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Fulda-Gap86-rlz-v1-1.docx 0 TM and copyright by James Billingham, 2017.05.11 FULDA GAP ’86: IRON BEASTS AT THE GATES A Cold-War-Gone-Hot Campaign for Tabletop Miniatures ABSTRACT A home-brewed campaign designed by James Billingham and play-tested by RCDD (Rose City Dukes and Duchesses FOW Ranger Group), June 8, 2017 James Billingham a.k.a. ‘barca’

Fulda Gap ’86: Iron Beasts At the GATES Yankee rules set and models make it possible to play out the various threads of those alternate history scenarios. Team Yankee explores the

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Page 1: Fulda Gap ’86: Iron Beasts At the GATES Yankee rules set and models make it possible to play out the various threads of those alternate history scenarios. Team Yankee explores the

Fulda-Gap86-rlz-v1-1.docx 0 TM and copyright by James Billingham, 2017.05.11

FULDA GAP ’86: IRON

BEASTS AT THE GATES A Cold-War-Gone-Hot Campaign for Tabletop Miniatures

ABSTRACT A home-brewed

campaign designed by

James Billingham and

play-tested by RCDD

(Rose City Dukes and

Duchesses FOW Ranger

Group), June 8, 2017

James Billingham a.k.a. ‘barca’

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TABLE OF CONTENTS Author’s Forward Introduction 1. BASIC TERMS AND CONCEPTS 2. WINNING THE CAMPAIGN 3. WEATHER AND WEATHER EFFECTS STEP 4. SELECT AND ASSIGN BATTLE ARROWS STEP 5. COLLECT RESOURCES STEP 6. EARLY ACTIVATION OF UNITS STEP 7. REINFORCEMENTS STEP 8. MOVEMENT STEP 9. MISSION DESCRIPTIONS 10. TWO-PART ATTACKS 11. WHO CAN ATTACK 12. WHO CAN DEFEND 13. ASSIGN MISSIONS STEP 14. EXECUTE TRANSPORT MISSIONS STEP 15. EXECUTE DECEPTION MISSIONS STEP 16. ENFORCE STACKING LIMITS STEP 17. UPDATE AND ISSUE ORDERS STEP 18. REFRESH SPECIAL MISSIONS STEP 19. LATE ACTIVATION OF UNITS STEP 20. RESOLVE BATTLES PHASE

a. Resolve each MISSION in order of the BATTLE ARROW number. b. RESOLVE TACTICAL BATTLES SUB-STEP c. RESOLVE OPERATIONAL BATTLES SUB-STEP (THE GENERALS BATTLE) d. ROLL-TO-DESTROY UNITS SUB-STEP e. RETREAT DEFEATED TROOPS SUB-STEP f. ADVANCE VICTORIOUS TROOPS SUB-STEP g. MARK NEW NODE OWNERS SUB-STEP

21. ENFORCE STACKING LIMITS, PART 2 STEP 22. COLLECT VICTORY POINTS STEP 23. CHECK CAMPAIGN VICTORY CONDITIONS 24. TURN SEQUENCE 25. USEFUL EXAMPLES 26. LIST OF TABLES 27. LIST OF ANNEXES 28. LIST OF CHARTS 29. LIST OF TOKENS 30. RELATED DOCUMENTS Team Yankee ® is a registered trademark of Battlefront miniatures, LTD. FULDA GAP ’86: IRON BEASTS AT THE GATES™ is a trademark of ‘barca’, James Billingham, 2017 FULDA GAP ’86: IRON BEASTS AT THE GATES© is a copyrighted work of ‘barca’, James Billingham, 2017

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Author’s Forward Why play Team Yankee? If you were there, in Germany in the 1970’s or 80’s, you often wondered what might have happened. If you were in the Gulf Wars, you can see the tactics and weapons in the 80's that made the battles of the 90's so successful. If you were in neither position, it is still a fun game and chance to ponder "what if?" In 1981, I joined the Army. At the Intelligence School, we studied the Soviet Red Army and a projected future attack in Central Europe. My first unit, 1st Cavalry Division, deployed to Germany in REFORGER 83. We were part of several larger exercises with the Dutch and British armies: AUTUMN FORGE 83 and ATLANTIC LION. We trained to counterattack a major Warsaw Pact offensive in Northern Germany, close to the area of the ground battle in the Clancy novel "Red Storm Rising". In 1985, I was stationed in Germany with the V (US) Corps. The Corps had the mission of defending the Fulda Gap and securing the river crossings on the Main and Rhine Rivers in and around Frankfurt am Main. This area, and the region east and northeast of it, are the probable settings for the battles in the “Team Yankee” book. When Harold Coyle's novel “Team Yankee” first came out, I was not aware of it. But later, when I did read the book, it was Déjà vu for me. It transported me back to the time when I lived and trained in armored vehicles. It brought back memories of the "oh-dark-thirty" alerts in Germany, preparing for World War III. We expected hordes of tanks, waves of planes and raining missiles to threaten us with extinction. I am grateful that the "Red Wave" never came. But now, years later and many miles away, in the comforts of our armchairs and the relative safety of our gaming tables, we can think, talk and game “what if?” The Team Yankee rules set and models make it possible to play out the various threads of those alternate history scenarios. Team Yankee explores the possibilities of a clash between NATO and Warsaw Pact armies. Team Yankee, the book, is a novel written by Harold Coyle in 1987 about a fictitious Soviet attack into Germany from the perspective of Captain Bannon. He commands Team Yankee, an Armor-Combat Team in the US Army. It has been revised and re-released in hardcover and Kindle formats in 2016. Team Yankee, the game, with its expanding line of forces, models and handbooks, provides us with great gaming and modeling opportunities. The next adventure of our local gaming group - RCDD (short acronym for the Rose City Dukes and Duchesses FOW Ranger Group) - will be an Escalation League and Campaign in the "Team Yankee alternate 'verse": "Fulda Gap '86: Iron Beasts at the Gates". This campaign is a home-brew creation of ‘barca’ and RCDD, and is not sponsored nor endorsed by Battlefront Miniatures, LTD.

‘barca’, a.k.a. James Billingham

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Introduction The Rose City Dukes and Duchesses are using Battlefront’s Team Yankee Rules and models to play out the tactical games in this campaign. But you can easily adapt this campaign for any set of rules and scale of miniatures that cover post-WWII combat on the tabletop. What you should NOT do is approach this as a board wargame. It was never designed with that in mind. It might work for that, but there are probably better options out there, produced at higher levels of quality. “Fulda Gap ‘86” is a first rough cut of an experiment to develop and playtest a lightweight campaign system to give context and flavor to “Cold-War-Gone-Hot” miniatures battles. The audience for this version of the campaign is a loosely connected group of wargamers who gather in pairs and clusters across a the “Pacific Northwest” to fight out miniature battles, in the context of a larger campaign. We communicate mostly via an online forum ( www.ordofanaticus.com ) and a blog. Our previous online campaigns have engaged 7-12 people. We expect to maintain that level, maybe even expand a bit, but we could accommodate up to 24 people simultaneously. Although “Fulda Gap ‘86” has some elements in common with Battlefront’s Firestorm campaign system, this particular campaign is not exactly a “Firestorm system.” It lacks some of the order-of-battle specificity that you would normally see in the other campaigns. On the other hand, a lot of innovative ideas are added. This campaign is currently designed for an Escalation League. Our group is just starting out in the “Team Yankee universe” (or “alt-erverse”), so our commanders begin with small forces (usually tanks and infantry) and not a lot of supporting weapons. Therefore, in the spirit of an escalation league, the specification of points, army lists and “COMBAT SUPPORT UNITS” is intended to be loose and gives the “Tactical Commanders” a fair amount of discretion and interpretation in setting up and playing out their battles. To that end, we have also relaxed the Team Yankee limitations on allies so that small forces of different nationalities, but in the same faction, can combine to have a “decent sized” force on the table. My cardinal rules for designing this campaign were:

1. Stay focused on the target audience 2. Keep in mind the purpose of the campaign: To fight fun and interesting miniature battles. 3. Keep it simple. 4. Only have elements that contribute to engaging tabletop battles. 5. Provide a sense that each commander is part of a larger team (Generals and narrative).

Keeping that perspective, many potential units, events and rules mechanics were left out. In some cases, the Team Yankee ruleset does not cover them, and in other cases, their effects on the tabletop battle can be abstracted without adding a lot of complexity and detail. We hope that you try it out, have fun and give us feedback.

- barca and - the Rose City Dukes and Duchess FOW Ranger Group

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1. BASIC TERMS AND CONCEPTS a. ACTION ALLOWANCE

i. This is the number of move and attack actions that a unit can execute in a turn. ii. Units can expend zero or 1 AP on ATTACKS, since no unit can attack twice in a turn.

iii. Airplanes do not have an ACTION ALLOWANCE, since they can move anywhere on the map. iv. Some SPECIAL MISSIONS allow a unit to take an action beyond its ACTION ALLOWANCE. Such an

action is called out as a FREE ACTION.

b. ACTION POINT (AP) i. Each move from one node to another expends 1 AP.

ii. An ATTACK expends 1 AP iii. A defense mission does NOT require an AP.

c. ACTIVE UNITS.

i. These are units that have most or all their combat power. ii. They are fully capable of moving, attacking and defending.

d. AIRCRAFT

i. Includes both airplanes (fixed-wing aircraft) and helicopters (or “helos”, a.k.a., “rotary-wing aircraft”)

e. AIRPLANES. i. These are shown as A-10 Warthogs for NATO and the SU-25 Frogfoot for WP forces.

ii. In reality, these airplane symbols represent the full range of ground-attack fixed-wing aircraft available to each faction.

iii. However, in the tabletop game and on the map symbols, we represent the effect of these aircraft by the A-10 and SU-25 units.

f. ARTILLERY UNITS

i. These are shown as “Corps Arty” for NATO and NVA forces, and “AAG” for Soviet forces. ii. In reality, these Artillery symbols represent the full range of artillery units available to each faction.

iii. For simplicity, we have limited the artillery impact and units to Corps and Army-level groupings.

g. ASSEMBLY AREAS. i. ASSEMBLY AREAS are the starting points for reinforcements to enter the BATTLE AREA.

ii. They are color coded as follows: Gold for V (US) Corps reinforcements, orange for WP reinforcements, and purple for Bundeswehr reinforcements.

iii. ASSEMBLY AREAS can only be attacked by airplanes, helos (helicopters) and artillery. iv. ASSEMBLY AREAS have an ASSEMBLY AREA STACKING LIMIT. v. ASSEMBLY AREAS are conceptually ‘on-ramps’ to the BATTLE AREA.

h. BATTLE ARROWS

i. These markers represent OFFENSIVE MISSION actions that involve MANEUVER UNITS and COMBAT SUPPORT UNITS or only AIR UNITS.

ii. BATTLE ARROWS ARE required for DECEPTION MISSIONS.

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iii. BATTLE ARROWS are NOT required for TRANSPORT MISSIONS.

i. BATTLE AREA: This is any NODE or ROUTE on the map board.

j. BATTLE ORDERS i. These are the assignments for the commanders

ii. They are records of the missions that the GENERALS created to represent various engagements on the map board.

iii. BATTLE ORDERS are posted online, and commanders ‘claim’ a battle to fight out on the table top.

k. BATREPS - BATTLE REPORTS i. These are the recorded results of the tabletop miniatures battles, as fought by the COMMANDERS.

l. BCM – BYPASS CONTROL MARKERS

i. These are tokens that show the control and strength of the FACTION force that control the entire BYPASS ROUTE.

m. BCP – BYPASS CONTROL POINTS i. These are not NODES, but instead are places to mark the FACTION that controls the entire BYPASS

ROUTE.

n. BRIDGE NODES: Blue B-7 Bischofsheim, Red R-7 Offenbach and Green-6 Hanau.

o. BR – BYPASS ROUTES i. A BYPASS ROUTE is a special route between NODES that bypasses one or more NODES.

ii. It is more restricted than other routes, being narrow roads, small towns and rough terrain. iii. At the start of the campaign, all BYPASS ROUTES are under NATO control, and are defended by

West German Territorial Forces

p. CANCELLED MISSIONS i. If special missions or linked chains of events cause a mission to be cancelled, then the GENERAL

who owns the cancelled mission is refunded half the RPs allocated to the cancelled mission, rounded down.

ii. A GENERAL Cannot voluntarily cancel a mission that they have assigned and resourced.

q. COLOR-CODED ROUTES i. These are the primary routes for attack and defense.

ii. They start in East Germany and end at bridges across the Main and Rhine Rivers. iii. They connect NODES that have VICTORY POINTS

r. COMBAT RADIUS

i. Helo units move from a HELO BASE to their target and back to base. The limit of that movement, each way, is their COMBAT RADIUS. The COMBAT RADIUS of a HELO UNIT includes offensive and defensive missions as FREE ACTIONS.

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ii. HELO UNITS that are not assigned to a mission can MOVE TWICE THEIR COMBAT RADIUS, but must move from one HELO BASE to another.

s. CAV UNIT

i. Although “Cav units” can refer to both Helicopter and Armored Ground units, in this campaign, we use the term “Cav Units” to mean just the US Armored Ground units.

ii. CAV Units have special abilities in the following OPERATIONAL missions: SPLIT BATTLE and WITHDRAWAL. See the sections on those missions for the details.

t. COMBAT NODE:

i. This is any node that has one or more enemy controlled nodes adjacent to it.

u. COMBAT SUPPORT UNIT. COMBAT SUPPORT UNITS are Artillery, Airplanes and Helos.

v. COMMANDERS i. Commanders are the subordinates to the GENERAL of their faction.

ii. Commanders receive their assignments via BATTLE ORDERS. iii. Commanders fight the table top or tactical battles. iv. Commanders submit BATREPS after their battles

w. DEFENDING NODE

i. This is a node that is the target of an attack.

x. DESTROYED UNITS i. These are units that have NO significant cohesion nor combat power.

ii. They are so devastated that they cannot be put back into battle.

y. DISRUPTED UNITS. i. These are units that have experienced a significant loss of combat power.

ii. They will need replacements, resupply and new command and control before they can move very far or before they can be given any mission.

iii. They are temporarily removed from the BATTLE AREA (map board), and placed in the DISRUPTED UNITS BOX, until they can be reconstituted.

iv. A DISRUPTED UNIT can be moved back to ACTIVE status by paying the RESOURCE POINTS to ACTIVATE them.

z. FCM – FACTION CONTROL MARKERS i. These are tokens that indicates which faction controls a particular NODE.

ii. They are represented by either a blue star (NATO) or a red hammer and sickle (WP). iii. They are placed over a victory point number on the NODE.

aa. FACTION

i. One or more nationalities with the same political and military allegiance. ii. The two factions in this campaign are NATO and the Warsaw Pact (a.k.a. ‘WP’, also abbreviated as

“WP”).

