:km-.t
am
O"""sel 0 ,,.. SITE I
I
I
16
POWER
DAMAGE
DAMAGE
POWER
100
100
MISSILE DEFENCE ORDERS
CITY 2
CITY 1
CAPITAL DAMAGE
POWER
AM SITE 1
100
I Damage
LAUNCHED MISSILE Guidance Factor Loss
1
NO
NO
NO
NO
2
14
14
14
14
3 4 ICBM SITE 1 Damage Power
ICBM SITE 2 Damage
100
Power
IRBM SITE 1
IRBM SITE 2
Damage Power
Damage Power
100
100
G'A SITE 1
100
RADAR 4 SCAN
IDAMAGE
RADAR 7 SCAN
DAMAGE
SCAN
IDAMAGE
RADAR 5 SCAN
DAMAGE
RADAR 8 SCAN
DAMAGE
RADAR 3 SCAN
NO
NO
NO
NO
14
14
14
14
DAMAGE
RADAR 9 SCAN
DAMAGE
1 2
3
3
[Damage
NO
NO
NO
NO
14
14
14
14
G·A SITE 4
) Damage
!Damage LAUNCHED MISSILE Guidance Factor Loss NO NO NO NO
LAUNCHED MISSILE Guidance Factor Loss NO NO NO NO
1
14
4
G·A SITE 3
RADAR 6 SCAN
14
LAUNCHED MISSILE Guidance Factor Loss
2
IDAMAGE
14
14
G·A SITE 2
IDamage
4 RADAR 2
2 3 4
LAUNCHED MISSILE Guidance Factor Loss
1
RADAR 1 SCAN I DAMAGE
A·M SITE 2 IDamage LAUNCHED MISSILE Guidance Factor Loss NO NO NO NO 1
14
14
14
14
1
2 3
2 3
4
4
14
14
14
14
Burst Size Height TARGET
MISSILE
20 20
ICBM 1 ICBM 2
20 20
ICBM 3 ICBM 4
IRBM 2
6 6
IRBM 3
6
IRBM 4
6 G
IRBM 1
IRBM 5
6
IRBM 6
ICBM(MRV) 1
ICBM (M RV) 2
SOB 1
6
SOB 2
6
SOB3
6
SOB 1
6
SOB2
6 6
SOB3 Ale NO SOB Target
A/eNO SOB Target
MISSILE ATTACKORDERS Move 1
Move 2
Move 3
Move 4
Move 5
Move 6
LAUNCH LAUNCH LAUNCH LAUNCH Flight 1 Defence Alc NO
Level Decoys
1 121 3 Damage
A/eNo
lAic NO
lAIC NO
SOB G.F. losses NO
NO
Flight 3 Defence Alc NO
NO
112 NO
Level Decoys
1 12 1 3 Damage
Ale NO
lAic NO
SOB G.F. losses NO
NO
NO
lAIC NO
112 NO
Flight 2 Defence Alc NO
1 I2 Damage
Ale NO
lAic NO
NO
Flight 4 Defence Alc NO
112
NO
ICBM 3 I
View more...
Comments