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Advanced Interdiction

I n t e rd i c t i o n Va l u e
Te r r a i n Marsh/Flat Rough/Flat Woods/ Rough Woods Highland/ Highland Woods Mountain 2 1 0 1 2 3 4 5 6 7 1 1 1 1 1 1 1 1 2 1 1 1 1 1 Results: 1, 2 3, 4 1, 2 5, 6 3, 4 1 5, 6 2, 3 1 2 2 1 1 1 1 1 4, 5 2, 3 2 2 2 1 1 1 1 1 6 4, 5 2 2 2 2 1 1 1 1 1 6 2 2 2 2 2 1 1 1 1

Electronic Detection
Die Roll 2 3 4 5 DRM: DPRK D Rolling Side PRC US/ROK* D D D D D

Advanced Game Special Operations Forces CRT Tables


Detection Track
Flat/ Rough/ Marsh Flat Wds/ Rough Woods Highland/ Highland Woods Mtn./ Urban 0 1 2 3 4 5 6 7 8 1 1

Living

Result:

Die Roll

D: HQ is detected. Place a Detected marker on the HQ. 5 attempts 2 attempts 2 attempts (requires ground forces) 1 attempt (requires ground forces)

Clear Weather:
US/ROK: DPRK: PRC: JPN:

Non-Clear Weather:
US/ROK: 3 attempts

Installation Aireld HQ/ InterSupply Installdiction Depot tion InterHQ/ diction Supply (Mt. only) Depot 2 1 1 2 2 1 1 X 2 2 1 1

MSU Aireld Installation X X 2 2 1 1 MSU Aireld X X X 2 2 1 1 MSU X X X X 2 2 1 1

HQ HQ HQ Supply Depot D D D Supply Depot MSU/ Ground Unit D D D D

Supply Depot MSU/ Ground Unit

+/ +? +2 +3 1

Pilot skill SAM/AAA Result if Unit was attacked by Interceptors if Stand-off Weapons used Attack Helicopter

2 Hex receives an Interdiction Strike 2 marker 1 Hex receives an Interdiction Strike 1 marker

ROK-only scenario: 2 attempts allowed

Automatic Victory
Die Roll 0 1 2-3 4 5 6 Number of Times Rolled 1 2-3 4-5 Victory Victory Victory Victory Victory Victory Victory Victory 6 Victory Victory Victory Victory Victory

Repair
Supply Points 1 2 SAM 1 AAA 1 2 Det. 1 Airbase/ Aireld/Port Flip Destroyed to Strike 2

Die Roll

DRMs:

* Note:

2 1 1 1
X: 2: 1: D: T:

D D

D D D D D

D D D D D D

D D D D D D D

Raid DRMs: (if target hex occupied)

+2 if occupied by at least 1 brigade +1 if occupied, but by less than 1 brigade (HQ count as less than a brigade when alone)

Results:

Lt. Inf. Inltration


DRM 2 1 +2 +1 Light Infantry is inltrating... Mountain, Highland, or Highland Woods In Overcast or Storm Flat or Rough Fortication

Unit step loss, Installation Destroyed, or Strike 2 vs. hex (Interdiction) Place Strike 2 marker on Unit, Installation, or hex Place Strike 1 marker on Unit, Installation, or hex Target is Detected. Place Detection marker Targeted. 1 if DPRK/PRC; 2 if US/CW/JPN/ROK mission

Spend Supply Points (up to 4 on Air Defense Tracks).

Collateral Damage
Die Roll 0 1 2 3 4 5 6 7
Results:

Strike vs. Aireld 1 2 X Air Air Am Pt Air* Air Air Am Pt Air* Air* Air Air Am Pt Am Pt

Strike vs. Airbase 1 2 X Air, Air*, Air, Air*, Air, Am Pt Am Pt Am Pt Air, Air*, Air*, Air, Am Pt Am Pt Am Pt Air, Air*, Air Am Pt Am Pt Air, Air Air Am Pt Air Air Air Air

vs. Attack Helos 1 2 X Step Step Elim Step Step Elim Elim Step Step

Emergency Supply
2 3-5 6
Result:

Special Operations Forces Survival


Die Roll 6 7 Result Eliminate

Ground Unit HQ Supply Supply Supply

US/CW: 3 ROK: 1 Raid: +1 Interdiction: +1 Strategic Surprise (DPRK GT 1 only): 3 Tactical Surprise (DPRK GT 1 only): 2

DRMs:

International Posture Matrix Tables


Faction
Administration Military Popular Vote

Dove (-1)
4 2 5

Moderate (0)
5-6 3-4 6

Hawk (+1)
6 5 7

Supply: Unit/HQ is resupplied. Remove Out of Supply marker. Important: Only one resupply attempt PER unit/HQ is allowed during each Emergency Resupply Phase. This is the Living document for the game. Changes from the original are indicated in blue text.