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bb. FREE ACTION i. An event or action that a unit can complete without consequences, despite having used all of its

ACTION ALLOWANCE in that turn. ii. A unit can only perform a FREE ACTION when the rules or mission explicitly state that it can do so.

iii. For example, the COMBAT RADIUS of a Helo unit includes an attack as a FREE ACTION. The Helo unit can move the maximum number of nodes of its COMBAT RADIUS, PLUS perform a COMBAT MISSION at the end of that radius.

iv. A FREE ACTION is not totally “FREE” since it is factored into the cost of an event or mission.

cc. GENERALS i. GENERALS fight the OPERATIONAL BATTLE (a.k.a. “The Generals’ Battle”).

ii. They move units on the map board, allocate resources, assign missions and post BATTLE ORDERS for their COMMANDERS.

iii. Each FACTION has ONE GENERAL.

dd. GROUND UNIT i. Any unit that does not fly.

ii. Includes Tank, Infantry, Artillery, REPL DEPOTS, HELO BASES and LOW-BOYS.

ee. HELOs (HELICOPTER UNITS). i. These are shown as AH-1 Cobra for NATO and the Mi-24 HIND for WP forces.

ii. In reality, these helicopter symbols represent the full range of rotary-wing combat aircraft available to each faction.

iii. However, in the tabletop game and on the map symbols, we represent the effect of these aircraft by the AH-1 and Mi-24 units.

ff. HELO BASES.

i. These are the starting and ending points of Helo missions. ii. Helos have a COMBAT RADIUS, which is the distance they can move from a HELO BASE to their

target to complete their mission. iii. HELO BASES can only be destroyed if they are forced to move to a different friendly node and

cannot do so without passing through an enemy node. iv. Before the Movement Step of a turn, All Helo units are on a friendly HELO BASE. v. Helo movement is measured from the HELO BASE to the target of the Helo Unit’s mission.

vi. At the end of the Combat step, all Active Helo Units return to a friendly HELO BASE. vii. A HELO BASE can support one or 2 Helo units.

gg. HEROES BOX.

i. This is a holding box for accounting purposes. ii. When a GENERAL moves his opponent’s DESTROYED UNITS from the DESTROYED UNITS BOX to the

HEROES BOX, he collects RPs for each unit so moved.

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hh. INDEPENDENT TANK BATTALION (ITB or Ind Tk Bn) i. This is a specialized Tank Unit that is only found in Soviet Motorized Rifle Divisions.

ii. When the ITB is employed in fast-moving OFFENSIVE MISSIONS, it uses special rules. iii. Those rules are explained in the following missions: BYPASS ATTACK & EXPLOITATION ATTACK.

ii. ISOLATED NODE:

i. This is a node that has ONLY enemy-controlled nodes adjacent to it.

jj. LATERAL ROUTES i. These are routes which allow a GENERAL to move units off the major routes to shift forces laterally.

ii. LATERAL ROUTES are marked in black.

kk. MANEUVER UNITS. i. MANEUVER UNITS are Tank, Armor, Infantry, Motorized Rifle and Cavalry units.

ll. MOVEMENT

i. Summarized here. Described in detail in the MOVEMENT section. ii. All Units have an ACTION ALLOWANCE

iii. That ACTION ALLOWANCE is listed on Table 10 - ACTION ALLOWANCE. iv. Most ground units have an ACTION ALLOWANCE of 1, 2 or 3. v. Each MOVE (from one node to another) is an ACTION.

vi. ATTACKING, or being assigned to an OFFENSIVE MISSION is one ACTION. vii. DEFENDING a node DOES NOT use an ACTION.

viii. A unit that used less than its ACTION ALLOWANCE can be assigned an OFFENSIVE MISSION. ix. Airplanes do not have an ACTION ALLOWANCE. x. Helos do not have an ACTION ALLOWANCE, Instead, they have a COMBAT RADIUS.

xi. A unit that uses all its ACTION ALLOWANCE cannot attack. xii. A unit that uses all its ACTION ALLOWANCE to arrive in a DEFENDING NODE but will be in reserve, if

that Team Yankee mission has reserves for the defender. xiii. Airplanes can move to attack any node on the map.

mm. NODE i. A NODE in is a location with military significance in this campaign.

ii. It can be a city or cluster of towns, or a mountain pass, or a crossing point on a major river. iii. Each node is connected by one or more routes. iv. There are several types of NODES: STANDARD NODE and ASSEMBLY AREAS. Both types are

represented as colored rectangles on the map.

nn. NON-COMBAT NODE: i. This concept is concerned with ground/MANEUVER combat only.

ii. This is any node that has NO MANEUVER UNIT BATTLE ARROWS targeting it. iii. A node that has the tail of a BATTLE ARROW touching it, but not the head of any arrow, is a NON-

COMBAT NODE. iv. A node that is the target of AIR MISSION, but no ground attack, is still a NON-COMBAT NODE.

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oo. OPERATIONAL EFFECTS: i. The ways in which a mission, weather condition or some other OPERATIONAL EVENT, or TACTICAL

EVENT affects the campaign in the GENERAL’s BATTLE.

pp. POINT-TO-POINT MOVEMENT i. Instead of hexes or squares, this campaign uses a point-to-point system to represent the restrictive

terrain in this region, as it affects military operations. ii. All units move from one connected node to another.

iii. Each of these moves expends one ACTION POINT. iv. More information on the geography of this area is included in the COMMANDERS’ BRIEFING

PACKETS

qq. REINFORCEMENTS i. Reinforcement are new units that are arriving in the BATTLE AREA for the first time.

ii. All REINFORCEMENTS enter the BATTLE AREA via ASSEMBLY AREAS.

rr. REINFORCEMENT ROUTES. i. The colors of the REINFORCEMENT ROUTES match the ASSEMBLY AREAS they connect to: Gold for

V (US) Corps reinforcements, orange for WP reinforcements, and purple for Bundeswehr reinforcements.

ii. Reinforcements can enter the battle area from ASSEMBLY AREAS, but maneuver movement is not allowed in the opposite direction.

ss. REORG UNITS (REORGANIZING UNITS). i. These are units that have some degradation in combat power.

ii. They are reorganizing or re-assembling their subordinates, and are less than fully capable of moving, attacking and defending.

iii. They remain in the BATTLE AREA (map Board), and are marked with a “REORG” marker. iv. REORG units only have ONE ACTION POINT in the current turn. v. They can only move 1 space in a turn.

vi. REORG Units CAN be assigned to an offensive mission, but i. Only if they did not move this turn. ii. They attack at a reduced combat power (- 20%).

vii. REORG Units can always defend, but at a reduced combat power (- 20%).

tt. REPL-DEPOTS i. These are Replacement Depots for NATO units that are returning to ACTIVE status.

ii. When a NATO unit is converted from DISRUPTED to ACTIVE, they start their movement from a REPL DEPOT.

iii. REPL DEPOTS can only be destroyed if they are forced to move to a different friendly node and cannot do so without passing through an enemy node.

uu. RESOURCE POINTS

i. These points represent more than just supplies. They are an abstraction of all the elements that a unit requires to carry out offensive, defensive and special missions.

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vv. SECURED NODE:

i. This is any node that does not have any large GROUND MANEUVER UNITS occupying it. It is still under the control of a faction, and but it only has a minimal security force from that faction.

ii. That security force maintains control of the node and ensures the flow of traffic and logistics for that faction. It does not have significant Air Defense nor significant combat power.

iii. A SECURED NODE does not count as an enemy node for determining the distance for a TAC AIR MISSION or a DEEP STRIKE MISSION.

iv. A node that has only HELO units on a Helo Base is still considered to be a SECURED NODE, since HELO UNITS do not “hold ground.”

ww. STACKING LIMITS:

i. There are several different types of STACKING LIMITS. ii. They are listed as follows: Number of MANEUVER UNITS + Number OF COMBAT SUPPORT UNITS.

• NON-DEFENDING NODE STACKING LIMIT: 2+1.

• BATTLE ARROW STACKING LIMIT: 2+3.

• DEFENDING NODE STACKING LIMIT: 2+2.

• SPECIAL MISSION STACKING LIMIT: Defined by the mission.

• ASSEMBLY AREA STACKING LIMIT: 6 units of any type. o EXCEPTION: On turn 1 only, the STACKING LIMIT for WP ASSEMBLY AREAS is 8

iii. BYPASS ROUTES and BCP (BYPASS CONTROL MARKERS) do not have STACKING LIMITS. iv. Certain ‘units’ do not count against stacking limits: REPL-DEPOTS and HELO-BASES.

• HELO BASES and STACKING LIMITS: o HELO BASES do NOT count toward a NODE’s STACKING LIMIT o HELO BASES can hold up to 2 HELO UNITS that are not assigned to a MISSION. o Units on HELO BASES do NOT count toward a NODE’s STACKING LIMIT

• REPL DEPOTS and STACKING LIMITS: o REPL DEPOTS do NOT count toward a NODE’s STACKING LIMIT o REPL DEPOTS can hold up to TWO GROUND UNITS that has been reactivated this turn. o Units on REPL DEPOTS do NOT count toward a NODE’s STACKING LIMIT

v. LOW-BOYS

• LOW-BOYS UNITS do NOT COUNT against STACKING LIMITS

• When UNITS are loaded onto LOW-BOYS, the units being moved DO COUNT against STACKING LIMITS

xx. STANDARD NODE

i. Any RECTANGLE with VICTORY POINTS on a COLORED ROUTE. ii. Note that BRCPs do not have victory points and are not NODES.

yy. TACTICAL EFFECTS:

i. The ways in which a mission, weather condition or some other OPERATIONAL EVENTS affect game play in the COMMANDERS’ tabletop battles.

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zz. VICTORY POINTS i. These are the points assigned in each turn to each faction that controls a node.

ii. The winner of the campaign is the faction that has amassed the greatest number of VICTORY POINTS

aaa. VICTORY POINT TRACK

i. This is a chart that shows the total VP to date of each faction.

2. WINNING THE CAMPAIGN a. The true (a.k.a., UNOFFICIAL) winner of this campaign is the gamer who has the MOST FUN. b. The ‘OFFICIAL winner’ of the campaign is the team/Faction that collects the most VICTORY POINTS. c. Victory points are awarded each turn to each team/Faction for control of NODES. d. Destroying enemy units does not earn your team any VP’s. e. Each faction earns different points for controlling any given node. See the campaign map. f. Individual winners and/or awards: The CAMPAIGN ORGANIZER might provide incentives for individual

competition and/or achievement. If so, those will be posted with the campaign rules and announcement.

g. Ending the campaign: Depending on the group and other factors, the Campaign Organizer should select one or more criteria for ending the campaign. Those criteria will be listed in the campaign announcement. Here are some suggestions: i. Critical nodes for the WP faction are the “ZERO NODES”: Blue-0 Wildeck, Red-0 Vacha and

Green-0 Buttlar. If NATO controls ALL of these NODES at the end of any turn after turn 5, then the campaign ends.

ii. Critical nodes for the NATO faction are the “BRIDGE NODES”: Blue B-7 Bischofsheim, Red R-7 Offenbach and Green-6 Hanau. If the WP controls ANY of these NODES for TWO turns, then the campaign ends. Those turns need not be consecutive.

iii. Time Limit: Depending on the group, the Campaign Organizer will set a time limit, or turn limit, to end the campaign, if neither of the two previous conditions were met.

3. WEATHER AND WEATHER EFFECTS STEP

a. At the start of each turn, roll for the weather. Roll 2D6 and consult Table 1 – WEATHER CONDITIONS b. This weather condition will last the entire turn. The same weather condition will affect the entire

battle area. A short description of weather effect is in Table 2 – WEATHER EFFECTS. c. The detailed WEATHER EFFECTS are described in ANNEX F – WEATHER EFFECTS. d. When each BATTLE MISSION is posted, include the current weather. Since each commander has a copy

of ANNEX F in his COMMANDER’S PACKET, it is not necessary to list the WEATHER EFFECTS on the tactical battles. The TACTICAL COMMANDERS can determine the WEATHER EFFECTS on their missions and units.

e. The weather will NOT affect the OPERATIONAL BATTLES.

4. SELECT AND ASSIGN BATTLE ARROWS STEP a. NUMBER OF ATTACKS: At the start of each turn, consult Table 3 – NUMBER OF ATTACKS. This tells

both GENERALS the number of BATTLE ARROWS that can be used in that turn. b. INITIATIVE ORDER / OPERATIONAL INITIATIVE:

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i. Roll for OPERATIONAL INITIATIVE. Consult Table 4 – OPERATIONAL AND BATTLE INITIATIVES. ii. Each action described below is You-Go-I-Go, where the first general completes all actions in the

current STEP. Then the second general completes the same STEP. Then, they both move onto the next STEP.

iii. For each of the sections listed below, the GENERAL who does NOT have the OPERATIONAL INITIATIVE goes first. Then, the GENERAL who has the OPERATIONAL INITIATIVE goes second, so that he/she can respond to the actions of the opposing GENERAL.

5. COLLECT RESOURCES STEP

a. Consult Table 5 – SCHEDULED RESOURCE POINT ALLOCATION. b. Move the designated number of resource points from the resource bank to your own resource pool. c. Collect resources for enemy units that you destroyed. Look at the units in the enemy’s DESTROYED

UNITS BOX. Look up the destroyed value of each unit on Table 6 – RESOURCES PER DESTROYED UNITS. Then collect those RP’s and move the enemy unit into the HEROES BOX.

6. EARLY ACTIVATION OF UNITS STEP

a. REORG UNITS are not resolved until later in the turn. b. For each friendly DISRUPTED UNIT, the owning GENERAL has two choices:

i. Combine two like units in the same DISRUPTED UNITS BOX to make one active unit of that type. The second unit is then destroyed.

ii. Ignore DISRUPTED UNITS until later in the turn, when the opportunity to pay for their activation becomes an option (LATE ACTIVATION OF UNITS STEP).

c. Reactivated NATO units appear at REPL-DEPOTS. d. Reactivated WP units appear in the next NON-DEFENDING NODE on their route that can hold them,

without violating STACKING LIMITS. In some cases, this may be the “back of the line” when WP units are fully stacked along consecutive nodes on a route.

e. Note that there are two DISRUPTED UNITS Boxes: One for Blue & Red routes, and one for the Green Route. Due to the isolation of the Green Route, units disrupted there can only be reactivated there, or the REPL-DEPOT closest to the Green Route. Same applies to Red & Blue.

