M41 S 6thFleet Rules V3 - Modernwarmagazine

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CONTENTS1.0 INTRODUCTION2.0 COMPONENTS3.0 CONTROL4.0 HOW TO WIN5.0 SEQUENCE OF PLAY6.0 ACTIONS7.0 BASING & STACKING RESTRICTIONS8.0 MOVEMENT9.0 COMBAT10.0 REINFORCEMENTS & WITHDRAWALS11.0 REFITSIXTH FLEET12.0 CARRIERS & CARRIER OPERATIONS13.0 ON-MAP BASES14.0 OFF-MAP BASES15.0 INTERCEPTION & PATROL16.0 SPECIAL UNITS17.0 STRIKE MARKERS18.0 FOG OF WAR19.0 NEUTRALS20.0 OPTIONAL UNITS21.0 LIST OF ACTIONS22.0 SCENARIOSCREDITSGame Design: Joseph MirandaManaging Developer: Doug JohnsonPlaytesters: Ty Bomba, David Bush, BillCroslow, John Heim, JR Lawlor, Roger Mason,Shane Perry, Robert Zmuda, .Proofers: Hans Korting, Michael Neubauer,Brendan WhyteCounter Graphics: Tom WillcocksonMap Graphics: Joe YoustProduction: Richard Aguirre 2019 Decision GamesBakersfield, CA.Made & Printed in the USANOTE: To remove the rules from this magazine, carefully and slowly peel them from thesubscription card to which they are attached by peeling from the top and then the bottommeeting in the middle. The card is not intended to be removed.These rules use the following color system: Red for critical points such as errata and exceptions,Blue for examples of play.1.0 INTRODUCTIONSixth Fleet is a two player, strategic-level wargame of the struggle for the Mediterranean setduring a hypothetical Warsaw Pact versus NATO war during the 1970s and 1980s. It is primarilya naval-air conflict, with some elements of power projection using ground forces.1.1 Game ScaleAircraft units represent one to six squadrons, with the counter displaying the primary type ofaircraft. Ship units represent one fleet aircraft carrier or battleship and divisions of four cruisersor nuclear-powered submarines with destroyers being represented in squadrons of six to eightdestroyers or non-nuclear subs. Other ship types are represented at division level and representvarious numbers of other ship types. On the map, each inch equals approximately 60 miles. Eachturn represents from one day to one week of activity, depending on the level of activity.Note: Sixth Fleet is based on the CSR Award Winning design of Red Dragon Rising.Changes have been made based on the situation in the Mediterranean during the Cold War.2.0 COMPONENTSThe components to a complete game of Sixth Fleet include these rules, the game map, and228 die-cut counters (also referred to as units and unit-counters). Players will need to providethemselves with at least one standard six-sided die (more would be useful) to resolve combatand other variable events during play. Additionally players will need four coffee cups or othersmall opaque containers.Map Errata: The US AWG and US SCG holding boxes indicate that both units may transport twoland units. Should read “1 Land unit” in the US AWG Box, and “1 Land unit, 1 AV8/VSTOL” inthe US SCG Box. The counters for both list land unit transport correctly.The land zone between Port Said and Central Israel is a no entry zone.Agean Sea should read Aegean.Turkisk Straits should read Turkish Straits.MODERN WAR 41 MAY – JUN 2019R1

SIXTH FLEET2.1 Game MapThe game map represents various sea zones (or zones) within theMediterranean, as well as critical adjoining land zones with their bases.2.2.1 Unit Counters FrontAnti-GroundElectronic WarfareAnti-AircraftImportant: There is a chokepoint between Corsica and Sardinia. It isshown for aesthetic value. It has no effect on game play. Naval unitsmay move freely between the two sea zones.2.1.1 Sea AreasThere are three sea areas depicted, each with multiple sea zones (exceptthe Turkish Straits).Black Sea: The three zones north of the Turkish StraitsTurkish Straits: A single named zone, encompassing the straitsseparating the Mediterranean and the Black Sea.Mediterranean Sea: All zones running from the Western Med(inclusive) to the coast of Israel and Syria.2.1.2 Land ZonesThere are five types of land zones. Most will have a base display thatrepresents logistical and defense forces.NATO Countries: Printed with a NATO flag.Soviet Bloc Countries: Printed with a Soviet flag.Neutral Countries: Do not display a flag and are not affiliated witheither NATO or the Soviets unless brought into play due to an event.No Entry Areas: No entry areas are areas that are outside the scopeof this game. They cannot be