Posture Sum 2 1 to +1 +2

Posture Passive Moderate Aggressive

National Posture Scenario


Strategic Surprise Tactical Surprise Extended Buildup

Passive
Resolution + 3 PRC: Supplies JPN: None Resolution + 2 PRC: Supplies + Special Forces JPN: None Resolution +1 PRC: Supplies + SF + Aerial JPN: Special Forces

Moderate
Resolution + 2 PRC: Supplies + Special Forces JPN: Special Forces Resolution + 2 PRC: Supplies + Special Forces JPN: Special Forces Resolution +0 PRC: Full JPN: Special Forces + Aerial

Aggressive
Resolution + 1 PRC: Supplies + SF + Aerial JPN: SF + Aerial Resolution + 0 PRC: Full JPN: Special Forces + Aerial Resolution +0 PRC: Full JPN: Full

Air: Owning player chooses one step loss from an air unit. (DPRK or ROK only) Air*: Enemy player chooses one step loss from an opponents air unit (DPRK or ROK only) Am Pt: One of the attacked sides Airmobile Points is permanently Destroyed.

Results vs. Attack Helicopters

Step: The attack helicopter loses one step Elim: The Attack helicopter is eliminated

Note that a die roll is made vs. each attack helicopter per strike result at the damaged/destroyed Airbase/Aireld.

Note: Some results (vs. Airbases) are multiple. These are cumulative. Thus, a die roll of 0 for Strike Result of X vs. an Airbase results in two steps of air units (one step chosen by each player) and on Airmobile Point permanently lost.

2012 GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com

Targeting
T T T T T

1: if AWACS Advantage 3 or 4.

Terrain

HQ/ Supply InstallaDepot tion HQ/ Inter- Supply diction Depot

RAID
MSU

RECON
HQ Supply Depot MSU/ Ground Unit

Aireld

MSU/ Ground Unit

Advanced Air Defense Fire


Die Roll 0 1 2 3 4 5 6 7 8 9 10
+2 +3 1 1

Advanced Air Combat


AAA 1 +2 +1 +1 Local AAA 2 A +2 +2 +1 +1 AAA 3 X A A +2 +2 +1 +1 Die Roll 0 1 2 3 4 5 6 7 8 9 Die Roll 2 1 0 1 2 3 4 5 6 7 8 9 10
+/ 1 +2 1 +1 +3 +1 1 +2 1 +3

SAM 1 A +1 +1

SAM 2 A +2 +1 +1

SAM 3 A A +2 +1 +1

Local SAM 4-5 X A A +2 +1 +1

SAM 6-7 X A A +2 +2 +1 +1

SAM 8 X X A A +2 +2 +1 +1

SAM 9 X X A A A +2 +2 +1 +1

SAM 10 X X X A A A +2 +2 +1 +1

Air Combat Differential (Attacker - Target) +4 X X X X X X DA DA A A Ad/D Ad/D +3 X X X X X DA DA A A Ad/D Ad/D


X: DA: D: A: Ad: : X: DA: D: A: Ad:

DRMs for SAM Fire:

per Wild Weasel unit that is part of Strike vs. Stealth Unit if target/landing hex is within 2 hexes of an enemy HQ vs. Attack Helicopter which ew over enemy units (not including target hex)

Results: ...vs Air/Helicopter Units

+2 X X X X DA DA A A Ad/D Ad/D

+1 X X X DA DA A A Ad/D Ad/D

0 X X DA DA A A Ad/D Ad/D

1 X DA DA A A Ad/D Ad/D

2 DA DA A Ad/D Ad/D

3 DA A Ad/D Ad/D

4 A Ad/D

DRMs for AAA Fire:

1 vs. Attack Helicopter 2 vs Transport Mission (Airmobile, Air Transport, Paradrop) +3 vs Stealth Unit

X: Air unit/attack helicopter loses one step and may continue mission. A: Air unit/attack helicopter aborts mission. Owning player may attempt to press on with mission. Roll one die: 0-4 step loss, 5-9 +2 on mission. +1, +2: Air unit/helicopter must add the number as DRM to the ensuing Strike (for Combat Support, this # is subtracted from units CS Rating) X: The transported unit takes a step loss AND (if an Airmobile Point is providing transport) one Airmobile Point is permanently lost. A: The aborted unit is returned to its starting hex. Aborted Airmobile Points are considered used. +1, +2: Treat as Aborts.