7. REINFORCEMENTS STEP

a. In INITIATIVE ORDER, the two GENERALS determine which of their reserves arrive this turn. b. The NATO GENERAL:

i. Consult Table 8 – POSSIBLE REINFORCEMENTS – NATO ii. Based upon trigger events, the NATO GENERAL can roll for reinforcements.

iii. The trigger events are: i. At least one WP MANEUVER UNIT has crossed the listed PHASE LINE, or ii. The next available reinforcements may be rolled for when the number of Active/Reorg NATO

maneuver units drops below 11. iii. That unit was eligible to come on the board in the previous turn, but the GENERAL failed the

reinforcement roll in that earlier turn. iv. Roll for reinforcements.

• For each unit that is a possible reinforcement roll, look at the “Dice” column. if this is the first time that unit is in the pipeline, then there is no number. In that case, roll 1D6.

• If there is a number in the “DICE” column, then roll that number of D6 dice.

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• If you meet or exceed the number in the “Success” column, then that unit arrives in an ASSEMBLY AREA. Check the “Active” column of that row.

• If you failed the roll, then add +1 to the DICE column of that unit row in the table.

• That dice number means that next turn, you can roll a greater number of dice to bring that unit into the BATTLE AREA.

c. The WP GENERAL: i. Consult Table 9 – POSSIBLE REINFORCEMENTS – WP

ii. Based upon trigger events, the GENERAL can roll for reinforcements. iii. The trigger events are:

• At least one WP MANEUVER UNIT has crossed the listed PHASE LINE, or

• The number of Active/Reorg WarPac maneuver units drops below 11. iv. Roll for reinforcements.

• For each unit that is a possible reinforcement roll, look at the “Dice” column. if this is the first time that unit is in the pipeline, then there is no number. In that case, roll 1D6.

• If there is a number in the “DICE” column, then roll that number of D6 dice.

• If you meet or exceed the number in the “Success” column, then that unit arrives in an ASSEMBLY AREA. Check the “Active” column of that row.

• If you failed the roll, then add +1 to the DICE column of that unit row in the table.

• That dice number means that next turn, you can roll a greater number of dice to bring that unit into the BATTLE AREA.

d. Reinforcements in ASSEMBLY AREAS i. ASSEMBLY AREAS are the starting points for reinforcements to enter the BATTLE AREA.

ii. They are color coded as follows: Gold for V (US) Corps reinforcements, orange for WP reinforcements, and purple for Bundeswehr reinforcements.

iii. Reinforcements that cannot fit into ASSEMBLY AREAS (due to STACKING LIMITS) move to the ACTIVE UNITS & MISSION BOX.

8. MOVEMENT STEP

a. NODES i. What is a NODE?

• Nodes are cities or clusters of towns with major road networks.

• The map symbol for a node is rectangle.

• Nodes are always under the control of a faction. There are no “neutral nodes.”

• The control is marked by a token with either the NATO blue and white star, or the Red Star (for WP control).

• Highways and secondary roads connect nodes, as indicated by the colored lines on the map. These lines are “ROUTES.”

• Along Bypass Routes, there are no Nodes. There is only a BR Control Point (BRCP, shown as a solid dot). For more information, see “Bypass Routes.”

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ii. NODE OCCUPATION

• Nodes can only be occupied by one faction, or be empty, at the end of a turn.

• The Stacking limit on nodes that are not defending is stated above as the NON-DEFENDING NODE STACKING LIMIT.

• The Stacking limit on nodes that ARE defending is listed under DEFENDING NODE STACKING LIMIT

• Units that are on a battle arrow do not occupy a node, and do not count against a node’s stacking limit

iii. TRANSIT THROUGH NODES

• Any number of friendly units can pass through a friendly node.

• Units cannot pass through an enemy-controlled node.

• Change of control of a node – from one faction to the other – can only occur because of a Combat Action.

b. ROUTES

i. COLOR-CODED ROUTES

• Connect nodes with victory points for each faction

• WP attacks will often follow a single color-coded route

ii. LATERAL ROUTES

• Allow either faction to laterally shift forces.

• Note that each move along a Lateral Route does not move the WP closer to their objectives. However, they can be used to go around stubborn resistance.

• The cost of movement along a Lateral Route is the same as for the Color-Coded Routes. Each jump from one node to another is one Movement Action.

iii. BYPASS ROUTES (BR)

• These routes allow units to bypass one node.

• BYPASS ROUTES begin and end on nodes

• A BR has two nodes, two segments and a “BR Control Point” (BCP).

• Along a BR, there are no Nodes. There is only a BCP (solid dot) indicating the controlling faction.

• Movement restrictions: only one unit can pass through a BR in a turn.

• The only “Combat Actions that can occur in the middle of a BR is to seize control of a BR (WP), or regain control of a BR (NATO)

c. MOVEMENT

i. Restrictions

• Movement is from one node to another. All units, except for airplanes, begin and end their movement on Nodes. Airplanes begin off board, but end their missions on NODES.

• Movements are restricted to connected nodes. You cannot jump a unit between two unconnected nodes.

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ii. Connections

• Connections are depicted on the map as wide or narrow lines.

• There are 3 types of connections: o Color-coded route connections –

▪ MAJOR ROUTES: wide lines (Red, Blue and Green). ▪ REINFORCEMENT ROUTES: wide lines (Purple, Gold and Orange).

o BRs – Bypass Routes, narrow lines, colored the same as the route they “bypass”. o Lateral Routes – wide lines (Black)

iii. Movement and Offensive Missions

• Standard movement, for most MANEUVER UNITS, without making an attack, is two friendly nodes, or two Move Actions.

• Movement to any enemy-controlled node is a Combat Action.

• Standard movement, with an attack, is one friendly node, or one Move Action, plus the OFFENSIVE MISSION (COMBAT ACTION).

iv. Movement and Defensive Missions

• If a defending COMBAT SUPPORT UNIT arrived in the DEFENDING NODE using only one move, then it starts the tactical battle as a deployed force.

• If a defending COMBAT SUPPORT UNIT arrived in the DEFENDING NODE using two or more moves, then it starts the tactical battle as a reserve, according to the rules of that Team Yankee mission.

v. Movement and Air Missions

• Helo Movement o Helo movement is measured as a COMBAT RADIUS from the HELO BASE to their mission

node, and then back again to a HELO BASE, using that same radius. o Take-off and landing can use different HELO BASES. o Only Two Helo UNITS can be located on a HELO BASE (HELO BASE STACKING LIMIT). o The number of enemy nodes a HELO units can overfly depends on the mission. o Providing COMBAT SUPPORT to an Attack or Defense is restricted to overflying one enemy

node. o Flying TAC AIR Mission is limited to 0-2 enemy nodes. o Flying a DEEP STRIKE mission is overflying more than 2 enemy nodes, and is limited by the

Helo’s COMBAT RADIUS.

• Airplane Movement o Airplane movement is traced from one of the Gold Assembly areas to the target node,

tracing connected routes. o The only reason to do this is to determine the number of enemy occupied nodes that the

Airplane flies over. o The number of enemy nodes an Airplane flight can overfly depends on the mission. o Providing COMBAT SUPPORT to an Attack or Defense is restricted to one enemy node. o Flying TAC AIR Mission is limited to 0-2 enemy nodes. o Flying a DEEP STRIKE mission is overflying more than 2 enemy nodes.

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vi. Movement with special orders depends upon the mission.

d. STACKING VIOLATIONS

i. There are two steps in which STACKING LIMITS are usually checked: GENERALS’ BATTLE PART 1, and at the end of GENERALS’ BATTLE, PART 2.

ii. If a stack of units violates the STACKING LIMIT for that BATTLE ARROW, MISSION or NODE, then the OPPOSING GENERAL gets to select which units are going to be affected.

iii. Units that have sufficient movement to go to a node where they will not be over-stacked, then move and are otherwise unaffected. The owning GENERAL decides where they should move.

iv. Units that DO NOT have sufficient movement to go to a “legal” node will be impacted as follows:

• ONE MOVE beyond their limit to find a legal node gets a “REORG” marker. Note that this is NOT a FREE ACTION, since the unit pays for it by changing their status. If the unit is already “REORG”, it is not affected any further.

• MORE THAN one move beyond their movement limit to find a legal node makes the unit “DISRUPTED.”

9. MISSION DESCRIPTIONS

a. OFFENSIVE MISSIONS All offensive missions require one battle arrow per mission. SPECIAL OFFENSIVE MISSIONS also require a SPECIAL OFFENSIVE MISSION token. STANDARD ATTACKS do not require a SPECIAL OFFENSIVE MISSION token. i. STANDARD ATTACK

• TYPE: This is a MANEUVER UNIT OFFENSIVE MISSION

• DESCRIPTION: An BATTLE ARROW on the map board represents an attack by one or two MANEUVER UNITS from one node to all the defending units in an adjacent node.

• FACTIONS: Both

• ELIGIBLE UNITS: One or two MANEUVER UNITS

• RESTRICTIONS: A node can only be the target of one BATTLE ARROW. A node can be the source of multiple BATTLE ARROWS.

• MOVEMENT: All the units on an BATTLE ARROW occupy the space between the source node and the target node. They do not count against NODE STACKING LIMITS. BATTLE ARROWS have their own BATTLE ARROW STACKING LIMITS.

• RESOLUTION: Either fought on the tabletop (TACTICAL battles fought by commanders), or on the map board (OPERATIONAL GENERALS’ BATTLES).

• COST: See Table 12 – RP ALLOCATION FOR ATTACK or DEFENSE

• COMBAT SUPPORT: A standard BATTLE ARROW (no special missions) can have up to 3 COMBAT SUPPORT UNITS

• REFRESH RATE: 0

• TACTICAL EFFECTS: As listed in the BATTLE ORDER

• OPERATIONAL EFFECTS: None

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ii. BREAKTHROUGH ATTACK

• TYPE: This is a MANEUVER UNIT OFFENSIVE MISSION

• DESCRIPTION: This mission is part one of a TWO-PART ATTACK. The second part is the EXPLOITATION MISSION.

• FACTIONS: Both

• ELIGIBLE UNITS: One or two active MANEUVER UNITS

• RESTRICTIONS: This mission precedes an EXPLOITATION ATTACK.

• MOVEMENT: Same as the BATTLE ARROW.

• RESOLUTION: This mission must be resolved in the GENERALS BATTLE before the BATTLE MISSIONS are transmitted.

• COST: See Table 12 – RP ALLOCATION FOR ATTACK or DEFENSE

• COMBAT SUPPORT: This mission can have 0 to 3 COMBAT SUPPORT UNITS

• REFRESH RATE: 0

• TACTICAL EFFECTS: None

• OPERATIONAL EFFECTS: o See TWO-PART ATTACKS. o If an ITB is assigned to this mission, then

▪ On the WP ROLL-TO-DESTROY table, the ITB shifts one roll down to check for combat effects.

▪ On the NATO ROLL-TO-DESTROY table, NATO tank and Infantry units shift one roll down to check for combat effects.

iii. BYPASS ATTACK

• TYPE: This is a SPECIAL OFFENSIVE MISSION

• DESCRIPTION: This is a TWO-PART ATTACK. Part 1 is the attempt by the WP to seize control of the BR (BYPASS ROUTE). Part 2 – the BYPASS ATTACK - is the WP mission of using that route to conduct a small attack on the node at the far end of the BR.

• FACTIONS: Both

• ELIGIBLE UNITS: Limited to 1 MANEUVER UNIT and 1 AIR COMBAT SUPPORT UNIT (No artillery).

• RESTRICTIONS: The WP must control the “near-end node” of the BR at the start of the current turn.

• MOVEMENT: See the Section on BYPASS ATTACK

• RESOLUTION: See the Section on BYPASS ATTACK

• COST: See Table 12 – MISSION PARAMETERS, plus one BATTLE ARROW, 1 MANEUVER UNIT, an optional AIR COMBAT SUPPORT UNIT and the ATTACKING RP’s for all units used. For the RP cost, see Table 13 – RP ALLOCATION FOR ATTACK or DEFENSE

• COMBAT SUPPORT: Up to one AIR COMBAT SUPPORT UNIT, optional.

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: This is an attack along or staring in restricted corridor. The only missions allowed are “Counterattack” or “No Retreat”. Attacker chooses mission.

• OPERATIONAL EFFECTS: See TWO-PART ATTACKS. If successful, leapfrogs the movement of the WP units along a Major route.

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iv. EXPLOITATION

• TYPE: This is a SPECIAL OFFENSIVE MISSION.

• DESCRIPTION: This part 2 of a TWO-PART ATTACK.

• FACTIONS: Both

• ELIGIBLE UNITS: At least one MANEUVER UNIT and 0-2 COMBAT SUPPORT UNITS

• RESTRICTIONS: The first part of the attack – the BREAKTHROUGH ATTACK - must succeed before this mission can be fought.

• MOVEMENT: This is an exception to the standard movement limit of 2 for most Maneuver UNITS. Before being assigned this mission, a MANEUVER UNIT can have moved up to two nodes, plus perform this attack. MANEUVER UNITS or COMBAT SUPPORT UNITS that already have a movement of 3 do not get an additional move.

• RESOLUTION: After the BREAKTHROUGH ATTACK is resolved in the GENERAL’s BATTLE, part 1, then this mission is resolved the same as any other BATTLE ARROW.

• COST: One BATTLE ARROW, and the RPs for the assigned units, plus the mission cost on Table 12 – MISSION PARAMETERS.

• COMBAT SUPPORT: COMBAT SUPPORT for this attack is limited to two units of the following: Artillery, Helos or airplanes.

• REFRESH RATE: 1

• TACTICAL EFFECTS: Same as any BATTLE ARROW

• OPERATIONAL EFFECTS: o If the BREAKTHROUGH ATTACK fails, this mission is cancelled. See TWO-PART ATTACKS. o If an ITB is assigned to this mission, then:

▪ On the WP ROLL-TO-DESTROY table, the ITB shifts one roll down to for combat effects. ▪ On the NATO ROLL-TO-DESTROY table, NATO tank and Infantry units shift one roll down

to check for combat effects v. SEIZE THE BYPASS

• TYPE: This is a SPECIAL OFFENSIVE MISSION.

• DESCRIPTION: This mission is the WP’s attempt to take control of a BR (Bypass Route). This can be a mission unto itself, or can be part 1 of a TWO-PART ATTACK, including the BYPASS ATTACK as part 2.