entered by units of either side. Land zonesthat do not possess a base (either air or naval) that are not marked as NoEntry may not be entered by any units except air units that are flying amission to a sea zone or land zone with some type of base.Small Islands: Small islands exist within a zone and may themselvesbe land zones. There are three small island land zones on the map (7.1.2).Unnamed islands are not playable.MaltaCreteCyprusBASE INFORMATIONAnti-GroundCombat FactorElectronic Warfare(EW) FactorAnti-SubmarineCombat FactorAnti-AircraftCombat FactorAnti-Surface ShipCombat Factor2.2 CountersThere are three general types of counters in the game:Combat Units: Groupings of land, sea, and aerial combat forces.Strike Units: Represent various operational level capabilities.Markers: Provided to track various administrative functions.R2Anti-SubmarineMovement/RangeDate or OptionalAvailabilityAnti-Surface ShipNationalityUnit Type SymbolUnit Name or TypeSpecial CapabilitiesDesign Note: The various combat factors represent a wide arrayof weapons systems. A carrier EW value represents its onboardelectronic warfare aircraft not otherwise shown in the game. Antisubmarine values include ASW helicopters. Electronic warfare ingeneral also represents the ability of a unit to engage an enemy forceat ranges within the scale of the spaces on the map.2.2.2 Unit Counters BackUnits are back-printed with a code representing 1970s or 1980sscenarios (or both). Carrier qualified aircraft are printed with a “CV.”Unit ID or NameOptional UnitScenario unit is available2.3 NationalityA unit’s nationality, and therefore the side to which it belongs duringplay are shown by its background color. There are two sides in the game;Soviet and NATO. Neutral units may join one side or the other.Soviet Units: OrangeNATO Units:United States: NATO BlueFrench (FR): Dark BlueItalian (IT): Light GreenGreek (GK): Olive GreenTurkey (TK): Dark GreenBritain (BR): Dark RedSpanish (SP): Light RedNeutral Units: All neutral countries are Reddish Brown and are notedwith country abbreviations:Egypt (EG)Israel (IS)Libya (LY)Syria (SY)Tunisia (TN)Yugoslavia (YU)MODERN WAR 41 MAY – JUN 2019

2.4 Reinforcement Codes.1970: Unit is used in the 1970 scenario only.1970-1980: Unit is used in both the 1970 and 1980 scenarios.1980: Unit is used in the 1980 scenario only.2.7 Aircraft TypesCarrier capable aircraft have a “CV” printed on both sides of the counter.They can be based on aircraft carriers or land bases. All other aircraftcan be based only at land bases.2.5 Ground Unit AbbreviationsSovietBSF: Black Sea FleetGSFB: Group of Soviet Forces BalkansVDV: Air AssaultNATOACE: Allied Command EuropeACEMF: Allied Command Europe Mobile ForceMEB: Marine Expeditionary BrigadeNote: While technically a brigade, the MEB is rated as a division toreflect its true strength and capabilities.MEF: Marine Expeditionary ForceTDA: Tercio de Armada2.6 Ship AbbreviationsIn addition to their identifying icons, ships also carry abbreviations oftheir types. Those abbreviations are as follows:Carrier Types (NATO & Soviet)CV: Fleet Aircraft CarrierCVN: Fleet Aircraft Carrier (nuclear propulsion)CVH: Helicopter CarrierSubmarine Types (NATO & Soviet)SS: Attack SubmarineSSGN: Attack Submarine (cruise missiles, nuclear propulsion)SSN: Attack Submarine (nuclear propulsion)SSN-A: Soviet Alfa Class SubmarineSurface Combatant Types (NATO)BBG: Battleship (guided missile equipped)BC: Battle CruiserCA: Cruiser DivisionCG: Guided Missile Cruiser DivisionCGa: Aegis Guided Missile Cruiser DivisionCGN: Guided Missile Cruiser Division (nuclear propulsion)CSGN: Guided Missile Strike Cruiser Division (nuclear propulsion)DDG: Guided Missile Destroyer SquadronDD: Destroyer SquadronFF: Frigate SquadronFFG: Guided Missile Frigate SquadronAmphibious Types (NATO)AWG: Amphibious Warfare GroupSCG: Sea Control GroupLCC: Amphibious Command ShipCounter Errata: The US ship labeled “CC-1” should be labeled “LCC-1.”The Spanish CV-1 should have “80” printed on the front of the counter.Logistics Types (NATO)AO: Fleet TrainSurface Types (Soviet designations)BPK: Large ASW DivisionEM: Destroyer SquadronKR: Cruiser DivisionRKR: Rocket Cruiser DivisionSKR: Frigate SquadronTARKR: Heavy Rocket Cruiser Division (nuclear propulsion)NATOA-4 (Skyhawk): Carrier capable, attack aircraftA-6 (Intruder): Carrier