War in the Ice Rules v1.0

  • Upload
    sk

  • View
    216

  • Download
    0

Embed Size (px)

Citation preview

  • 8/11/2019 War in the Ice Rules v1.0

    1/24

    RULES OFPLAY AND

    SITUATIONBRIEFINGCopyright 1978, Simulations Publications, Inc., New York, N.Y., 10010

    1.0 INTRODUCTION

    2.0 GENERAL COURSE OF PLAY

    3.0 THE GAME EQUIPMENT

    3.1 The Game Map

    3.2 The Playing Pieces

    3.3 Game Charts and Tables

    3.4 Glossary of Terms3.5 Inv ent ory of Game Compon ents

    3.6 Game Scale

    4.0 VICTORY

    4.1 How Resource Po int s are Awarded and Lost

    4.2 Keeping Track of Resource Points

    4.3 Levels of Victory

    5.0.0 SEQUENCE OF PLAY

    5.1 The Gam e-Tu rn

    5.2 Sequence Outline

    6.0 LAND MOVEMENT

    6.1 How to Move Units

    6.2 Movement Inh ibit ions and Prohibitions

    6.3 Terrain Effects Chart

    6.4 Movement Allowance Chart

    7.0 AIR MOVEMENT7.1 When to Move Air Units

    7.2 How to Move Units

    7.3 Escort

    7.4 Interception

    7.5 Basing

    7.6 Air Ferry

    8.0 I NITIA TIVE AND STACKING

    8.1 I n i t i a t i v e i n Ai r Mo v em en t

    8.2 In itia tive in Land Movement

    8.3 Initiative in Combat

    8.4 Stacking

    9.0 COMBAT

    9.1 Air Combat

    9.2 An ti-Aircra ft Combat

    9.3 Land Comba t

    9.4 Breakoff9.5 Lock-on Chart

    9.6 Hit Table

    9.7 Anti- Aircra ft Fire Results Table

    9.8 Land Combat Resul ts Table

    9.9 Break off Table

    10.0 RESOURCES AND UNIT PURCHASING

    10.1 Paying for Units

    10.2 Unit Arrival

    10.3 Resour ce Cost Cha rt11.0 SUPPLY

    11.1 Effec ts of Being Uns upplied

    11.2 Airdrop

    11.3 Air Tran spo rt

    11.4 Supply Capacity

    11.5 Supply Capture, Demolition, and Transfer

    11.6 Supply Cost Chart

    12.0 DETECTION

    12.1 Air Detection

    12.2 Detection During Land Movement

    12.3 Sensor Detection

    12.4 Unit Type Concealment

    12.5 Evading Detection

    12.6 Voluntary Detection

    12.7 Detection Tables

    13.0 SATELLITES

    13.1 Recon Satellite Lau nch

    13.2 Killer Satellites

    13.3 Lasers Attacking Satellites

    14.0 SPECIAL UNIT CAPABILITIES

    14.1 Engineers

    14.2 Hovertanks

    14.3 P aratroo ps and Airm obi le Troops

    14.4 Lasers

    14.5 Garrisons

    14.6 Droids (Drones, Remotely Operated,Independently Directed)

    15.0 WEATHER15.1 Good Weath er Effec ts

    15.2 Normal Weather Effects

    15.3 Effects of Poor Weather

    15.4 Winter

    15.5 Wea the r Table

    16.0 OPTIONAL RULES

    16.1 Magnetic Disruption

    16.2 Sea Tran sport

    16.3 Naval Blockade

    16.4 Sensor-Activated Mines

    16.5 Aerial Sensor Emplacement

    16.6 Political Influence17.0 SCENARIOS

    17.1 USA vs USSR: Gra du al Escalat ion

    17.2 USA vs USSR vs SAU: Gradu al Escal ation

    17.3 USA vs USSR: Prior Buildup17.4 USA vs USSR vs SAU: Prior Buildup

    18.0 THE SCIENCE FICTION GAME

    18.1 S ubter ran Chara cteris tics

    18.2 Subterrans in Scenarios

    18.3 Subte rran Force Optio n Chart

    18.4 Stasis Revival Table18.5 Subterran Movement Allowance Chart

    19.0 SUBTERRAN SPECIAL UNIT

    CAPABILITIES

    19.1 Anti-Grav Lifters

    19.2 Ice Drills

    19.3 Energy Converters

    19.4 Psimasters

    20.0 DESIGNER'S NOTES

  • 8/11/2019 War in the Ice Rules v1.0

    2/24