• FACTIONS: WP

• ELIGIBLE UNITS: At least one MANEUVER UNIT and 0-2 COMBAT SUPPORT UNITS

• RESTRICTIONS: The MANEUVER UNIT chosen for this mission must be a Motorized Rifle unit.

• MOVEMENT: Only units that moved less than their movement rate can be assign this mission.

• RESOLUTION: If this is part 1 of a TWO-PART ATTACK then this mission is resolved in the GENERAL’s BATTLE #1.

• COST: One BATTLE ARROW, and the RPs for the assigned units, plus the mission cost on See Table 12 – MISSION PARAMETERS

• COMBAT SUPPORT: COMBAT SUPPORT for this attack is limited to two units of the following: Artillery, Helos or airplanes.

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: Same as any BATTLE ARROW

• OPERATIONAL EFFECTS: See TWO-PART ATTACKS.

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vi. STAY BEHIND

• TYPE: This is a SPECIAL OFFENSIVE MISSION and a DECEPTION MISSION

• DESCRIPTION: This is an operational level ambush whereby a NATO unit is allowed to conduct an attack behind enemy lines, as a “stay-behind” or “rollover” unit.

• FACTIONS: NATO

• ELIGIBLE UNITS: ONE Active NATO MANEUVER UNIT plus 0-2 AIR UNITS. This unit must come from the ACTIVE UNITS and MISSIONS Box.

• RESTRICTIONS: The target node can be any WP-controlled node that is NOT the source of a BATTLE ARROW. The target node cannot be an ASSEMBLY AREA.

• MOVEMENT: The source of the BATTLE ARROW is any non-node section of the map. This mission is an explicit exception to the NODE-TO-NODE movement rule.

• RESOLUTION: This mission is assigned and resourced in the DECEPTION MISSION STEP

• COST: See Table 12 – MISSION PARAMETERS

• COMBAT SUPPORT: No ARTY, only 0-2 AIR UNITS. If Air Units must pass over more than one enemy occupied node (not counting “SECURED NODES”), then the COMBAT SUPPORT requires a DEEP STRIKE MISSION, and is resourced and resolved as that mission, in the GENERALS’ BATTLE, part 1.

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: This unit ignores the “ISOLATED UNIT EFFECTS”

• OPERATIONAL EFFECTS: If this unit fails the mission and yet survives, its status is “DISRUPTED”. If it succeeds, it may be an ISOLATED UNIT.

vii. RETAKE THE BYPASS

• TYPE: This is a SPECIAL OFFENSIVE MISSION

• DESCRIPTION: The objective is for to NATO to retake a BYPASS ROUTE that is under WP control.

• FACTIONS: NATO

• ELIGIBLE UNITS: Any NATO MANEUVER UNIT

• RESTRICTIONS: Only One NATO MANEUVER UNIT

• MOVEMENT: The MANEUVER UNIT cannot have used their full movement rate before taking this mission. Regardless of the outcome, the NATO unit will return to its starting point after resolving this mission.

• RESOLUTION: If this mission is part 1 of a TWO-PART ATTACK, then this mission is resolved in THE GENERALS BATTLE, Part 1. If this mission NOT part of a TWO-PART ATTACK, then this mission is resolved in THE GENERALS BATTLE, Part 2.

• COST: See Table 12 – MISSION PARAMETERS

• COMBAT SUPPORT: No COMBAT SUPPORT

• REFRESH RATE:

• TACTICAL EFFECTS: Success or Failure Enables or prevents a NATO BYPASS ATTACK, if one is planned.

• OPERATIONAL EFFECTS: If successful, and only a one-part mission, then success may isolate WP units on the far end of the BR. If successful, and part of a TWO-PART ATTACK, then success enable the NATO BYPASS attack to go forward.

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b. DEFENSIVE MISSIONS None of the DEFENSIVE MISSIONS require a battle arrow. They do require a DEFENSIVE MISSION TOKEN. i. UNSER LAND

• TYPE: SPECIAL DEFENSIVE MISSION

• DESCRIPTION: “Das ist Unser Land” “This is OUR land!” This is a special DEFENSIVE MISSION for the NVA forces. They will fight hard to keep the ground they’ve gained.

• FACTIONS: WP, NVA only.

• ELIGIBLE UNITS: ALL NVA UNITS

• RESTRICTIONS: Soviet units involved in the same battle cannot use this rule.

• MOVEMENT: No effect.

• RESOLUTION: Same as any other battle, except for the TACTICAL and OPERATIONAL EFFECTS, described below.

• COST: See Table 12 – MISSION PARAMETERS

• COMBAT SUPPORT: No change from a standard defensive mission.

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: o The NVA Commander gets to choose the Team Yankee mission. o NVA units add +1 to their die roll for each Motivation Check. o NVA units in assaults get to reroll failed counterattack rolls.

• OPERATIONAL EFFECTS: o When computing DEFENSIVE COMBAT POWER, NVA units increase their defensive values on

Table 15 – COMBAT POWER, by 50%. o Since they are fighting with great ferocity, the NVA units increase the risk of their units

being destroyed. On Table 13 – WP ROLL-TO-DESTROY, NVA units move down one row for the impact on their units.

i. “BLAZE-OF-GLORY”

• TYPE: This is a SPECIAL DEFENSIVE MISSION

• DESCRIPTION: This is a “fight-to the-last-bullet” or “Battle of the Alamo” type of defensive mission. Take out as many of the enemy as you can for as long as you can still fight.

• FACTIONS: NATO

• ELIGIBLE UNITS: 1-2 MANEUVER UNITS.

• RESTRICTIONS: None

• MOVEMENT: Standard movement rules.

• RESOLUTION: See TACTICAL EFFECTS and OPERATIONAL EFFECTS, below.

• COST: See Table 12 – MISSION PARAMETERS

• COMBAT SUPPORT: 0-3 COMBAT SUPPORT UNITS

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: The following effects only apply to NATO UNITS. o The NATO force ignores ISOLATED UNIT EFFECTS. o All units reroll missed shots. o Each tank and infantry unit gets one re-roll on their first unit morale check. o If the NATO Formation commander is killed, then ignore formation morale checks.

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• OPERATIONAL EFFECTS: o All “REORG” results become “DISRUPTED”. o All “DISRUPTED” results become “DESTROYED”. o These results apply to both factions in the battle.

ii. FIGHTING WITHDRAWAL

• TYPE: This is a SPECIAL DEFENSIVE MISSION

• DESCRIPTION: Trading space for time, minimizing friendly casualties while hitting the enemy to a limited degree.

• FACTIONS: NATO

• ELIGIBLE UNITS: Any NATO MANEUVER and COMBAT SUPPORT UNITS.

• RESTRICTIONS: Cannot withdraw into an ongoing battle.

• MOVEMENT: In the GENERAL’S BATTLE, part 2, when defeated units withdraw, ignore the movement limit on NATO units with this mission. Move the withdrawing units as far to the rear, or laterally, as you need to, until you can place them in a node so they do not violate the STACKING LIMIT of their location.

• RESOLUTION: Same as most standard defenses, except for the OPERATIONAL EFFECTS, listed below.

• COST: See Table 12 – MISSION PARAMETERS

• COMBAT SUPPORT: No change from standard defensive battles

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: The Team Yankee withdrawal mission, or its equivalent mission the in Leopard or Iron Maiden handbooks.

• OPERATIONAL EFFECTS: Both ATTACKER and DEFENDER shift one row up in their respective ROLL-TO-DESTROY tables. If a CAV UNIT is involved in this mission, it also adds +1 to its die roll when rolling on the NATO ROLL-TO-DESTROY table.

iii. SPLIT-BATTLE

• TYPE: This is a SPECIAL DEFENSIVE MISSION

• DESCRIPTION: This is a special method by which the NATO commander can force the WP COMMANDER to split his attacking forces onto two battle arrows. It also expends an additional WP arrow to attacking the DEFENDING NODE.

• FACTIONS: NATO

• ELIGIBLE UNITS: The NATO GENERAL MUST have: o Two MANEUVER UNITS on the DEFENDING NODE. o One of those units must be a CAV UNIT. o That CAV Unit must already have an assigned and resourced WITHDRAWAL MISSION.

• RESTRICTIONS: AT least one, or both of the two BATTLE ARROWS attacking this node must be resolved in the GENERALS BATTLE before orders are issued to the TACTICAL COMMANDERS.

• MOVEMENT:

• RESOLUTION: o If the ATTACKING BATTLE ARROW is a STANDARD ATTACK, then

▪ This new mission SPLITS that attack into two parts, making it a TWO-PART ATTACK, each of which is a STANDARD ATTACK.

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▪ In that case, the WP GENERAL choses which battle will be resolved now, in a GENERALS BATTLE.

o If the ATTACKING BATTLE ARROW is already part of a TWO-PART ATTACK, then ▪ This new mission makes it a THREE-PART ATTACK. Part 1 is the STANDARD ATTACK, Part

2 is the BREAKTHROUGH ATTACK, and part 3 is the EXPLOITATIONS ATTACK. ▪ The WP GENERAL choses how to split the forces onto the new battle arrow, and which

arrow is the STANDARD ATTACK (part 1), and which is the BREAKTHROUGH ATTACK (part 2)

▪ If Either part 1 or Part 2 fail, then Part 3 is cancelled. ▪ If both part 1 and Part 2 succeed (WP wins), then Part 3 goes forward, and is recorded

as a BATTLE ORDER.

• COST: See Table 12 – MISSION PARAMETERS

• COMBAT SUPPORT: No change from standard defensive battles

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: In the case of a TWO-PART ATTACK, only one of the WP STANDARD ATTACKS is recorded as a BATTLE ORDER for the TACTICAL COMMANDERS.

• OPERATIONAL EFFECTS: Shift one column to the left on Table 16 - COMBAT RATIO.

c. AIR MISSIONS All AIR MISSIONS require a battle arrow. They also require an AIR MISSION TOKEN. i. TAC AIR

• TYPE: This is an AIR MISSION and an OFFENSIVE MISSION.

• DESCRIPTION: This mission should not be confused with aircraft providing COMBAT SUPPORT to a MANEUVER UNIT. On the attacker’s side, this mission involves only aircraft.

• FACTIONS: Both

• ELIGIBLE UNITS: Only aircraft can be assigned to this mission.

• RESTRICTIONS: o SPECIAL MISSION STACKING LIMIT: Up to 3 aircraft flights. o Can only fly over 0-2 nodes occupied by enemy MANEUVER UNITS. o SECURED NODES do not count toward this overflight limit. o Air Attacks on ASSEMBLY AREAS cannot be TAC AIR missions. They are ALWAYS DEEP

STRIKES, regardless of the number of enemy nodes overflown.

• MOVEMENT: See Helo and Airplane Movement in the MOVEMENT section.

• RESOLUTION: Resolved during the GENERALS’ BATTLE, part 2.

• COST: See Table 12 – MISSION PARAMETERS

• COMBAT SUPPORT: None

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: None

• OPERATIONAL EFFECTS: Depends on the outcome of rolling for damage on Table 22 – AIR ATTACK RESULTS TABLE.

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ii. DEEP STRIKE

• TYPE: This is an AIR MISSION and an OFFENSIVE MISSION.

• DESCRIPTION: This is a tactical air mission that goes deep into enemy territory. This mission should not be confused with aircraft providing COMBAT SUPPORT to a MANEUVER UNIT. On the attacker’s side, this mission involves only aircraft.

• FACTIONS: Both

• ELIGIBLE UNITS: Only aircraft can be assigned to this mission.

• RESTRICTIONS: o SPECIAL MISSION STACKING LIMIT: Up to 4 aircraft flights. o Must cross over at least 3 ENEMY NODES before reaching the target. o SECURED NODES do not count toward this overflight count. o Air Attacks on ASSEMBLY AREAS are ALWAYS DEEP STRIKES, regardless of the number of

enemy nodes overflown.

• MOVEMENT: See Helo and Airplane Movement in the MOVEMENT section.

• RESOLUTION: Resolved during the GENERALS’ BATTLE, part 2.

• COST: o Formula = Mission cost + RP Cost for all aircraft + 1 RP for each enemy node overflown

(after the first 2 nodes overflow). o Overflying ENEMY NODES 1 & 2 are FREE. o See Table 12 – MISSION PARAMETERS and Table 13 – RP ALLOCATION FOR ATTACK or

DEFENSE. o SECURED NODES do not count toward this limit

• COMBAT SUPPORT: None

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: None

• OPERATIONAL EFFECTS: Depends on the outcome of rolling for damage on Table 22 – AIR ATTACK RESULTS TABLE.

d. DECEPTION MISSIONS

All DECEPTION MISSIONS require a battle arrow. They also require a DECEPTION MISSION TOKEN. i. MASKIROVKA

• TYPE: This is a DECEPTION MISSION.

• DESCRIPTION: This is like an OPERATIONAL AMBUSH

• FACTIONS: WP

• ELIGIBLE UNITS: ANY TWO ACTIVE UNITS that are not already assigned to a mission.

• RESTRICTIONS: The WP General cannot move WP units that are assigned to an OFFENSIVE MISSION, unless that mission includes Afghansty.

• MOVEMENT: Two units move from the same node to the same NON-COMBAT NODE. If neither of those units have movement markers, then they can move up to two nodes. If either of those units does have movement markers, then they can only move one node.

• RESOLUTION: Resolved after all Missions are assigned, after Transport Missions are executed, and before GENERALS’ BATTLE part1.

• COST: See Table 12 – MISSION PARAMETERS

• COMBAT SUPPORT: NA

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• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: none

• OPERATIONAL EFFECTS: Could reduce the casualties in a DEFENDING NODE, shift combat forces for the next turn, or move units threatened by an air attack. This is like an Ambush in Battlefront rules. It was never where you saw it before the deception mission. It was somewhere else.

ii. “NOW YOU SEE THEM…”

• TYPE: This is a DECEPTION MISSION.

• DESCRIPTION: The NATO GENERAL can “shift” one unit from its present location to a nearby friendly NON-DEFENDING NODE (one node move).

• FACTIONS: NATO

• ELIGIBLE UNITS: The NATO General cannot move NATO units that are assigned to an OFFENSIVE MISSION

• RESTRICTIONS: One Mission marker per unit being “moved.”

• MOVEMENT: One node.

• RESOLUTION: Resolved after all Missions are assigned, after Transport Missions are executed, and before the GENERALS’ BATTLE part1.

• COST: See Table 12 – MISSION PARAMETERS

• COMBAT SUPPORT: None

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: None.