capable, attack aircraftA-7 (Corsair): Carrier capable, light attack aircraftAH-1 (Cobra): Attack helicopterAV-8 (Harrier): Carrier capable, vertical short take-off, and landing(V-STOL) ground attack aircraftB-52 (Stratofortress): Long range sub-sonic strategic bomberEtendard: French carrier capable, strike fighterF-4 (Phantom): Multi-role, carrier capable, interceptor/fighter-bomber.F-8 (Crusader): Carrier capable, air superiority fighterF-14 (Tomcat): Multi-role, carrier capable, air superiority fighterF-15/F-16 (Eagle/Falcon): Multi-role fighter aircraftF-18 (Hornet): Multi-role, carrier capable, fighter/attack aircraftF-104 (Starfighter): Fighter/Interceptor aircraftF-111 (Aardvark): Multi-role, tactical fighter-bomberF-111N: Multi-role, carrier capable, fighter-bomberHelo: Generic term for all ASW and general-purpose helicopters.Mixed: Generic term for a mixture of aircraft serving in the fighter/attack roleNimrod: British maritime patrol and attack aircraftP-2 (Neptune): Maritime patrol and ASW aircraftP-3 (Orion): Maritime patrol and ASW aircraftS-3 (Viking): Carrier capable, anti-submarine (ASW) aircraftSovietHelo: Generic term for all ASW and general-purpose helicopters.IL-28 (Beagle): Tactical bomberIL-38 (May): Maritime patrol and ASW aircraftMI-24 (Hind): Attack helicopter (gunship)MIG-21 (Fishbed): Multi-role fighterMIG-23 (Flogger): Multi-role fighterMIG-25 (Foxbat): Multi-role fighter/interceptor aircraftMIG-29 (Fulcrum): Multi-role fighter-bomber aircraftMIG-CV: Generic term for Soviet fighters modified to be carrier capableSU-24 (Fencer): Attack aircraftSU-27 (Flanker): Multi-role fighter/interceptor aircraftSU-CV: Generic term for Soviet tactical bombers modified to becarrier capableTU-16 (Badger): Medium range strategic bomberTU-20 (Bear): Long range strategic bomberTU-22 (Blinder): Long range supersonic strategic bomberYAK-38 (Forger): Carrier-capable, vertical short take-off and landing(V-STOL) ground attack aircraft2.8 Ground Unit TypesThe ground unit types in the game (including Soviet units) are identifiedby NATO-style symbols.MODERN WAR 41 MAY – JUN 2019R3

SIXTH FLEETMechanizedAirborneMarineTraining and Police UnitImportant: All ground units except the two Turkish Mech Corps canconduct amphibious assaults. Only airborne units can conduct air assault.2.8.1 Ground Unit SizesGround units represent task forces. They are of varying sizes from multidivisional corps to reinforced brigades.XXX: CorpsXX: DivisionX: Brigade2.8.2 Static Ground UnitsGround units with a printed movement allowance (MA) of zero (0) areimmobile and may not move once placed on the map.2.8.3 Step StrengthA step is a war gaming term used to describe the overall ability of a givenunit to absorb a certain amount of punishment (hits) in combat before beingeliminated from play and removed from the map. All units in Sixth Fleetare one-step. However, for large ground unit resiliency, see 9.9.2.9 Strike UnitsStrikes represent operational-level capabilities. They have special rulesfor employment.Cruise Missile (CM)Electronic Warfare (EW)2.11 Control of ForcesSoviet: The Soviet player controls all Soviet units and all neutral unitsthat join the Soviet Bloc.NATO: The NATO player controls all NATO, NATO-aligned countries andall neutral units that join NATO.2.12 Terms & DefinitionsAir: All land and carrier-based aircraft units.Amphibians: AWG units are collectively referred to as amphibians.Carriers: CV, CVN and CVH are collectively referred to as carriers. Also,the US SCG unit has a limited carrier capacity.Force: A force is one or more units conducting an action together. Unitscomprising a force must begin the action in the same zone, and then moveand/or attack into the same zone. If a player has more than one unit ina zone, he does not need not use all of them to compose a single force.Composing a force is done on an action-by-action basis, and that compositiondoes not necessarily or automatically carry over to future actions or turns.Friendly, Enemy and Neutral: Friendly units are those which a playercontrols. Enemy units are those controlled by the other player. Neutralunits are controlled by neither side.Functional Base: A base that does not have a base destroyed markeron it and thus can base units.Ground: Refers to all units (including Soviet) with a NATO-style symbol(airborne, amphibious