Dogght DRMs:

...vs Transport Mission (Airmobile/Air Transport/Paradrop)

Weather DRMs: SAM:


+1 Overcast +3 Storm

Pilot skill Attack vs. () Bomber Strike Aircraft ring USAF F-15 w/ F-22 support Overcast Storm

Results vs. Transports/Paradrops:

Target is destroyed (All Steps) Target is Damaged (one Step Loss) and Aborted (return to starting hex) Target is Damaged (one Step Loss) but continues mission Target is Aborted (return to starting hex) Treat as either D or A (moving player's choice) No effect

Reminder: Stealth aircraft can't be engaged by Long Range or Stand-off re.

+2 Overcast +4 Storm

AAA:

Stand-Off DRMs:

Advanced Strike
S t r i k e Va l u e
Marsh/ Flat Rough/ Rough Wds/ Flat Woods Highland/ Highland Woods Mountain Urban Air Defense Tracks Hardened Target 2 1 0 1 2 3 4 5 6 7 8 1 1 2 Sup HQ Helo 1 2 3 Sup HQ Other Helo 1 HQ 3 4 Other US HQ HQ Helo 2 3 4 Other US HQ HQ Helo 2 3 4 4 1 1 1 1 1 Scud 2 1 1 1 1 1 2 Sup HQ Helo 1 3 Other HQ 4 US HQ Helo 2 5 5 5 5 Cruise 2 2 1 1 1 1 1 6 6 X X 2 2 1 1 1 1 X X X 2 2 1 1 1 X X X X 2 2 1 1 1 X X X X X 2 2 1 1 X X X X 2 2 1 1 1 1 3 Other HQ 4 US HQ Helo 2 5 4 US HQ Helo 2 5 6 Scud 6 Scud 6 Scud Wild Weasel Cruise Cruise Cruise 5 6 Scud Cruise 6 Scud Cruise DRMs:
+/ Pilot Skill 2 Target hex is overstacked +? SAM/AAA Result +2 If Unit was attacked by Interceptors 1/2 vs. Targeted 1/2 Unit/Installation +3 Stand-off Air vs. Leg Unit +1 If Striking HQ is reduced-strength +3 vs. Enemy AAA Track +2 For all AIR strikes in Overcast weather +3 For all AIR strikes in Storm weather +3 HQ Strike during Storm turn +2 PRC Cruise Missile Strike +2 SCUD-Busting Strike Mission +1 AH-1Z Wild Weasel Strike [Optional]

Long Range DRMs:


+3 Storm

DPRK/PRC Stand-off attack Attack vs. () Bomber Strike Aircraft ring US F-15 with F-22 support Storm

Results vs Air Units:

Target is destroyed (All Steps) Target is Damaged (one Step loss) and Aborted. Return to Abort box of basing country/carrier. Target is Damaged (one Step loss) Target is Aborted. Return to Abort box of basing country/carrier. Applies instead of D result during Long-range and Stand-off attacks. This result gives the ring unit Advantage (rst shot) in the ensuing Stand-off or Dogght combat. Rotate the defender 180 degrees (i.e., tail to the enemy aircraft). : No effect

Advanced Detection
Die Roll 0 1 2 3 4 5 6 7 8 9
Raid DRMs:
+5: +1: +1: +1: +3: 1: 1:

Detection 1 D D 2 D D D 3 ED D D D 4 ED ED D D D 5 ED ED D D D D 6 ED ED ED D D D D
Results:

Te r r a i n

1 2 Sup HQ 2 Sup HQ 2 3 1 1 1

Hardened Targets are:

1. All Installations in North Korea except Ports 2. All Supply Depots 3. DPRK GHQ and Allied JFC HQ

Results:

Die Roll

X: Installation is Destroyed Air Defense Track 3 Unit loses a step 2: Installation/Unit takes Strike 2 marker Air Defense Track 2 1: Installation/Unit takes Strike 1 marker Air Defense Track 1

7 ED ED ED D D D D D

8 ED ED ED ED D D D D

9 ED ED ED ED D D D D D

10 ED ED ED ED ED D D D D

Local D D D

vs Mission composed solely of Stealth units per Wild Weasel unit included in mission vs Transport/Paradrop Mission Weather is Overcast Weather is Storm Target/Landing hex is within 2 hexes of enemy HQ Attack Helicopter/Airmobile Movement passed through enemy occupied hex

ED: Early Detection. Mission may be attacked by Interceptors and SAMs D: Detection. Mission may be attacked by SAMs : No Detection

Note:

Additional DRMs for Allied Detection Attempts only:


3: if US AWACs Advantage is 4 2: if US AWACs Advantage is 3 1: if US AWACs Advantage is 2

All Transport Missions and non-Standoff Strike missions undergo AAA re. If Detected, the AAA occurs before the mission is resolved, otherwise it occurs after the mission. AAA red after a Transport mission only has an affect on Airmobile Points and only if an "X" result is achieved.

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