• OPERATIONAL EFFECTS: Could reduce the casualties in a DEFENDING NODE, shift combat forces for the next turn, or move units threatened by an air attack. This is like an Ambush in Battlefront rules. It was never where you saw it before the deception mission. It was really somewhere else.

e. TRANSPORT MISSIONS

TRANSPORT MISSIONS do NOT require a battle arrow. They do require a TRANSPORT MISSION TOKEN i. LOW-BOYS

• TYPE: This is a TRANSPORT MISSION

• DESCRIPTION: This is a strategic long-distance move of a GROUND UNIT on semi-trailers.

• FACTIONS: Both

• ELIGIBLE UNITS: ANY GROUND UNIT not in a COMBAT NODE

• RESTRICTIONS: Must trace their route entirely through friendly NON-COMBAT NODES.

• MOVEMENT: o The LOW-BOY counter is only on the board for the steps in which it is moving a unit. o The GENERAL places the LOW-BOY on the starting node (any NON-DEFENDING NODE) at

the start of the mission. o During the TRANSPORT MISSION STEP, move one GROUND UNIT, REPL DEPOT or HELO

BASE up to 4 nodes. o The carried unit remains on the LOW-BOY until the start of the next MOVEMENT STEP (i.e.,

next turn).

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o Once the carried unit moves away from the LOW-BOY counter, the LOW-BOY is moved to the ACTIVE UNITS Box, and the mission is placed on the REFRESH TRACK.

• RESOLUTION: Resolved after all Missions are assigned, before DECEPTION MISSIONS are executed, and before the GENERALS’ BATTLE part1.

• COST: See Table 12 – MISSION PARAMETERS. It cost the same to move any eligible unit

• COMBAT SUPPORT:

• REFRESH RATE: See Table 12 – MISSION PARAMETERS

• TACTICAL EFFECTS: None

• OPERATIONAL EFFECTS: The unit that is riding on LOW-BOYS is more vulnerable to air attack. If they are the target of an air attack, shift their effects to a higher level of lethality on table Table 20 - Air Attack Results Table. If attacked, roll separately for the LOW-BOYS and the unit being transported.

10. TWO-PART and THREE-PART MISSIONS

a. What are TWO-PART ATTACKS? i. TWO-PART ATTACKS are linked missions where the success of the first mission is a prerequisite for

beginning the second mission. ii. When the FACTION initiating a BYPASS ATTACK is already in control of the BR, then that is a one-

part mission. iii. When the FACTION initiating a BYPASS ATTACK is NOT in control of the BR, then that is a TWO-

PART ATTACK. iv. NOTE that the SPLIT BATTLE MISSION can create either a TWO-PART or a THREE-PART MISSION. v. In the case of a THREE-PART MISSION, parts 1 and 2 must succeed before part 3 can be executed. If

either 1 or 2 fail, then number 3 is cancelled.

b. An EXPLOITATION ATTACK is preceded by a BREAKTHROUGH ATTACK because the ATTACKER is NOT in control of the starting NODE for the EXPLOITATION ATTACK. Therefore, the succession of BREAKTHROUGH ATTACK and then EXPLOITATION ATTACK makes this combination a TWO-PART ATTACK.

c. BYPASS ATTACK i. A BYPASS ATTACK through a hostile BR requires that one of these missions succeeds so that your

faction is in control of the BR before BYPASS ATTACK begins:

• For WP forces, the SEIZE THE BYPASS mission must succeed.

• For NATO forces, the RETAKE THE BYPASS mission must succeed.

d. SEIZE THE BYPASS mission succeeds: i. The WP Security unit is “dispersed” along the BR.

ii. That unit symbol is removed from the MAP and moved to the HEROES BOX (no RP for NATO) iii. Change the BCM (Bypass Route Control Marker) to “WP-4.” iv. This marker now represents the strength of the WP Security unit. v. The WP Battle Arrow for part 2 proceeds the same as any other standard OFFENSIVE MISSION

e. SEIZE THE BYPASS mission fails:

i. The Security unit is DESTROYED.

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ii. That unit symbol is removed from the MAP and moved to the DESTROYED UNITS BOX (NATO will get RP)

iii. The Attacking units on the second battle ARROW are “bounced” – sent back to their starting point. iv. If those units exceed the STACKING LIMIT on the node that they return to, then see the rules for

“STACKING VIOLATIONS.” v. The WP GENERAL will be refunded one-half of the RPs spent on the BYPASS ATTACK (rounded

down).

f. RETAKE THE BYPASS mission succeeds: i. The Security unit returns to the NATO-controlled node on the BR.

ii. That unit symbol gets a “REORG” marker. iii. Change the BCM (Bypass Route Control Marker) to “NATO.” iv. If the NATO GENERAL also has a BYPASS ATTACK on this BR, then that attack proceeds.

g. RETAKE THE BYPASS mission fails:

i. The Security unit is unaffected. They do not change the BCM. ii. The NATO attacking units on the NATO BYPASS ATTACK are “bounced” – sent back to their starting

point. iii. If those units exceed the STACKING LIMIT on the node that they return to, then see the rules for

“STACKING VIOLATIONS.” iv. The NATO GENERAL will be refunded one-half of the RPs spent on the BYPASS ATTACK (rounded

down).

h. EXPLOITATION ATTACK i. A EXPLOITATION ATTACK through a hostile node requires that the BREAKTHROUGH mission

succeeds so that your faction is in control of the first node before EXPLOITATION ATTACK begins on the second node.

i. BREAKTHROUGH mission succeeds:

i. The first echelon forces – those on the BREAKTHROUGH BATTLE ARROW – Roll to survive on Table 17 – WP COMBAT RESULTS TABLE or Table 18 – NATO COMBAT RESULTS TABLE.

ii. The EXPLOITATION BATTLE ARROW for part 2 proceeds the same as any other standard OFFENSIVE MISSION

j. BREAKTHROUGH mission fails:

i. The first echelon forces – those on the BREAKTHROUGH BATTLE ARROW – Roll to survive on Table 17 – WP COMBAT RESULTS TABLE or Table 18 – NATO COMBAT RESULTS TABLE.

ii. The Attacking units on the EXPLOITATION ATTACK Arrow are “bounced” – sent back to their starting point.

iii. If those units exceed the STACKING LIMIT on the node that they return to, then see the rules for “STACKING VIOLATIONS.”

iv. The GENERAL will be refunded one-half of the RPs spent on the EXPLOITATION ATTACK (rounded down).

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11. WHO CAN ATTACK a. Only units on BATTLE ARROWS can attack. b. For each attack, the RP for that unit to attack must have been “paid”. c. Units that exceed the Mission Parameters and/or STACKING LIMITS for MANEUVER UNITS and

COMBAT SUPPORT UNITS on the BATTLE ARROW and CANNOT participate in the attack. d. ALL units in the ATTACK are subject to the “ROLL-TO-DESTROY” for that battle. e. Non-attacking units are moved to the source node of the attack.

12. WHO CAN DEFEND

a. Only units on the DEFENDING NODE can defend. b. For each DEFENDING NODE, the DEFENDING GENERAL designates one MANEUVER UNIT as the one

that will not have to pay RP’s to defend. c. All other units on the DEFENDING NODE require RP’s to be paid for the defense. d. Units that exceed the Mission Parameters and/or STACKING LIMITS for MANEUVER UNITS and

COMBAT SUPPORT UNITS can be on the DEFENDING NODE CANNOT participate in the defense. e. ALL units in the DEFENSE are subject to the “ROLL-TO-DESTROY” for that battle. f. Non-defending units on the DEFENDING NODE are moved to an adjacent friendly node.

13. ASSIGN MISSIONS STEP

a. SEQUENCE THROUGH EACH BATTLE ARROW i. MISSIONS are assigned in order of the number on the BATTLE ARROW, lowest number to highest.

ii. Cycle through each battle arrow, using the instructions listed below.

b. ASSIGN AND RESOURCE OFFENSIVE MISSION i. For the current BATTLE ARROW, the attacker assigns the OFFENSIVE MISSION.

ii. If this will be a SPECIAL OFFENSIVE MISSION, then pay the cost shown on Table 12 – MISSION PARAMETERS

iii. Move the units that will participate in the mission from the SOURCE NODE onto the BATTLE ARROW. As the attacking GENERAL does that, they must pay the RP cost of each ATTACKING UNIT, according to Table 13 – RP ALLOCATION FOR ATTACK or DEFENSE.

iv. Observe the BATTLE ARROW STACKING LIMITS

c. ASSIGN AND RESOURCE DEFENSIVE MISSION i. For the current BATTLE ARROW, the DEFENDER can choose to assign a DEFENSIVE MISSION.

ii. If the defending GENERAL does assign a SPECIAL DEFENSIVE MISSION, then they pay the cost shown on Table 12 – MISSION PARAMETERS.

iii. Resource the defensive battle.

• The defending general can choose to move some units from the DEFENDING NODE out of the battle. They can only do this if those units have NOT used their full ACTION ALLOWANCE. They can move to adjacent friendly nodes, within the remainder of their movement.

• The defending general must now pay the defensive cost for each remaining unit in the DEFENDING NODE, as shown in Table 13 – RP ALLOCATION FOR ATTACK or DEFENSE.

• The units that are not resourced must move to adjacent friendly nodes.

• Any defending units that cannot defend and which cannot move are automatically and immediately REORGANIZING.

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• Observe the DEFENDING NODE STACKING LIMIT.

d. EXECUTE THE FIRST HALF OF TWO-PART ATTACKS i. If the current BATTLE ARROW is the Second Part of a TWO-PART ATTACK, then resolve part 1 now,

using the instructions in section 22. RESOLVING OPERATIONAL BATTLES (THE GENERALS BATTLE). ii. Use the outcome of the mission in part 1 to apply the relevant instructions in section 10 TWO-PART

ATTACKS.

e. DETERMINE TACTICAL EFFECTS i. If this battle and its missions have any special effects on the assignment to the TACTICAL

COMMANDERS, determine this and record it.

f. RECORD ORDERS i. Fill out The BATTLE ORDER for this BATTLE ARROW.

ii. Do NOT post the BATTLE ORDER, yet. It may change due to TRANSPORT and/or DECEPTIONS missions

g. For each BATTLE ARROW: REPEAT sections b through f, above.

14. EXECUTE TRANSPORT MISSIONS STEP

a. TRANSPORT MISSIONS are now executed. b. If this removes the targets of other missions, then those missions are cancelled. c. The GENERAL who owns the cancelled mission is refunded half the RPs allocated to the cancelled

mission, rounded down. 15. EXECUTE DECEPTION MISSIONS STEP

a. Deception missions are now executed. b. If this removes the targets of other missions, then those missions are cancelled. c. The GENERAL who owns the cancelled mission is refunded half the RPs allocated to the cancelled

mission, rounded down. 16. ENFORCE STACKING LIMITS, part 1 STEP

a. Going in OPERATIONAL INITIATIVE order, each GENERAL checks each node owned by his Opponent. If a node is overstacked, then follow the instructions above, ins Section 8. MOVEMENT STEP, d. STACKING VIOLATIONS.

b. Going in OPERATIONAL INITIATIVE order, each GENERAL checks each node BATTLE ARROW owned by his Opponent. If a BATTLE ARROW is overstacked, then follow the instructions above, ins Section 8. MOVEMENT STEP, d. STACKING VIOLATIONS.

17. UPDATE AND ISSUE ORDERS STEP

a. Any BATTLE ORDERS that are based on cancelled mission are also cancelled. b. Issue Battle Orders by whatever communications means your CAMPAIGN ORGANIZER has arranged.

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18. REFRESH SPECIAL MISSIONS STEP a. Missions that have a refresh rate are move one column to the left in the MISSION REFRESH TRACK, in

the CHARTS SECTION. b. Missions that were in the one column, and are moved out can be placed in the ACTIVE UNITS &

MISSIONS BOX. c. Missions that are now “ACTIVE” can be used in the current turn.

19. LATE ACTIVATION OF UNITS STEP

a. For each friendly REORG unit, the owning GENERAL has three choices: i. Attempt to activate the units by a die roll, or

ii. Activate the units by paying the Reorg RP cost on Table 7 – MOVE DISRUPTED and REORG UNITS TO ACTIVE.

iii. Leave the REORG units in their current state. iv. If successfully “reorganized” the “REORG” marker is removed from the unit. That unit can move

and attack “normally.” b. For each friendly DISRUPTED UNIT, the owning GENERAL has two choices:

i. Combine two like units in the same DISRUPTED UNITS BOX to make one active unit of that type. The second unit is then destroyed.

ii. Pay for their activation using the RP cost in Table 7 – MOVE DISRUPTED AND REORG UNITS TO ACTIVE.

c. Reactivated HELO UNITS deploy to HELO BASES. d. Reactivated NATO GROUND units appear at REPL-DEPOTS. e. Reactivated WP GROUND units appear in the next NON-DEFENDING NODE on their route that can hold

them, without violating stacking limits. In some cases, this may be the “back of the line” when WP units are fully stacked along consecutive nodes on a route.

f. Note that there are two DISRUPTED UNITS Boxes: One for Blue & Red routes, and one for the Green Route. Due to the isolation of the Green Route, units disrupted there can only be reactivated there, or the REPL-DEPOT closest to the Green Route. Same applies to Red & Blue.

20. RESOLVE BATTLES PHASE a. Resolve each MISSION in order of the BATTLE ARROW number.

i. For TACTICAL BATTLES, follow sub-steps b and d-g, below. ii. For OPERATIONAL BATTLES, follow sub-steps c through g, below. iii. If you have any questions, refer back to the mission description (section 9. MISSION

DESCRIPTIONS), above and Table 12 – MISSION PARAMETERS.

b. RESOLVE TACTICAL BATTLES SUB-STEP i. Record which COMBAT SUPPORT UNITS the TACTICAL COMMANDER used.

ii. COMBAT SUPPORT that was not used is refunded at 50% of the RP (rounded down) back to that faction’s GENERAL.

iii. Move on to paragraph d. ROLL-TO-DESTROY, below.

c. RESOLVE OPERATIONAL BATTLES SUB-STEP (THE GENERALS BATTLE) i. If this is an ATTACK against a SECURED NODE, then roll 1D6 on row “A” of Table 19 - “ALL-OR-NOTHING”

RESULTS TABLE.

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• If the result is “bounced”, then the attacking unit is moved, as described in section RETREAT DEFEATED TROOPS SUB-STEP

• For any other result, the attacking unit seizes control of that node, without any other effect on the units. Change the NODE CONTROL MARKER accordingly.

ii. If this is an attack against any other node, then add up the defending NODE’s combat power, using Table 15 – COMBAT POWER.

iii. Add up the OFFENSIVE MISSION’s combat power, using Table 15 – COMBAT POWER. iv. Divide the ATTACKERS COMBAT POWER by the DEFENDERS’ COMBAT POWER.