and infantry).Naval Bases: Naval Bases operate as both naval bases and air bases.Naval Units: There are two broad categories of naval units in the game:submarines and surface ships. If a rule is said to apply to naval units, itapplies to both submarines and surface ships. If a rule only applies tosubmarines or to surface ships, the appropriate naval unit category willbe used in that rule. Submarines have the codes starting with SS; allother naval types are surface ships (2.6).Pick at Random: When instructed to randomly draw a unit or marker,you do so without looking. You examine them after you’ve picked them.Select: Deliberately choose a unit or marker.3.0 CONTROLSpecial Operations Forces (SOF)Note: The rating on the SOF units is not used. It is provided forpossible future variant rules.2.10 Administrative MarkersBase Destroyed Markers: Used to indicate bases that havebeen destroyed.Battle Markers: Used as a mnemonic to show where a battle is takingplace when units are placed in the Battle Display Box.R4Soviet Control Markers: Used to indicate a neutral which has joinedthe Soviet Bloc.NATO Control Markers: Used to indicate a neutral which has joined NATO.OP (Operation) Markers: A general mnemonic players can use forwhatever game functions they require.Patrol Markers: Used to indicate air units that are on patrol missions.Task Force Markers: May be used on the map to reduce stackingcongestion. Place the units contained in the task force in the Task ForceDisplay corresponding to the task force number and place the task forcemarker in their location on the map.Turn Markers: Used to indicate the current turn.3.1 Control of ZonesControl indicates which side has domination of a land zone.3.2 Land ZonesNATO countries start the game as NATO-controlled. Soviet Bloccountries start the game as Soviet controlled. Neutral countries arecontrolled by neither player. Control can change during the game. Landzones are controlled as follows:NATO Control: If there are only NATO ground units and/orfunctional bases in the zone.MODERN WAR 41 MAY – JUN 2019

Soviet Control: If there are only Soviet ground units and/orfunctional bases in the zone.Contested: If both sides simultaneously have one or more groundunits and/or functional bases in the zone.Uncontrolled: If neither side has ground units or functional bases inthe zone.Neutral: If a country has not yet entered belligerency.3.2.1 Change of controlThe control status of a given land zone may switch any number of timesduring a game and is determined instantly. Land zone control is judgedonly by having ground units in a zone, not naval or air units. Controlstatus of land zones has a bearing on determining the winner of thegame (4.0), as well as determining which side’s forces can make use ofthe bases (if any) located within them (7.0).Important: The only land zones that can change control during the gameare Istanbul and the islands of Cyprus, Crete, and Malta. Other areas cannotchange control. This is due to forces not otherwise shown in the game.3.3 Sea ZonesThe sea zones on the map are never controlled by either player.3.3.1 Turkish Straits Soviet naval units can enter the Turkish Straits only if Istanbul isSoviet-controlled (3.2). NATO naval units can enter the Turkish Straits only if Istanbul isNATO-controlled (3.2).4.0 HOW TO WIN4.1 Soviet Sudden Death VictoryPlay stops and the Soviet player is declared the winner the after both thefollowing occur: There are no NATO carrier/BBG units anywhere on the map; and, The Soviets control Istanbul, Cyprus, Crete, and Malta.4.2 NATO Sudden Death VictoryPlay stops and the NATO player is declared the winner the instant all ofthe following occur: There are no Soviet carrier/RKR/SSGN/SSN units anywhere on themap; and, NATO has at least two surviving carriers and/or BBG; and, NATO controls Istanbul, Cyprus, Crete, and Malta.4.3 Victory on PointsIf a sudden death victory has not occurred by the end of the scenario,players total their victory points (VP). Victory points are awarded for: The control of Istanbul, Cyprus, Crete, and Malta. Eliminated enemy units, including all units in the Refit and UnitsPermanently Eliminated Boxes. Destroyed enemy bases.VPs are awarded only at the end of the game. Thus, units and bases thatwere destroyed but refit do not count as VP. See the VP Charts on the