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Summary
Red Star/White Star
The SPI board game of 1972, subtitled Tactical Combat in Europe in the 1970's
There are 10 turns.
- First player turn
- Offensive Fire/Air Strike Phase
- Initial Helicopter Movement Segment – 6 hexes
- "LG" and "AP" Fire Segment
- "HE", Fire Allocation Segment
- "HE", Fire Resolution Segment
- Final Helicopter Movement SEgment. MA – 6
- Movement Phase (also Build-up and Breakdown)
(Non-phasing Player Fire Attacks)
- Close Assault (C.A.) Phase
- Disruption Record Phase
- Defensive Fire Phase
- Second player turn
- Game Turn Indication
Movement Rules notes
- Units may not move after firing.
- When Friendly units leave an enemy's zone of control (ZOC) they may be attacked.
- Stacking rules apply at all times.
- Road movement applies only if the unit enters the road on a road hex side.
Enemy units negate the terrain benefits or road hexes when they occupy such hexes.
Only 1 stacking-point-sized unit may use the road movement rate.
Combat – Fire, Close Assault (Airstrike)
- All units (except HP and helicopter gunships) may triple their attack strengths once and after that are eliminated.
- A unit cannot attack more than once in the entire turn.
- Considerations before attacking:
- Range
- Weapon Category – AP, HE, LG, MX
- Blocking Terrain
- Condition of Target – Terrain of Target
- Attack Odds
- Target Type – Hard [6] or Soft 6
- Only units with an HE Weapon can use Indirect Fire.
- The range of Direct Fire never exceeds 10 hexes. It may go into, but not through blocking terrain.
- Blocking Terrain is Woods, Town, and Hills. Units in Woods or Town are in covering terrain, which may be fired into, but not through.
- Unit may always fire on targets on a ill, unless blocked by another hill (only).
- You have to spot an enemy unit to use Indirect Fire. A unit is spotted if (1) if fires and an enemy unit is within 10 hexes. All other friendly units in a hex ae also vulnerable to attack; and (2) An enemy unit can track a line of sight less than 10 hexes.
- Indirect Fire is allowed through Blocking Terrain and for more than 10 hexes. It can be combined with Direct Fire. Russians can only use I.F. before the first time they move. Only AE units can use IF.
- Attack stacks-
-
Such units can be attacked singly or all as one so long as no unit is
attacked more than once per phase.
-
Add up defense strengths in Woods and Towns and if in such a case a
Hard Target is present, consider the whole stack to be a Hard Target.
-
HE weapons may attack the whole stack or each unit in a stack, one by
one.
- Only infantry and i-accompanied units may close assault. HE units may not.
- In Close Assault Attacks, disregard Weapon Effectiveness, combine Defense strengths and ignore target type.
- Defenders against C.A. in Towns have defense doubled.
- Non-i, non-i-accompanied units defending against C.A. have strengths reduced to 1.
- Units making C.A. can only be fired on if they come from a non-Woods, non-Town hex.
Other notes
- ZOC-crippled units have none, don't extend into Woods or Towns. Units wanting to leave ZOC must announce this and can then be attacked by any unit with line of fire (LOF).
- To leave Entr., announce intention at start of the Movement Phase and at the end, simply remove the marker. The unit may move on the next turn.
- Helicopters (gunships) may attack independently or with other friendly land forces. They always start the scenario within 5 hexes of a friendly units. They do have ZOCs.
- USSR units may be attacked by helicopters when leaving such ZOCs and may be attacked by USSR units when the helicopter does not move in a Soviet Air Defense Table.
- Helicopters may move 6 hexes and then either fire or move the rest of its movement allowance.
- The range of the Soviet Air Defense Zone:
Unit | Range |
Russian unit | 1 hex |
14.5mm M6 | 2 hexes |
SU-57 | 4 hexes |
- Units may fire at helicopters in addition to another target Fire once for each time the helicopter passes through the zone.
- Helicopter gunships cannot spot for other units.
- Air strikes have a strength of 40.
- It may only attack 1 hex.
- They may also be used to supplement HE attacks. These points are expended.
- Air Strikes attack like HE weapons.
- Air Strikes into Woods or Towns must have targets spotted for them (Obs. Helicopters or ground forces).
- Air strikes are not shot down.
Wed Jan 31 04:29:25 UTC 2024
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