• For example, if the ATTACKER has 6 and the DEFENDER has 2, the ratio is 3:1 v. The ATTACKER finds the column with that ratio on Table 16 - COMBAT RATIO. vi. Then roll 1D6 and cross reference the die roll with the ration column to come up with:

• Who wins (D=Defender or A=Attacker), and

• A TEAM YANKEE VICTORY POINTS FOR THAT BATTLE is 6-1, 5-2 or 4-3.

• The winner notes the higher point as their score.

• The loser notes the lower point as their score.

• For each of your units in the battle, roll 1D6. Add your TEAM YANKEE VICTORY POINTS FOR THAT BATTLE to the die roll.

d. ROLL-TO-DESTROY UNITS SUB-STEP

i. Repeat this procedure for each of your units in the battle being resolved. ii. If this is an OPERATIONAL BATTLE, then use your score from paragraph c., above.

iii. If this is a TACTICAL BATTLE, use your score from that Team Yankee mission. iv. Pick the appropriate ROLL-TO-DESTROY table:

• The WP GENERAL uses Table 17 - WP ROLL-TO-DESTROY

• The NATO GENERAL uses Table 18 - NATO ROLL-TO-DESTROY iv. Pick the row on that table:

• Airplane units use Row "A"

• Cav, Infantry and Helo units use Row "B"

• Tanks and Artillery units use Row "C"

• Units on both sides of a WITHDRAWAL MISSION move up one row.

• Units on both sides of a 'UNSER LAND' MISSION move DOWN one row.

• Units on both sides of a 'BLAZE OF GLORY' MISSION move DOWN two rows. v. Roll 1D6 and add that result with your TEAM YANKEE VICTORY POINTS FOR THAT BATTLE. vi. Cross-reference the row that you selected and the column that matches your “MODIFIED DIE

ROLL.” vii. Note the state of that unit: DESTROYED, DISRUPTED, REORG or ACTIVE. viii. Move DESTROYED UNITS from the map to your faction chart marked “DESTROYED UNITS BOX.” ix. Move DISRUPTED UNITS from the map to your faction chart marked “DISRUPTED UNITS BOX” for

the route that they are on. x. Leave REORG units on the board and mark them with a “REORG” token. xi. ACTIVE UNITS are not moved nor marked,

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e. RETREAT DEFEATED TROOPS SUB-STEP i. RETREATING DEFEATED TROOPS is a FREE ACTION.

ii. DEFEATED DEFENDERS:

• If your force was defeated, retreat all the GROUND UNITS to a friendly node that is one move away.

• Your first choice of retreating node should be one node directly away from the enemy’s attack direction

• If that is not a possible move, then retreat to any friendly node that might accommodate your troops, within one move.

iii. DEFEATED ATTACKERS:

• ALL the ATTACKING GROUND UNITS move back to the node that is at the base of the BATTLE ARROW.

iv. DEFEATED AIR UNITS:

• Airplanes return to the ACTIVE UNITS BOX.

• Helos return to their HELO BASE.

f. ADVANCE VICTORIOUS TROOPS SUB-STEP i. ADVANCING VICTORIOUS TROOPS is a FREE ACTION.

ii. WINNING DEFENDERS:

• If your DEFENDING force was not defeated, you cannot move the GROUND UNITS during this sub-step.

iii. WINNING ATTACKERS

• If your ATTACKING force was not defeated, you MUST move at least one GROUND MANEUVER UNIT onto the node that was the target of the attack.

• Advancing the other GROUND UNITS is optional. iv. WINNING ATTACKERS

• Airplanes return to the ACTIVE UNITS BOX.

• Helos return to their HELO BASE. v. WINNING AIR UNITS

• Airplanes return to the ACTIVE UNITS BOX.

• Helos return to their HELO BASE. vi. At the end of this SUB-STEP, all units must have been moved off the BATTLE ARROW and onto a

NODE. vii. Remove the BATTLES ARROW and place it on the chart marked “INACTIVE BATTLE ARROWS”.

g. MARK NEW NODE OWNERS SUB-STEP i. If the NODE changed hands, remove the opponent’s control marker and replace it with your own. ii. NATO control markers cover the red number. iii. WP control markers cover the Blue number.

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21. CHECK CONTROL OF BYPASS ROUTES STEP

a. For each BYPASS ROUTE that is under WP control, roll for the JagdCommandos battle. b. This is the step where the JagdCommandos and local FRG territorial defense forces attempt to retake

control the BR. c. The NATO General rolls 1D6 and compares the result against the BCM (BYPASS CONTROL MARKER) in

that BCP (BYPASS CONTROL POINT). d. If the die roll exceeds the value on the BCM, then control reverts back to NATO. Replace the WP BCM

with a NATO BCM. e. If the die roll is less than or equal to the value on the BCM, then the BR control remains with the WP,

but at a diminished strength. Replace the current BCM with one of the next lower value: “WP-4” goes to “WP-2”, “WP-2” goes to “WP-1.”

22. ENFORCE STACKING LIMITS, PART 2 STEP

a. Check Sections 1. pp. STACKING LIMITS and Section 8. MOVEMENT STEP, d. STACKING VIOLATIONS 22. COLLECT VICTORY POINTS STEP

a. Count this turn’s victory points for the WP b. Add that number to the total WP VP for the campaign. c. Count this turn’s victory points for NATO. d. Add that to the total NATO VP for the campaign. e. Advance the VP track markers for each faction. f. Update the CAMPAIGN LOG for the VP of each faction.

23. CHECK CAMPAIGN VICTORY CONDITIONS STEP a. Check section 2. WINNING THE CAMPAIGN

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24. TURN SEQUENCE Some sections are listed here that are not steps in the turn, but the numbering is kept for referencing the pertinent section. 1. BASIC TERMS AND CONCEPTS (NOT A STEP) 2. WINNING THE CAMPAIGN (NOT A STEP) 3. WEATHER AND WEATHER EFFECTS STEP 4. SELECT AND ASSIGN BATTLE ARROWS STEP

a. NUMBER OF ATTACKS b. INITIATIVE ORDER/OPERATIONAL INITIATIVE

5. COLLECT RESOURCES STEP 6. EARLY ACTIVATION OF UNITS STEP 7. REINFORCEMENTS STEP 8. MOVEMENT STEP 9. MISSION DESCRIPTIONS (NOT A STEP) 10. TWO-PART ATTACKS (NOT A STEP) 11. WHO CAN ATTACK (NOT A STEP) 12. WHO CAN DEFEND (NOT A STEP) 13. ASSIGN MISSIONS STEP

a. SEQUENCE THROUGH EACH BATTLE ARROW b. ASSIGN AND RESOURCE OFFENSIVE MISSION c. ASSIGN AND RESOURCE DEFENSIVE MISSION d. EXECUTE THE FIRST HALF OF TWO-PART ATTACKS e. DETERMINE TACTICAL EFFECTS f. RECORD ORDERS g. For each BATTLE ARROW: REPEAT sections b through f, above

14. EXECUTE TRANSPORT MISSIONS STEP 15. EXECUTE DECEPTION MISSIONS STEP 16. ENFORCE STACKING LIMITS STEP 17. UPDATE AND ISSUE ORDERS STEP 18. REFRESH SPECIAL MISSIONS STEP 19. LATE ACTIVATION OF UNITS STEP 20. RESOLVE BATTLES PHASE

a. In order of the BATTLE ARROW number. b. RESOLVE TACTICAL BATTLES SUB-STEP c. RESOLVE OPERATIONAL BATTLES SUB-STEP (THE GENERALS BATTLE) d. ROLL-TO-DESTROY UNITS SUB-STEP e. RETREAT DEFEATED TROOPS SUB-STEP f. ADVANCE VICTORIOUS TROOPS SUB-STEP g. MARK NEW NODE OWNERS SUB-STEP

21. ENFORCE STACKING LIMITS, PART 2 STEP 22. COLLECT VICTORY POINTS STEP 23. CHECK CAMPAIGN VICTORY CONDITIONS STEP

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Tables and Annexes Table 1 – WEATHER CONDITIONS Table 2 – WEATHER EFFECTS Table 3 – NUMBER OF ATTACKS Table 4 – BATTLE INITIATIVE Table 5 – SCHEDULED RESOURCE POINT ALLOCATION Table 6 – RESOURCES COLLECTED PER DESTROYED UNIT Table 7 – MOVE DISRUPTED and REORG UNITS TO ACTIVE Table 8 – POSSIBLE REINFORCEMENTS – NATO Table 9 – POSSIBLE REINFORCEMENTS – WP Table 10 – MOVEMENT Table 11 – ISOLATED UNITS Table 12 – MISSION PARAMETERS Table 13 – RP ALLOCATION FOR ATTACK or DEFENSE Table 14 – TACTICAL TEAM YANKEE MISSIONS Table 15 – COMBAT POWER Table 16 – COMBAT RATIO Table 17 – WP ROLL-TO-DESTROY TABLE Table 18 – NATO ROLL-TO-DESTROY TABLE Table 19 – “ALL-OR-NOTHING” RESULTS TABLE Table 20 – AIR MISSION RISK TABLE Table 21 – AIR MISSION LETHALITY TABLE Table 22 – AIR ATTACK RESULTS TABLE ANNEX A – BATTLE ORDER ANNEX B – BATTLE REPORT – BATREP ANNEX C – WP OOB ANNEX D – NATO OOB ANNEX E – CAMPAIGN LOG ANNEX F – SETUP INSTRUCTIONS ANNEX G – WEATHER EFFECTS

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TURN CONDITIONS Table 1 - WEATHER CONDITIONS (2D6)

Die Roll 2-3 4 5-8 9 10 11+

Weather Heavy Rain Light Rain Clear Low clouds Ground Haze Ground Fog

Table 2 - WEATHER EFFECTS (replaced by ANNEX G – WEATHER EFFECTS) Table 3 – NUMBER OF BATTLE ARROWS

Turn Total

1 15 • The “Total” is the number of BATTLE ARROWS that will be distributed as free resources.

• Attacks that were assigned, but not used, cannot be held over to the next turn

2 13

3 11

4 10

5 10

6 11

7 13

8 15

Table 4 – OPERATIONAL AND BATTLE INITIATIVE (1D6)

Turn Modifier Ties MIN WP MIN NATO

1 WP +2 NATO win ties 10 4

2 WP +1 WP win ties 9 3

3 Even WP win ties 7 3

4 Even Reroll ties 3 3

5 Even NATO win ties 3 4

6 NATO +1 WP win ties 4 4

7 NATO +1 WP win ties 4 5

8 Even Reroll ties 5 6

RESOURCES Table 5 – SCHEDULED RESOURCE POINT ALLOCATION

Turn NATO WP

1 135 165

2 125 155

3 115 145

4 105 135

5 130 125

6 155 120

7 165 115

8 180 110

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Table 6 - RESOURCES COLLECTED PER DESTROYED UNIT

FACTION / NATION TYPE Collect RP

NATO Armor Bn 3

NATO Cav Bn 2

NATO Mech Bn 2

NATO Corps Arty 3

NATO Helos 3

NATO Airplanes 4

NATO REPL DEPOT 2

WSoviet Tank Rgt 4

Soviet Ind Tk Bn 2

Soviet Mot Rifle Rgt 2

Soviet AAG 3

Soviet Atk Helo Sqdn 3

Soviet Airplanes 4

Soviet Aslt Helo Rgt 5

NVA Tank Rgt 3

NVA Mot Rifle Rgt 2

NVA Corps Arty 3

NVA Atk Helo Sqdn 3

BOTH HELO BASE 2

MOVING UNITS TO ACTIVE Table 7 – MOVE DISRUPTED AND REORG UNITS TO ACTIVE

FACTION TYPE Disrupted Reorg

NATO Armor Bn 2 1 • The first maneuver unit defending a node does not cost RPs to defend.

• Airplanes do not get into a “Reorg” (reorganizing) state.

NATO Cav Bn 2 1

NATO Mech Bn 1 1

NATO Corps Arty 2 1

NATO Helos 3 1

NATO Airplanes 5 NA

Soviet Tank Rgt 5 2

Soviet Ind Tk Bn 2 1

Soviet Mot Rifle Rgt 2 1

Soviet AAG 2 1

Soviet Atk Helo Sqdn 2 1

Soviet Airplanes 5 NA

Soviet Aslt Helo Rgt 5 2

NVA Tank Rgt 2 1

NVA Mot Rifle Rgt 1 1

NVA Corps Arty 2 1

NVA Atk Helo Sqdn 2 1

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REINFORCEMENTS Table 8 – POSSIBLE REINFORCEMENTS – NATO

TRIGGER Active Success DICE UNITS

BRADFORD 5 194th AR BDE: 1/10 CAV (AR), 2/10 CAV (AR), 4/15 INF

BRADFORD 5 2 Airplanes

CHICAGO 4 Pz BN 141, PzGren BN 142, Pz BN 143, Pz BN 144 (pz DIV 5, III GE Corps

CHICAGO 4 197th INF BDE: 2/69 AR, 2/18 INF, 1/58 INF

DENVER 5 4ID, 4th BDE: 2/7 CAV, 1/4 Atk Avn

DENVER 5 2 Airplanes

ENFIELD 4 4ID, 1st BDE: 1/77 AR, 2/77 AR, 1/12 INF, 2/120 INF

ENFIELD 4 V Corps ARTY #2

FARGO 3 4ID, 2nd BDE: 3/68 AR, 4/68 AR, 1/10 INF

FARGO 3 2 Airplanes

GULFPORT 3 4ID, 3rd BDE: 4/40 AR, 1/8 INF, 2/8 INF

The next available reinforcements may be rolled for when the number of Active/Reorg NATO maneuver units drops below 11. Table 9 – POSSIBLE REINFORCEMENTS – WP

TRIGGER Active Success Dice UNITS

BRADFORD 5 NVA MD III, 4. Motorisierte-Schuetzen-Division

BRADFORD 5 NVA MD III, 7. Panzer-Division

CHICAGO 4 NVA MD III- Corps Arty

CHICAGO 4 NVA MD III, 11. Motorisierte-Schuetzen-Division

CHICAGO 4 SOV GSFG, 1 GTA - 9th Tank Division – Riesa

DENVER 5 SOV GSFG, 1 GTA - 20th Guards Motor Rifle Division

DENVER 5 NVA MD V, 6. Motorisierte-Schuetzen-Division

DENVER 4 4 Airplanes

ENFIELD 4 NVA MD V, 10. Motorisierte-Schuetzen-Division

ENFIELD 4 NVA MD V, 17. Motorisierte-Schuetzen-Division

FARGO 3 4 Airplanes

FARGO 3 SOV NGF AAG

FARGO 3 SOV NGF, 6th Guards Motor Rifle Division

FARGO 3 SOV NGF, 20th Tank Division

FARGO 3 SOV NGF, 286th Guards Cannon Arty Brigade, 34th Guards Arty Div

* NA 336th Avn Rgt (“Assault Helo Rgt” is used with Afghansty Mission

Next reinforcements rolled for when the no. of Active/Reorg WP maneuver units drops below 11.