    LAND UNITS: Armor Front Back[1.0] INTRODUCTIONWar In The Ice simulates a hypothetical war inAntarctica in the last decade of the 20th century.Players maneuver unit counters representing theland and air units of the United States, SovietUnion, and "South American Union ." There aretwo versions of the game: one in which th e nation scontest each other with conventional weapons,and one in which the remnants of a strange sub-terranean civilization intercede with their advanc-ed, alien technology and motivations. Thus, War

    In The Ice is both a conventional and a science-

    fiction game.

    [2.0] GENERAL COURSEOF PLAY

    War In The Ice is played by two or three players.Players alternate moving their units, resolvingcombat when Friendly and Enemy units occupythe same hex. Air units are moved by placing themon any hex within range of the airbase they are fly-ing from. Land combat is resolved by comparingthe Combat Strengths of opposing units and ex-pressing the comparison as a diffe rent ial. Dice arerolled and the outcome indicated on the Combat

    Results Table is applied. Air combat and antj-aircraft combat are resolved similarly. Weather,supply, and terrain affect movement and combat.

    [3.0] THE GAME EQUIPMENT[3.1] THE GAME MAP

    The mapsheet portrays the continent of Antarcticaand the shelf ice tha t adjoins i t. A hexago nal grid issuperimposed on the map to regulate movement.The hexes are numbered for identification. Anumber of informational displays are also on themapsheet.

    [3.2] THE PLAYING PIECES

    The die-cut counters ("units") represent the com-

    bat and logistical support units of the three na-tionalities. Other counters are informationalmarkers used in conjunction with the displays onthe map.

    LAND UNIT (Front)

    LAND UNIT (Back)

    AIR UNIT (Front only)

    Engineer Brigade

    Garrison

    AI Base In Transit

    Airmobile Team

    Paratroop Battalion

    L A N D U N I T S : I n f a n t r y

    Mechanized CombatTask Force

    Droid Team

    Laser Battery

    Van Convoy

    Hovertank Team

    Front Back Attack Helicopter

    SATELLITE UNITS

    STAR(Satellite Targeted Recon)

    MARS(ManeuverableRecon Satellite)

    KISS

    (Killer Satellite)

    Temporary Base

    Sensor

    INSTALLATIONS

    SUBTERRAN UNITS

    "Sleeper" Infantry

    Ice Drill

    Converter

    Lifter

    Psimaster

    MARKERS

    Primary Base

    Supply Marker

    (SAU)

    Secondary BaseSupply Marker

    (USA)

    Temporary BaseSupply Marker

    (USSR)

    Van ConvoySupply Marker

    AIR UNITS

    Fighter

    Ground Attack/Spotter

    Electronic Warfare

    Light Transport

    Heavy Transport

    Transport Helicopter

  • 8/11/2019 War in the Ice Rules v1.0

    3/24

    Front Back

    Heavy TransportSupply Marker

    Light TransportSupply Marker

    Transport HelicopterSupply Marker

    Detected

    Unsupplied

    Orbit ReferenceM a r k e r

    Tac t ica l Op t ionChi t

    [3.3] GAME CHARTS AND TABLES

    There are numerous displays, charts, and tables,found on the map or on the separate chart sheet.These include the USA, USSR, and SAU SupplyTracks and Victory Tracks, the Transit Track,Game-Turn Track, Ground Combat ResultsTable, Tactical Option Matrix, Lock-On Chart,Hit Table, Anti-Aircraft Fire Results Table,Detection Tables, Terrain Effects Chart, SupplyCost Chart, Resource Cost Chart, MovementAllowance Chart, Weather Table, Order of BattleOption Chart, Stasis Revival Table, and Move-ment Allowance Chart (Subterran).