map.4.3.1 BasesIf a base is both destroyed and controlled by the enemy, then the enemygains the VPs for control, not destruction. Bases that are destroyed inzones that began the scenario as neutral are counted towards VP.4.4 Levels of VictoryThe player with the most VPs generally wins. Subtract the number of VPsof the player with the lower amount from the VP of the player with thehigher amount. The result gives the final level of victory.Strategic Victory: 36 VPOperational Victory: 35 to 24Marginal Victory: 23 to 12Draw: 11 to 0 “zero”Designer’s Note: A Strategic Victory means the player has decisivelyinfluenced the course of World War III. An Operational Victory meansthe player has gained control of the Mediterranean. A MarginalVictory means you emerge from the war with a promotion. A Drawmeans the player has had no impact on the overall course of the war.5.0 SEQUENCE OF PLAYSixth Fleet is played in turns. Each turn consists of a sequence ofphases as outlined below;Soviet Random Events PhaseSoviet Action PhaseNATO Random Events PhaseNATO Action PhaseTurn Record Phase5.1 Random Events PhaseThe indicated player must roll one die on his Random Events Table (seemap). Cross index the result on the Random Events Table. If an event isrolled that does not result in an event due to the criteria not being met,the player again rolls the die, until an event occurs.5.2 Action PhaseIn each Action Phase one player (Soviet or NATO) may take one or moreActions (6.0).5.3 Turn Record PhaseMove both of the game turn markers forward one space on their GameTurn Tracks. If it is the last turn of the scenario, the game comes to anend and the winner is determined.Important: Remember, the game can come to an early end due to asudden death victory (4.0).6.0 ACTIONSAction is the term used to describe the performance of one of thefollowing activations: reinforcement, recon, movement, combat, andlogistics. All actions available for use in play are listed in the List ofActions (21.0). Players may use all actions, unless stated otherwise.However, some may be conducted only by one of the players. Each playerrecords the number of actions he can take each turn using his C2 markerson their Action Track. Each time you take an action, move your C2 markerdown one box to the left on the track. You do not have to use all youractions in a turn, but unused actions are lost at the end of each player’sAction Phase (reset to zero).6.1 Multiple ActionsEach player receives one action at the beginning of his Action Phase;however, both players may be awarded additional actions (6.2, 6.3, &10.2). Each player determines the number of actions he has at the startof his own friendly Action Phase. The number of additional actions doesMODERN WAR 41 MAY – JUN 2019R5

SIXTH FLEETnot change during that turn. EW-generated actions are determinedduring the Action Phase. They are taken when the EW marker is played(17.1.3). A unit can move, fight, etc., any number of times in a turn if theplayer expends an action. Additional actions may be added via NATOC2 and Soviet Impetus, the Random Events Table, and the use of EWmarkers (17.1.3). The use of additional actions does not advance thegame turn marker. Just take one action, and then take another, etc. Insuch cases, the player does not make additional random events checks.Exception: See 17.0 when using strike markers.6.2 NATO C2 & Additional ActionsNaples and Crete are NATO command control and intelligence,surveillance, and reconnaissance (ISR) centers.Naples and Joint Ops: If Naples contains a functional, NATOcontrolled base, NATO can then combine units of differentnationalities in the same actions. This does not apply on Turn 1. If theNaples base is destroyed, then units of different nationalities cannotbe combined in the same action.Crete: If Crete contains a functional, NATO-controlled base, NATOreceives one additional action each game turn.Western Med: If there are no Soviet naval or air units in theWestern Med zone, then NATO receives one additional action.Note: Naples is Sixth Fleet HQ. Crete is the center for NATO forwardISR activities.6.3 Soviet Impetus & Additional ActionsThe Soviets automatically receive two actions on Game Turns 1 through4 (22.6.7). Additionally, if the Soviets control the Istanbul land zone andthere are no NATO naval units in the Turkish Straits during