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Table 10 – MOVEMENT AND ACTION ALLOWANCE

FACTION TYPE ACTION

ALLOWANCE Notes

NATO Armor Bn 2 Notes: (a) Cav and ITB units move 3, which is faster

than tank and infantry units (b) HELOS are limited by their COMBAT RADIUS

and AIR MISSION parameters. (c) Airplanes are only limited by their AIR

MISSION parameters. (d) Arty units movement is 3, since they can

setup and fire just off the line-of-march.

NATO Cav Bn 3 (a)

NATO Mech Bn 2

NATO Corps Arty 3 (a)

NATO Helos 5 (b)

NATO Airplanes 3 (c)

Soviet Tank Rgt 2

Soviet Ind Tk Bn 3 (a)

Soviet Mot Rifle Rgt 2

Soviet AAG (d)

Soviet Atk Helo Sqdn 4 (b)

Soviet Airplanes 2 (c)

Soviet Aslt Helo Rgt - (b)

NVA Tank Rgt 2

NVA Mot Rifle Rgt 2

NVA Corps Arty 3 (d)

NVA Atk Helo Sqdn 4 (b)

BOTH Helo Base 1

NATO Repl Depot 1

Table 11 – ISOLATED UNITS

TYPE Effects

Tank, Arm, Cav, INF (a) a. After turn 3, add +1 to the enemy’s “To Hit” number b. After turn 2, add +1 to the enemy’s “To Hit” number c. Aircraft providing COMBAT SUPPORT to an isolated defender do NOT

suffer the 20% decrease in combat power that an isolated MANEUVER UNIT incurs

d. DEEP STRIKE missions increase their lethality when attacking isolated units.

e. Isolated units move up one row in the ROLL-TO-DESTROY tables

Corps Arty, AAG (b)

Helos (c)

Airplanes (c)

DEEP STRIKE (d)

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Table 12 – MISSION PARAMETERS

MISSION TYPE

FACTION RP’s REFRESH

RATE

BATTLE ARROW (“standard attack”)

Offense Both 0 - (a) Tac Air costs 1 for the mission plus RP for each Aircraft. See Table 13 - RP ALLOCATION FOR ATTACK or DEFENSE

(b) A DEEP STRIKE is resourced by RP for each Aircraft, plus distance. Distance is measured as follows: For each enemy node overflown, add 1 RP to the mission cost. For each aircraft, See Table 13 - RP ALLOCATION FOR ATTACK or DEFENSE

(c) The first maneuver unit defending a node does not cost RPs to defend.

(d) No charge for a “Standard Attack” mission.

(e) All units involved in a mission have RP costs per unit, as described in the mission and Table 13 - RP ALLOCATION FOR ATTACK or DEFENSE

BREAKTHROUGH Offense Both 3 -

BYPASS ATTACK Offense Both 2 1

EXPLOITATION Offense Both 2 -

SEIZE THE BYPASS Offense WP 2 1

RETAKE BYPASS Offense NATO 1 1

STAY BEHIND Offense NATO 3 2

TAC AIR Air Both 1+ (a)

-

DEEP STRIKE Air Both (b) 1

STANDARD DEFENSE, first unit

Defense Both (c) -

SPLIT BATTLE Defense NATO 4 2

UNSER LAND Defense WP 2 2

Blaze-of-Glory Defense NATO 3 1

Fighting Withdrawal Defense NATO 2 -

Now You See Them… Deception NATO 2 1

MASKIROVKA Deception WP 3 2

LOW-BOYS Transport Both 2 1

Table 13 – RP ALLOCATION FOR ATTACK or DEFENSE

FACTION TYPE Atk RP’s Def RP’s (1) NOTES

NATO Armor Bn 2 1 (1) The first maneuver unit defending a node does not spend RPs to defend. NATO Cav Bn 2 2

NATO Mech Bn 1 1

NATO Corps Arty 2 1

NATO Helos 3 2

NATO Airplanes 5 3

Soviet Tank Rgt 5 3

Soviet Ind Tk Bn 3 1

Soviet Mot Rifle Rgt 2 1

Soviet AAG 2 1

Soviet Atk Helo Sqdn 3 2

Soviet Airplanes 5 3

Soviet Aslt Helo Rgt 5 3

NVA Tank Rgt 2 1

NVA Mot Rifle Rgt 1 1

NVA Corps Arty 2 1

NVA Atk Helo Sqdn 3 1

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Table 14 – TACTICAL TEAM YANKEE MISSIONS

PH LINE #1 PH LINE #2 or Mission

Chosen by

Team Yankee Mission

East of BRADFORD Attacker Bridgehead or Counterattack

BRADFORD CHICAGO 1D6 1-3: Encounter; 4-6: Dust Up

CHICAGO DENVER Defender No Retreat or Free-For All, (a), (b)

DENVER ENFIELD 1D6 1-3: Encounter; 4-6: Hasty Attack, (c), (d)

ENFIELD FARGO Attacker No Retreat or Bridgehead, (e)

FARGO GULFPORT 1D6 1-2: Hasty Attack; 3-4: Encounter; 5-6: Counterattack, (f)

NA Breakthrough Mission GENERAL Breakthrough, (c)

NA Fighting Withdrawal GENERAL Fighting Withdrawal, (a), (b)

NA UNSER LAND Defender WP NVA Tactical Commander chooses any mission

NA Blaze of Glory Defender NATO Tactical Commander chooses any mission

NOTES: (a) West German Tactical Commander may choose “At the Forward Edge of Battle” (b) British Tactical Commander may choose “Covering Force” (c) West German Tactical Commander may choose “Delaying Attack” (d) British Tactical Commander may choose “The Defence of Shellerton” (e) West German Tactical Commander may choose “Flanking Attack” (f) British Tactical Commander may choose “A Bridge Too Far?” (g) If the Afghansty make an attack, and the Defender includes British forces, the NATO defender may

choose “A Bridge Too Far?” Table 15 – COMBAT POWER

FACTION TYPE OFF-ENSE

DEF-ENSE

Notes

NATO Armor Bn 6 3 Notes: (a) TAC AIR resolved on AIR

ATTACK table, not Ground Combat table

(b) TAC AIR movement measured from first enemy unit overflown

(c) Deep Strike is addressed in the “Deep Strike” section.

NATO Cav Bn 5 6

NATO Mech Bn 4 5

NATO Corps Arty 3 3

NATO Helos 2 3

NATO Airplanes (a), (b) (a), (b)

Soviet Tank Rgt 11 5

Soviet Ind Tk Bn 4 2

Soviet Mot Rifle Rgt 6 7

Soviet AAG 4 4

Soviet Atk Helo Sqdn (a), (b) (a), (b)

Soviet Airplanes (a), (b) (a), (b)

Soviet Aslt Helo Rgt 3 4

NVA Tank Rgt 5 3

NVA Mot Rifle Rgt 5 6

NVA Corps Arty 4 4

NVA Atk Helo Sqdn (a), (b) (a), (b)

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Table 16 - COMBAT RATIO – Attacking GENERAL rolls the die

Ratio: Attacker

vs Defender> 1:3 1:2 1:1 3:2 2:1 3:1 4:1 5:1 Notes

Die roll

1 D:6-1 D:6-1 D:6-1 D:5-2 D:5-2 D:4-3 D:4-3 A:4-3

2 D:6-1 D:6-1 D:5-2 D:5-2 D:4-3 D:4-3 A:4-3 A:5-2

3 D:6-1 D:5-2 D:5-2 D:4-3 D:4-3 A:4-3 A:5-2 A:5-2

4 D:5-2 D:5-2 D:4-3 D:4-3 A:4-3 A:5-2 A:5-2 A:6-1

5 D:5-2 D:4-3 D:4-3 A:4-3 A:5-2 A:5-2 A:6-1 A:6-1

6 D:4-3 D:4-3 A:4-3 A:4-3 A:5-2 A:6-1 A:6-1 A:6-1

Table 17 - WP ROLL-TO-DESTROY TABLE

Mod roll

6 or less 7 8 9 10 11 12

Notes

A Dest Disr Active Active Active Active Active (a) Airplane units use Row "A" (b) Cav, Infantry and Helo units use Row "B" (c) Tanks and Artillery units use Row "C" (d) Units on both sides of a WITHDRAWAL MISSION move up one row. (e) Units on both sides of a 'UNSER LAND' MISSION move DOWN one row. (f) Units on both sides of a 'BLAZE OF GLORY' MISSION move DOWN two rows.

B Dest Dest Disr Active Active Active Active

C Dest Dest Dest Disr Active Active Active

D Dest Dest Dest Dest Disr Active Active

E Dest Dest Dest Dest Dest Disr Active

F Dest Dest Dest Dest Dest Dest Disr

Table 18 - NATO ROLL-TO-DESTROY TABLE

Mod roll

6 or less 7 8 9 10 11 12

A Disr Reorg Active Active Active Active Active ( a) Airplane units use Row "A" (b) Cav, Infantry and Helo units use Row "B" (c) Tanks and Artillery units use Row "C" (d) Units on both sides of a WITHDRAWAL MISSION move up one row. (e) Units on both sides of a 'UNSER LAND' MISSION move DOWN one row. (f) Units on both sides of a 'BLAZE OF GLORY' MISSION move DOWN two rows.

B Dest Disr Reorg Active Active Active Active

C Dest Dest Disr Reorg Active Active Active

D Dest Dest Dest Disr Reorg Active Active

E Dest Dest Dest Dest Disr Reorg Active

F Dest Dest Dest Dest Dest Disr Reorg

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Table 19 - “ALL-OR-NOTHING” RESULTS TABLE

Roll > 1 2 3 4 5 6

A Bounce Active Active Active Active Active

B Reorg Active Active Active Active Active

B Disr Active Active Active Active Active

D Dest Active Active Active Active Active

Table 20 - AIR MISSION RISK TABLE

MISSION Faction and Type of Aircraft

A NATO Helo NATO Airplane WP Helo WP Airplane (1) See Table 18 – NATO COMBAT RESULTS TABLE

(2) See Table 17 – WP COMBAT RESULTS TABLE

B COMBAT SUPPORT

NA (1) NA (1) NA (2) NA (2)

C TAC AIR Low Low Med Med

D DEEP STRIKE Med Med High High

Modifiers: 1. All adjustments to risk are by ONE level. 2. Attacks on bridge nodes increase the risk to all WP aircraft in that mission. 3. Attacks on, or within one node of, WP ASSEMBLY AREAS increase the risk to all NATO aircraft. 4. Attacks on the German ASSEMBLY AREA increase the risk to all WP aircraft 5. Attacks against isolated nodes decrease the risk to all aircraft.

Table 21 - AIR MISSION LETHALITY TABLE

Attacker Targeted Units

Tank MR/INF Arty Helo (1) Other (1) Only applies when at a Helo Base

(2) ‘Other’ includes Low-Boys

A NATO Helo Med Low Low Low Low

B NATO Airplane High Med High High High

C WP Helo Low Low Med Med Med

D WP Airplane Low Med Med High High

Modifiers: 1. Attacks using both types of aircraft increase the lethality one level 2. Attacks against isolated nodes increase the lethality one level

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Table 22 - Air Attack Results Table

Dice Roll 2 3 4 5 6 7 8 9 10 11 12

Low Lethality

A Low Risk-Low-Leth AC Dest

AC Dest

AC Disr

Tgt Reorg

Tgt Disr

Tgt Disr

Tgt Dest

B Med Risk-Low-Leth AC Dest

AC Dest

AC Disr

AC Disr

Tgt Reorg

Tgt Disr

Tgt Disr

Tgt Dest

C High Risk-Low-Leth AC Dest

AC Dest

AC Disr

AC Disr

AC Disr

Tgt Reorg

Tgt Disr

Tgt Disr

Tgt Dest

Med Lethality

D Low Risk-Med-Leth AC Dest

AC Dest

AC Disr

Tgt Reorg

Tgt Disr

Tgt Disr

Tgt Dest

Tgt Dest

E Med Risk-Med-Leth AC Dest

AC Dest

AC Disr

AC Disr

Tgt Reorg

Tgt Disr

Tgt Disr

Tgt Dest

Tgt Dest

F High Risk-Med-Leth AC Dest

AC Dest

AC Disr

AC Disr

AC Disr

Tgt Reorg

Tgt Disr

Tgt Disr

Tgt Dest

Tgt Dest

Hi Lethality

G Low Risk-Hi-Leth AC Dest

AC Dest

AC Disr

Tgt Disr

Tgt Disr

Tgt Dest

Tgt Dest

Tgt Dest

H Med Risk-Hi-Leth AC Dest

AC Dest

AC Disr

AC Disr

Tgt Disr

Tgt Disr

Tgt Dest

Tgt Dest

Tgt Dest

I High Risk-Hi-Leth AC Dest

AC Dest

AC Disr

AC Disr

AC Disr

Tgt Disr

Tgt Disr

Tgt Dest

Tgt Dest

Tgt Dest

AC Dest = Aircraft Destroyed AC Disr = Aircraft Disrupted Tgt Reorg = Target Reorganizing Tgt Disr = Target Disrupted Tgt Dest = Target Destroyed

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ANNEX A - BATTLE ORDER FULDA GAP ’86 BATTLE ORDER TURN NUMBER: BATTLE ARROW IDENTIFIER: POSTED BY: POSTED ON: ATTACKERS FACTION and NATIONALITY: DEFENDERS FACTION and NATIONALITY: SOURCE NODE: TARGET NODE: ATTACKERS UNITS: DEFENDERS UNITS: SPECIAL MISSIONS, ATTACKER: SPECIAL MISSIONS, DEFENDER WEATHER: SPECIAL CONDITION AND EFFECTS:

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ANNEX B - BATTLE REPORT – BATREP TEAM YANKEE FULDA GAP BATTLE REPORT BATTLE ARROW IDENTIFIER: TURN NUMBER: POSTED BY: POSTED ON: WP COMMANDER(S): WP FORCE: WP COMBAT SUPPORT USED: WP COMBAT SUPPORT NOT USED: NATO COMMANDER(S): NATO FORCE: NATO COMBAT SUPPORT USED: NATO COMBAT SUPPORT NOT USED: MISSION ASSIGNED: TY MISSION: WINNER: WINNER points VS LOSER points:

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ANNEX C - WP OOB ORDER OF BATTLE: WP, GSFG, 8G CAA 8th Guards CAA SOV 27G MRD

27G MRD, 68G MRR: 68th Guards Motor Rifle Regiment 27G MRD, 243G MRR: 243rd Guards Motor Rifle Regiment 27G MRD, 244G MRR: 244th Guards Motor Rifle Regiment

27G MRD, 28 TR:28th Tank Regiment 27G MRD, 31st Independent Tank Battalion

SOV 39th Gds MRD 39G MRD, 117G MRR: 117th Guards Motor Rifle Regiment 39G MRD, 120G MRR: 120th Guards Motor Rifle Regiment 39G MRD, 172G MRR: 172nd Guards Motor Rifle Regiment 39G MRD, 15G TR: 15th Guards Tank Regiment

39G MRD, 23rd Independent Tank Battalion SOV 57th Gds MRD 57G MRD, 170G MRR: 170th Guards Motor Rifle Regiment 57G MRD, 174G MRR: 174th Guards Motor Rifle Regiment 57G MRD, 241G MRR: 241st Guards Motor Rifle Regiment 57G MRD, 57G TR: 57th Guards Tank Regiment 57G MRD, 29th independent Tank Battalion SOV 79th Gds TD 79G TD, 17G TR: 17th Guards Tank Regiment 79G TD, 45G TR: 45th Guards Tank Regiment 79G TD, 211G TR: 211th Guards Tank Regiment 79G TD, 247G MRR: 247th Guards Motor Rifle Regiment ARMY COMBAT ASSETS:

390th Cannon Artillery Brigade (organized as 8th Guards AAG #1) 119th Independent Tank Regiment 336th Independent Helicopter Regiment (Assault)(Army Reserve) 486th Independent Helicopter Regiment (Combat and Control)

1/486 Attack Helicopter Squadron 2/486 Attack Helicopter Squadron 3/486 Attack Helicopter Squadron 4/486 Attack Helicopter Squadron

794th Independent Spetsnaz Company Elements of GSFG - 34th Artillery Division

286th Guards Howitzer Artillery Brigade (152mm 2s3 Akatsiya SP) (organized as 8th Guards AAG #2)

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VVS Group of Forces Germany (16th Air Army) 357th Independent Assault Aviation Regiment (Brandis, Germany)

FRONT RESERVES: NVA, Military District III (South) – This Administrative Organization will form the III (NVA) Corps in wartime

NOTE: NVA Motorisierte-Schuetzen-Division do NOT have an ITB (Independent Tank Battalion) III (NVA) Corps Arty (formed from arty regiments 4, 11 and 74)

NVA 4. MSD - Motorisierte-Schuetzen-Division NVA 4. MSD, MSR 22.: Mot.-Schuetzen Regiment 22 Thomas Muentzer NVA 4. MSD, MSR 23.: Mot.-Schuetzen Regiment 23 Anton Saefkow NVA 4. MSD, MSR 24.: Mot.-Schuetzen Regiment 24 John Scheer NVA 4. MSD, PR 4.: Panzer Regiment4 August Bebel NVA 7. PD - Panzer-Division

NVA 7. PD, PR 14.: Panzer Regiment 14 NVA 7. PD, PR 15.: Panzer Regiment Regiment 15 NVA 7. PD, PR 16.: Panzer Regiment Regiment 16 NVA 7. PD, MSR 7.: Mot.-Schuetzen Regiment 7

NVA 11. MSD - Motorisierte-Schuetzen-Division

NVA 11. MSD, MSR 16.: Mot.-Schuetzen Regiment 16 NVA 11. MSD, MSR 17.: Mot.-Schuetzen Regiment 17 NVA 11. MSD, MSR 18.: Mot.-Schuetzen Regiment 18 NVA 11. MSD, PR 11.: Panzer Regiment11

NVA Second line divisions / Mobilization Divisions - command of the Military District III of land forces Also under the command of III (NVA) Corps.

NVA 6. MSD - Motorisierte-Schuetzen-Division NVA 6. MSD, Mot.-Schuetzen Regiment 11 NVA 6. MSD, Mot.-Schuetzen Regiment 12 NVA 6. MSD, Mot.-Schuetzen Regiment 13 NVA 6. MSD, Panzer Regiment6

NVA 10. MSD - Motorisierte-Schuetzen-Division

NVA 10. MSD, Mot.-Schuetzen Regiment 14 NVA 10. MSD, Mot.-Schuetzen Regiment 15 NVA 10. MSD, Mot.-Schuetzen Regiment 16 NVA 10. MSD, Panzer Regiment 10

NVA 17. MSD - Motorisierte-Schuetzen-Division

NVA 17. MSD, Mot.-Schuetzen Regiment 41 NVA 17. MSD, Mot.-Schuetzen Regiment 42 NVA 17. MSD, Mot.-Schuetzen Regiment 42 NVA 17. MSD, Panzer Regiment 17

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THEATER RESERVES:

Northern Group of Forces – NGF (Soviet)- Stationed in Poland

• 83rd Separate Air Assault Brigade was formed at Bialogard in 1986. o If Afghansty are used in the Commander’s battles, this unit will be employed o It will be supported by the 8th Army’s 336th Independent Helicopter Regiment

6th Guards Motor Rifle Division

6 GMRD, 16 GMRR 6 GMRD, 82 GMRR 6 GMRD, 252 GMRR 6 GMRD, 80 TR 6 GMRD, 90 ITB

20th Tank Division

20 TD, 8 GTR 20 TD, 75 GTR 20 TD, 155 TR 20 TD, 144 MRR

34th Guards Artillery Division

248th Guards Cannon Artillery Regiment 303rd Guards Cannon Artillery Brigade (48 2S7 Pion) 307th Reactive Artillery Brigade 286th Guards Cannon Artillery Brigade

• Elements of this are unit organized into the “NGF AAG”

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ANNEX D – NATO OOB V (US) Corps

Corps Assets: 12th Combat Avn BDE

1/151 Avn Sqdn (Attack) 2/229 Avn Sqdn (Attack) 5/6 Cav Sqdn (Attack Avn)

V Corps Arty

8th Infantry Division (Mechanized) 1st Brigade

1st Bn, 69th Armor 4th Bn, 69th Armor 3d Bn, 8th Infantry 5th Bn, 8th Infantry

2d Brigade 2d Bn, 68th Armor 1st Bn, 13th Infantry 1st Bn, 39th Infantry

3d Brigade 5th Bn, 68th Armor 5th Bn, 77th Armor 4th Bn, 8th Infantry

Division Troops 3rd Sqdn, 7th Cavalry Regiment 2nd Bn, 4th Aviation Regiment

3rd Armored Division

1st Brigade: 4th Battalion, 32nd Armored Regiment 3rd Battalion, 5th Cavalry Regiment 5th Battalion, 5th Cavalry Regiment

2nd Brigade:

3rd Battalion, 8th Cavalry Regiment 4th Battalion, 8th Cavalry Regiment 4th Battalion, 18th Infantry Regiment

3rd Brigade

2nd Battalion, 67th Armor Regiment 4th Battalion, 67th Armor Regiment 5th Battalion, 18th Infantry Regiment

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Division Troops

4th Sqdn, 7th Cavalry Regiment 2nd Bn, 227th Aviation Regiment

11th ACR

1/11 Cav – 1st Squadron / 11th ACR 2/11 Cav – 2nd Squadron / 11th ACR 3/11 Cav – 3rd Squadron / 11th ACR 4/11 Cav Avn – 4th Squadron / 11th ACR (Aviation)

Event-Triggered Reinforcements:

REFORGER-POMCUS units to V (US) Corps

194th Armored Brigade Fort Knox, KY, OPERATION REFORGER unit. POMCUS at Pirmasens (100 mi SW of Frankfurt) 1st Bn, 10th Cavalry Regiment, (M1 Abrams) 2nd Bn, 10th Cavalry Regiment, (M1 Abrams) 4th Bn, 15th Infantry Regiment, (M113)

197th Infantry Brigade (Mechanized)

Fort Benning, GA, REFORGER unit. POMCUS at Pirmasens (100 mi SW of Frankfurt) 2nd Bn, 69th Armor Regiment, (M60A3) 2nd Bn, 18th Infantry Regiment, (M2 Bradley) 1st Bn, 58th Infantry Regiment, (M113)

REFORGER-POMCUS units to V (US) Corps

4th Infantry Division (Mechanized)

Fort Carson, CO, REFORGER unit. POMCUS at Kaiserslautern. (80 mi SW of Frankfurt) 1st Brigade

1st Bn, 77th Armor Regiment, (M1A1 Abrams) 2nd Bn, 77th Armor Regiment, (M1A1 Abrams) 1st Bn, 12th Infantry Regiment, (M113) 2nd Bn, 120th Infantry Regiment, (North Carolina NG), (M113)

2nd Brigade 3rd Bn, 68th Armor Regiment, (M1A1 Abrams) 4th Bn, 68th Armor Regiment, (M1A1 Abrams) 1st Bn, 10th Infantry Regiment, (M113)

3rd Brigade, 4th Bn, 40th Armor Regiment, (M1A1 Abrams) 1st Bn, 8th Infantry Regiment, (M113) 2nd Bn, 8th Infantry Regiment, (M113)

4th Brigade (Aviation)

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2nd Sqdn, 7th Cavalry Regiment 1st Bn, 4th Aviation Regiment (Atk)

III GE Corps 5th Panzer Division

Panzerbrigade 6 (Wetzlar, NW of Butzbach) Panzerbataillon 141 Panzergrenadierbataillon 142 Panzerbataillon 143 Panzerbataillon 144

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ANNEX E - CAMPAIGN LOG

TURN BATTLE # NATO CDR WP CDR WINNER VP NOTES

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ANNEX F – SETUP INSTRUCTIONS Materials:

• Three magnetic boards. I used “FORAY Magnetic Dry-Erase Decor Board, 18" x 24", White, Black Frame”.

• Magnetic Tape (3/4 to 1" wide).

• A large number of small rare earth magnets, to tack up the map, charts and symbols.

• If you are laying everything flat, in a safe place, you can dispense with the magnetic components.

• I do suggest you print the map and symbols in color.

• I also recommend that the pieces be laminated, even if you are not using magnets. The MAP:

• Print out the Map – file - in color, at about 17x21 inches.

• Laminate the map.

• Place the map on a magnetic whiteboard. I used “FORAY Magnetic Dry-Erase Decor Board, 18" x 24", White, Black Frame”.

• Tack the map in place using magnets. I used small bar magnets from Office Depot The Charts

• Print out the charts – file Fulda-Gap86-charts.pdf - in black & white, at about 8 ½ x 11”

• Laminate each chart.

• Place the charts on a magnetic whiteboard. I used Tack the charts in place using magnets. I used small bar magnets from Office Depot

The Symbols, Tokens and Markers

• If you are laying everything flat, in a safe place, you can dispense with the magnetic components.

• Print out the charts – file Fulda-Gap86-charts.pdf – twice. o Print them once in black & white, at about 8 ½ x 11” o Print them a second time in color

• Laminate each colored sheet.

• Place the black and white copies onto a third magnetic white board.

• Tack the sheets in place (using magnets).

• From the colored and laminated symbol sheets, cut out groups of symbols and tokens in groups that are the width, or less of your magnetic tape.

• Cut length of magnetic tape that match the length of the symbols you cut out. Don’t make the strips too long, as they curve and will be had to work with if they are more than 4-6 inches long.

• Before you remove the tape backing from the magnetic tape, flatten out each section you will use. As you flatten the tape, be careful not to crack or break it.

• Tack the laminated symbols and markers to small sections of tape.

• Cut the tape and laminate around the edge of each symbol or token.

• As you complete each symbol, token or marker, place it on the matching black and white symbol on the 3rd whiteboard. This will keep your symbols organized.

Setting up Markers and Tokens for Turn #1:

• Place one blue star “ownership token” on each NATO node.

• Place one BCM (Bypass Control Marker) token marked “BCM NATO” on each Bypass Route Control Point.

• After this, use the turn sequence (section 24), for the rest of the setup of turn #1.

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ANNEX G – WEATHER EFFECTS

CONDITION AIR OPS VISIBILITY LASER THERMALS INFRARED GUIDED MOVEMENT

Heavy Rain "+1 to hit" over 16" = concealed

over 24" = long range

over 20" = long range

over 16" = long range

dash movement reduced by 4" for vehicles

Light Rain reroll hits over 20" = concealed

over 32" = long range

over 24" = long range

over 28" = long range

Clear

Low clouds no copperheads

Ground Haze

over 24" = concealed

laser up to 28"

over 28" = long range

copperheads limited to 24" from observer

Ground Fog "+1 to hit" over 16" = concealed

laser ineffective

over 28" = long range

over 24" = long range

no copperheads

28. LIST OF CHARTS - TBD 29. LIST OF TOKENS - TBD 30. RELATED DOCUMENTS

• Fulda-Gap86-rlz-v1-1.pdf - Campaign rules, draft 8 June, 2017

• Fulda-Gap86-covers.pdf - cover pages for the rules. Could also be used as posters.

• Fulda-Gap86-instructions-and-Cdrs-briefing-v2-NATO.pdf - campaign instructions and briefings for the NATO commanders.

• Fulda-Gap86-instructions-and-Cdrs-briefing-v2-WarPac.pdf - campaign instructions and briefings for the Warsaw Pact commanders

• Fulda-Gap86-charts.pdf - the charts that hold the active game pieces

• Fulda-Gap86-map-symbols-Fulda-small.pdf - unit map symbols, tokens and markers for map board

• Fulda-Gap86-color-map-15x21.pdf - 15 by 21 inch map for the magnetic whiteboard

• Fulfa-Gap86-getting-started.txt - a short version of the "how-to" instructions for Tactical Commanders.

• Fulda-Gap86-file-inventory.txt – list of files

• FG86-Instructions-To-Cdrs.zip - Includes: o Fulda-Gap86-instructions-and-Cdrs-briefing-v2-NATO.pdf o Fulda-Gap86-instructions-and-Cdrs-briefing-v2-WarPac.pdf o Fulfa-Gap86-getting-started.txt

Credits: Team Yankee ® is a registered trademark of Battlefront miniatures, LTD. IRON BEASTS AT THE GATES™ is a trademark of ‘barca’, James Billingham IRON BEASTS AT THE GATES™ is a 2017 copyrighted work of ‘barca’, James Billingham