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Advanced Interdiction Electronic Detection Advanced

Game Tables
Die Roll non-Allied Allied Notes:
I n t e rd i c t i o n Va l u e Clear/Overcast Weather:
2 D D Each side: 3 attempts; +1
Marsh/Flat 1, 2 3, 4 5, 6
Te r r a i n

3 D attempt per nation which


Rough/Flat Woods/
Rough Woods
1, 2 3, 4 5, 6 4 D intervenes on that side Special Operations Forces CRT
Storm Weather: 1 attempt per
5 nationality RAID RECON
Highland/
1 2, 3 4, 5 6 Flat/ HQ/ MSU/

Detection/SAMs/Theater Weapons
Highland Woods Rough/ Supply Installa- Helo/ Supply Ground
DRMs: Result:
Mountain/High Mtn 1 2, 3 4, 5 6 1: if AWACS Advantage 3 or 4. D: HQ is detected. Place a Marsh Depot tion Airfield MSU HQ Depot Unit
2 1 1 2 2 2 2 2 1: PRC/RU (if non-Allied) Detected marker on the HQ. Flat Wds/ HQ/ MSU/

Targeting
Rough Inter- Supply Install- Helo/ HQ Supply Ground

Terrain
1 1 1 1 2 2 2 2
Woods diction Depot ation Airfield MSU Depot Unit
0
1
1 1 1 1 2 2 2
Deliberate Damage Highland/ HQ/ MSU/
Die Roll

1 1 1 1 2 2 Highland Inter- Supply Install- Helo/ Supply Ground


2 1 1 1 1 1 2 Die Roll Result Woods diction Depot tion Airfield MSU HQ Depot Unit
3 1 1 1 1 1 1 Destroyed Inter- HQ/ MSU/
4 1 1 1 1 Mtn./ diction Supply Install- Helo/ Supply Ground
2-3 Strike 2 Urban
5 1 1 1 (Mt. only) Depot ation Airfield MSU HQ Depot Unit
4-7 Strike 1
6 1 1 0 1 2 2 X X X X 2 D D D D D D T
8
7 1 1 1 2 2 X X X 1 D D D D D D T
DRMs: 2 1 1 2 2 X X 1 D D D D D T
DRMs: Results:

Die Roll
2: Friendly Division in or adjacent, or 3 1 1 2 2 X 1 D D D D T
+/ Pilot skill 2 Hex receives an Interdiction Strike 2
1 Friendly Brigade in or adjacent
2 High Mountain marker
2: Friendly HQ within Support Range
4 1 1 2 2 D D D T
1 Attack Helicopter 1 Hex receives an Interdiction Strike 1 5 1 1 2 D D
+3: Attempt in same Phase as Capture
+? SAM/AAA Result marker
+3: Clearing Marker in hex (apply only this DRM) 6 1 1 D
+2 if Unit was attacked by Interceptors
+3 if Stand-off Weapons used 7 1
Automatic Victory 8
Repair Die Number of Times Rolled Raid DRMs: (if target hex occupied by other than HQ) Results:
1 Storm X: Unit step loss, Installation Destroyed,
Supply Roll 1 2-3 4-5 6 or Strike 2 vs. hex (Interdiction)
1 vs. Bridge
Points SAM AAA Det. Airbase/Aireld/Port 0 Victory Victory Victory Victory +1 if occupied, but by less than 1 brigade 2: Place Strike 2 marker on Unit, Installation, or hex
2 1 1 Flip Destroyed to Strike 2 1 Victory Victory Victory +1 vs. SAM or Theater Weapon 1: Place Strike 1 marker on Unit, Installation, or hex
+2 if occupied by at least 1 brigade D: Target is Detected. Place Detection marker
4 2-3 Victory Victory Victory
1
4 Victory Victory Lt. Inf. Inltration T: Targeted. 2 if US/CW mission; otherwise 1