any gameturn, the Soviets receive one additional action.6.4 Type of ActionsThere are five basic types of actions in the game. For greater clarity andorganization, they are presented below within the general categories ofthe American staff system:G1 Actions (Personnel): ReinforcementsG2 Actions (Intelligence): Scouting, Recon, EWG3 Actions (Operations): Movement, Attack, EWG4 Actions (Logistics): Refit, RepairGS Actions (Strike): Cruise Missiles, Special Forces6.5 ProcedureEach player initiates actions in his own Action Phase. The playerannounces the action he will conduct. If a player can conduct more thanone action in a turn, he does not have to announce them ahead of time.Players may pick the same action any number of times in a game. Aplayer is not required to conduct any actions during his Action Phase.6.6 One Force, One ActionIn general, an action involves only one force of units in one zone. Units ofdifferent nationalities cannot be part of the same force that is conductingan action; although they are combined when defending in combat.Exception: See 6.2 Naples and Joint Ops.6.7 Actions ListSee 21.0 for list of available actions.R66.8 The Struggle ContinuesOnce a player has performed an action, no portion of it may be takenback unless the opponent graciously gives his permission to do so.Important: The distinction between turns and actions is vital. A gamecould have up to 15 game turns. During each Action Phase of each turn,each player may have multiple actions.7.0 BASING & STACKING RESTRICTIONS7.1 StackingStacking is the act of placing more than one friendly unit in the same seaor land zone simultaneously.7.1.1 Naval UnitsNaval units can only be placed in sea zones. They cannot enter or beplaced in land zones. Each side can place an unlimited number of navalunits in any sea zone. All sea zones have an unlimited naval unitsstacking capacity.7.1.2 Land UnitsLand units are placed in land zones. They can move across sea zones viaamphibious (8.5.1) and/or airborne (8.6) movement. Each side can generallyplace an unlimited number of land units in any land zone. Only two groundunits may stack on small islands or conduct an amphibious invasion.Note: The stacking limit for small islands applies to each side (i.e.,both sides could have two ground units stacked on the small island).7.1.3 Air UnitsAir units are either based or flying a mission. They are based at landbases and aircraft carriers. To be based on a carrier of any type theymust be CV capable. They fly missions up to the limit of their range,flying over any type of zone (within restrictions), attack targets in a zone,and then return to base.Carrier Air Units: Function as air units but can be based on carrierunits within capacity (12.0).Land Base Capacity: Normally up to six air units may stack at anyNATO or Soviet airbase. But, only three air units can stack on smallisland airbases.Friendly Neutrals: If a player gains control of a neutral airbase, thatplayer may have up to two friendly air units on that friendly neutralbase at any given time.Off-Map Bases: These bases have unlimited stacking.On Mission: Air unit stacking limits given above are for units on theground; air units flying missions have unlimited stacking in all zones.7.2 Over-Stacking PenaltyIf either player is at any time discovered to have his forces over-stackedin a zone, the player must eliminate the number of units necessary tobring each such zone back into compliance with the stacking rule. Theeliminated units are placed in the Refit Box.7.3 Hostile ForcesFriendly and enemy units can stack in the same zones. They do not countagainst each other’s stacking limit. Except as restricted above, unitsbelonging to all three categories of units (ground, air and naval) maystack together in any zone on the map.MODERN WAR 41 MAY – JUN 2019