Spend Supply Points (up to 4 on Air Defense Tracks). 5 Victory DRM Light Infantry is inltrating... Special Operations DRMs:
6
Collateral Damage 2 Mountain, Highland, or
Highland Woods Forces Survival 3 US/CW
3 Strategic Surprise (Initiative Player GT 1 only)
Die Strike vs. Aireld Strike vs. Airbase vs. Attack Helos Emergency 1 In Overcast or Storm Die Roll Result 2 Tactical Surprise (Initiative Player GT 1 only)

Supply
Roll 1 2 X 1 2 X 1 2 X +2 Flat or Rough 6 1 Non-US/CW Allied
+1 Raid
Air, Air*, Air, Air*, Air, +1 Fortication 7 Eliminate +1 Interdiction
0 Air Air* Air* Am Pt Am Pt Am Pt Step Elim Elim Ground
Air, Air*, Air*, Air, Unit HQ
1
Air Air Air* Am Pt Am Pt Am Pt Step Step Elim 2 Supply Supply International Posture Matrix Tables
3-5 Supply Posture
Air, Air*,
2 6 Faction Dove (-1) Moderate (0) Hawk (+1) Sum Posture
Am Pt Air Air Air Am Pt Am Pt Step Step
Administration 4 5-6 7 2 Passive
Air, Result:
3 Military 2 3-4 5 1 to +1 Moderate
Am Pt Air Air Air Am Pt Step Supply: Unit/HQ is resupplied.
Remove Out of Supply marker. Popular Vote 5 6 7 +2 Aggressive
4 Am Pt Air Air
Important: Only one resupply
5 Am Pt Air
attempt PER unit/HQ is allowed National Posture
6 Air during each Emergency Resupply
Phase. Surprise Condition Passive Moderate Aggressive
7
Resolution +3 Resolution +2 Resolution +1
Results: Results vs. Attack Helicopters: Strategic Surprise PRC - Level 1 PRC - Level 2 PRC - Level 2
Air: Owning player chooses one step loss from an air unit in the Step: The attack helicopter loses one step RU/US - Level 0 RU/US - Level 1 RU/US - Level 2
basing box attacked. Elim: The Attack helicopter is eliminated Resolution +2 Resolution +1 Resolution +0
Air*: Enemy player chooses one step loss from an air unit in the Note that a die roll is made vs. each attack helicopter per Tactical Surprise PRC - Level 2 PRC - Level 3 PRC - Level 4
basing box attacked. strike result at the damaged/destroyed Airbase/Airfield.
RU/US - Level 1 RU/US - Level 2 RU/US - Level 3
Am Pt: One of the attacked sides Airmobile Points is permanently
Destroyed. DRM: Resolution +1 Resolution +0 Resolution +0
+1 Hardened Airbase Extended Buildup PRC - Level 3 PRC - Level 4 PRC - Level 4
2015 GMT Games, LLC RU/US - Level 2 RU/US - Level 3 RU/US - Level 4
Note: Some results (vs. Airbases) are multiple. These are cumulative. Thus, a die roll of 0 for Strike Result of X vs. an Airbase P.O. Box 1308, Hanford, CA 93232-1308
results in two steps of air units (one step chosen by each player) and one Airmobile Point permanently lost. www.GMTGames.com
Advanced Air Defense Fire Advanced Air Combat
CIWS always fires before Cruise Missile or Air Strike. USN Naval Units receive additional 1 DRM for CIWS.
Die Air Combat Differential (Attacker - Target)
Local Local
Die SAM SAM SAM SAM SAM SAM SAM SAM AAA AAA AAA Die Roll +4 +3 +2 +1 0 1 2 3 4
Roll 1 2 3-4 5-6 7 8 9 10 1 2 3 Roll 2 X X X X X X DA DA A
0 A A X X X X X X +2 A X 0 1 X X X X X DA DA A Ad/D
1 +1 +2 A A A X X X +1 +2 A 1 0 X X X X DA DA A Ad/D
2 +1 +1 +2 A A A A X +1 +2 A 2 1 X X X DA DA A Ad/D Ad/D
3 +1 +1 +2 +2 A A A +1 +2 3 2 X X DA DA A A Ad/D
4 +1 +1 +2 +2 A A +1 +2 4 3 X DA DA A A Ad/D
5 +1 +1 +2 +2 A +1 5 4 DA DA A A Ad/D Ad/D
6 +1 +1 +2 +2 +1 6 5 DA A A Ad/D Ad/D
7 +1 +1 +2 7 6 A A Ad/D Ad/D
8 +1 +1 8 7 A Ad/D Ad/D
9 +1 9 8 Ad/D Ad/D
10 9 Ad/D
DRMs for SAM Fire: Results: 10
1 if target/landing hex is within 2 hexes of an enemy HQ ...vs Air/Helicopter Units
1 vs. Attack Helicopter which flew over enemy units (not including target hex) X: Air unit/attack helicopter loses one step and may continue mission. Dogfight DRMs: Results vs. Transports/Paradrops:
+2 per Wild Weasel unit that is part of Strike A: Air unit/attack helicopter aborts mission. Owning player may attempt to press +/ Pilot skill X: Mission is destroyed (All Steps) Reminder: Stealth aircraft can't
+3 vs. Stealth Unit on with mission. Roll one die: 0-4 step loss, 5-9 +2 on mission. 1 Attack vs. (#) Bomber DA: Mission is Damaged (one Step Loss) and Aborted (return to starting hex) be engaged by Long Range or
+1, +2: Air unit/helicopter must add the number as DRM to the ensuing Strike (for 1 USAF F-15 w/ F-22 support D: Mission is Damaged (one Step Loss) but continues mission Stand-off fire.
DRMs for AAA Fire: +1 Overcast A: Mission is Aborted (return to starting hex)
1 vs. Attack Helicopter Combat Support, this # is subtracted from units CS Rating)
+2 Strike Aircraft firing Ad: Treat as either D or A (moving player's choice)
1 Naval Unit AAA/CIWS Fire ...vs Transport Mission (Airmobile/Air Transport/Paradrop) +3 Storm : No effect
1 vs Transport Mission (Airmobile, Air Transport, Paradrop) X: The mission takes a step loss AND (if an Airmobile Point is providing transport)
+3 vs Stealth Unit one Airmobile Point is permanently lost. Stand-Off DRMs: Results vs Air Units/Attack Helicopters:
A: The mission is returned to its starting hex. Aborted Airmobile Points are 1 Attack vs. (#) or 0 Air to Air X: Target is destroyed (All Steps)
Weather DRMs: Strength DA: Target is Damaged (one Step loss) and Aborted. Return to Abort box of basing country/carrier.
SAM: AAA: considered used.
+1, +2: Treat as Aborts. 1 US F-15 with F-22 support D: Target is Damaged (one Step loss)
+1 Overcast +2 Overcast
+1 non-US/CW/JPN/RU/PRC A: Target is Aborted. Return to Abort box of basing country/carrier.
+3 Storm +4 Storm CIWS: X and A = NE on Stand-off Air Units; Strike or Cruise Missile misses.
+2 Strike Aircraft firing Ad: Applies instead of D result during Long-range and Stand-off attacks. This result gives the firing unit Advantage (first
+3 Storm shot) in the ensuing Stand-off or Dogfight combat. Rotate the defender 180 degrees (i.e., tail to the enemy aircraft).
Advanced Strike Long Range DRMs:
+3 Storm
: No effect