8.0 MOVEMENTUnits move via contiguous land and/or sea zones within the parametersof the actions detailed in the List of Actions (21.0). If a unit can movemore than one zone, then each subsequent zone must be adjacent. Units may move across a diagonal or vertex between two zones.Enemy units in other zones that share those vertices do not affect thismovement. Islands are land zones that are surrounded by sea zones. Islands thatdo not completely cover a sea zone boundary line are ignored whenmoving into or through adjacent sea zones.Example: Units cannot move from the sea zone west of Sardinia to thesea zone directly east of Sardinia, units could move from the sea zonewest of Corsica to the sea zone east of Corsica.8.1 ForcesOnce the action has been declared, the owning player must designatewhich units will move. This group of units is called a force. All units of the force must start their move in the same zone. Once a force has been formed, all units of the force must remaintogether for that entire action. Units within the force may not go in different directions or be droppedoff during that movement. A force will always move using the movement rate of the slowest unitin the force. Some actions require that a force be composed of one nationality only.See List of Actions (21.0) for specifics.8.2 Allied Command Europe ForcesUnits marked ACE (one AWG, one airborne, one ACEMF marine) areNATO controlled. They can conduct operations with any NATO country.Example: The marine unit can participate in an amphibious assault withUS amphibians and marines.Important: Some actions may allow players to use more than one force.8.3 Air Unit MovementAir units can move into sea zones, land zones, and off-map bases.They must end an action on a friendly base, unless they are on apatrol mission (15.2). Moving onto an island or land zone for air unitsconstitutes moving into a new zone.8.3.1 Air Unit RangeAn air unit’s range is the maximum number of zones an air unit maymove to reach a target. Each zone entered on the way to and from thetarget counts as one zone. Do not count the air unit’s original zone nor(when returning to base) the target zone. An air unit can move up to its full range to reach the target and then; After combat, the air unit can move up to its full range back to afriendly base. Air units may generally move freely through all types of enemy units,but can be intercepted (15.0).Note: The B-52 has an asterisk in place of its range. This denotes itsrange is unlimited.8.3.2 Air Unit BasingAir units must complete their mission on the base or carrier from whichthey were launched. If any air units cannot return to the base or carrier from whichthey launched (for any reason), they may land on another base orcarrier within range, and within capacity. They are subject to thefollowing penalties. They cannot perform any further actions for the remainder of thatplayer’s Action Phase. Place a blank marker on top of them or rotatethe counter 180 degrees as a mnemonic. They cannot apply their combat factors to other combat which maytake place at that base or carrier; however, they are affected normallyby enemy attacks. If an air unit cannot return to a friendly base or carrier, it is eliminated.8.3.3 Land Based Air UnitsLand based air units (those without the CV capability) may only operatefrom land zones or off-map bases friendly to the owning player. Theymay move into, through and out of sea and land zones. They may attacktargets in sea and land zones.8.3.4 Carrier Aircraft (CV)Air units marked as CV are considered carrier-capable and may base onaircraft carriers. Carrier-capable air units may also base on land bases.They may move into, through and out of sea and land zones. They mayattack targets in sea and land zones. The capacity of each ship unit capableof basing CV-capable air units is printed in its holding box on the map.8.4 Naval Unit MovementNaval units may move from sea zone to sea zone. Naval units may not enter land zones. Each zone entered requires the expenditure of one point of range. Naval units may never exceed their range during a single action. Naval units can only move into sea zones and off-map bases. Theymay remain at sea an unlimited amount of time. Naval units must cease movement for that action the instant theyenter a zone containing any enemy naval units on patrol (15.2) or areintercepted by enemy air units (15.1).8.4.1 Naval Units and Naval BasesSome land zones contain a naval bas

MODERN WAR 41 MAY – JUN 2019 R3 2.4 Reinforcement Codes. 1970: Unit is used in the 1970 scenario only. 1970-1980: Unit is used in both the 1970 and 1980 scenarios. 1980: Unit is used in the 1980 scenario only. 2.5 Ground Unit Abbreviations Soviet BSF: Black Sea Fleet GSFB: Group of Soviet Forces Balkans VDV: Air Assault NATO ACE: Allied Command

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