S t r i k e Va l u e DRMs:
2 Target hex is overstacked
Advanced Detection
1 2 3 4 5 6 2 vs. High Mountain
Marsh/ Sup HQ Other US HQ SCUD/ Detection
Flat 1/2 vs. Targeted 1/2 Unit/Installation Die
Helo 1 HQ Helo 2 Missile Cruise
+/ Pilot Skill Roll Local 0-1 2-3 4 5 6 7 8 9 10
Rough/ 1 2 3 4 5 6 +? SAM/AAA Result
Rough Wds/ Sup HQ Other US HQ SCUD/ +1 AH-1Z Wild Weasel Strike [Optional]
0 D ED ED ED ED ED ED ED ED ED
Flat Woods Helo 1 HQ Helo 2 Missile Cruise
+1 non-US Cruise Missile Strike 1 D D D ED ED ED ED ED ED ED
Highland/ 1 2 3 4 6 5
Te r r a i n

+1 If Striking HQ is reduced-strength
Highland Sup HQ Other US HQ SCUD/ +2 vs. Bridge
2 D D D D D ED ED ED ED ED
Woods Helo 1 HQ Helo 2 Missile Cruise
+2 If Unit was attacked by Interceptors 3 D D D D D ED ED ED
2 3 4 5 6 +2 Theater Weapon Busting Strike Mission
Mountain Sup HQ Other US HQ SCUD/ +2 For all AIR strikes in Overcast weather
4 D D D D D D ED
Helo 1 HQ Helo 2 Missile Cruise
+3 vs. Enemy AAA Track 5 D D D D D D
2 3 4 5 6 +3 Air or HQ Strikes in Storm turn
Urban Sup HQ Other US HQ SCUD/ +3 Stand-off Air vs. Leg Unit
6 D D D D D
Helo 1 HQ Helo 2 Missile Cruise
Vs. NAVAL (cumulative with above) 7 D D D D
Air Defense 2 3 4 5 6 Wild
Tracks Scud Cruise Weasel 1 Naval air unit conducting strike 8 D D
1 Point Detection
Hardened 2 3 4 5 6 9
Target/ Scud Cruise 1 Air unit non-Stand-off Strike
Naval Unit Naval 1 Naval 2 Naval 3 +1 Theater Weapon
DRMs: Results:
2 1 1 2 2 X X X X X Hardened Targets are: 1: Target/Landing hex is within 2 hexes of Detecting players HQ ED: Early Detection. Mission may be attacked by Interceptors
1 1 1 1 2 X X X X X Supreme HQs, Supply Depots, Beachheads, Ports (for 1:Attack Helicopter/Airmobile Movement passed through Detecting players occupied hex and SAMs.
Cruise/SCUD only), SCUD/CM Points. Also see GSR. +1: per Wild Weasel unit included in mission D: Detection. Mission may be attacked by SAMs. If Naval
0 1 1 1 1 2 X X X X
Detection, then mission may be Intercepted.
Die Roll

1 1 1 1 2 2 X X X +1: vs Transport/Paradrop/Combat Support Mission


Results: +1: Weather is Overcast : No Detection
2 1 1 1 1 2 2 X 2 X: Installation is Destroyed +1: Mission hex in Mountain/High Mountain hex (NWIP only)
3 1 1 1 1 2 2 2 Air Defense Track 3 +5: vs Mission composed solely of Stealth units Note:
4 1 1 1 1 2 1 Unit loses a step/Naval unit removed All Transport Missions and non-Standoff Strike missions
2: Installation/Unit takes Strike 2 marker Additional DRMs if rolling side has AWACS Advantage undergo AAA fire. If Detected, the AAA occurs before the
5 1 1 1 1 1 (NWT PRC may only apply in East China Sea, Taiwan Straits, and South China Sea)
Air Defense Track 2 mission is resolved, otherwise it occurs after the mission. AAA
6 1 3: if AWACs Advantage is 4 2: if AWACs Advantage is 3 1: if AWACs Advantage is 2 fired after a Transport mission only has an affect on Airmobile
1: Installation/Unit takes Strike 1 marker
7 Air Defense Track 1 Points and only if an "X" result is achieved.

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