    [3.4] GLOSSARY OF TERMS

    Combat Strength: The relative offensive anddefensive ability of a unit, expressed in StrengthPoints. Land units have separate CombatStrength s for combat with infa ntr y, armor, and airunits. Air units have separate anti-ground and airCombat Strengths.

    EW Rating: The relative electronic warfarecapability of a unit. The EW Rating of a stack ofFriendly units in a hex is equal to the highest EWRat in g of any of the uni t s .

    Movement Allowance:Quantification of a landunit's ability to traverse a certain distance in oneGame-Turn, expressed in Movement Points.

    Range:The maximum distance in hexes from itsairbase an air unit may move in one Phase, thenreturn to an airbase within the same number of

    hexes.Supply Capacity: The quantity of supplies(measured in Supply Points) that can be stored atone time in a base, van, or transp ort.

    Detection:The process by which Enemy un its aresearched for and spotted. Onl y detected units maybe attacked.

    Type-Detection: If a unit has been detected, itstype is not necessarily known (i.e., infantry, gar-rison, hovertanks, etc.). Type-detection is themeans by which a unit's specific symbology isrevealed.

    Initiative:The process by which th e "first" Playerin movement, detection, and combat is determin-ed. The Player with Init iativ e always goes first .

    Base: Each Player possesses permanent "bases"printe d on the m ap at the start of the game. Basesmay also be built durin g the course of the game onthe map by utilizing Fri endly engineer units. Thereare three types of bases:

    a. Primary Base:A permanent base able to hold100 Supply Points.

    b. Secondary Base:A permanent base able to hold50 Supply Points.

    c. Temporary Base:A base constructed durin g thecourse of the game by Friendly engineer units.

    Note: Each base on the map has a separate chitwhich is placed on a Player's Supply Track, in-

    dicating how many Supply Points that basepossesses at any given moment.

    Resource Point: A quantification of a Player'sability to "purchase" various types of units andSupply Points. Normall y, each Player chooses thetype and number of unit s he receives, paying vary-ing costs in Resource Points. Resource Points willbe lost when units are eliminated. Players keep aconstanttrack of their Resource Points during thecourse of the game. At the end of the game, thePlayer with more Resource Points will be declaredthe winner. PlayersloseResource Points

    a. when one of their unit s is eliminated

    b. when they expend Resource Poin ts to"purchase" units

    c. when they make "Amphibi ous landings"

    d. when they conduct "naval blockade"

    e. thro ugh "political influence"

    Players gain Resource Points only when they"capture" an Enemy base (100 for a Primarybase, 60 for a Secondary coastal base, and 40 for aSecondary inland base). Note: Players never lose

    RP'sdue to their bases being captured.

    Supply Point: A quantification of a Player'scapacity to supply his units on the map. A certainnumber of Supply Points are expended by theowning Player if he wishes to place his unit s in sup-ply. Supply Points are "purchased" by the expen-ditur e of Resource Points.

    Tactical Option Chits:Before the resolution of aland combat, both Players must choose one,of

    these chits. The ensuing combat is resolved aroundthe basis of the Player's Tactical Option chitchoice.

    Lock-on: During the Air Combat procedure,Players compare Air Combat Strengths. Thisdeter mines the number of "lock-ons", or timesthe owning Player may roll the dice durin g the Air-to-Air Combat Segment.

    Transit Track:After units(notSupply Points) are"purchased" by expending Resource Points, theyare placed on the Transit Track. After reaching"the end" of this Track, units may be placed inFriendly bases on the map.

    [3.5] INVE NTOR Y OFGAME COMPONENTS

    A complete game ofWar In The Iceshould include

    the following:

    PARTS:

    two Sections of die-cut counters (400 total pieces)

    one Game-Map

    one rules booklet

    two plastic dice

    one game box

    If any of these parts are missing or damaged,please write:

    Customer ServiceSPI44 East 23rd StreetNew York , New York 10010

    Questions regarding the rules of the game will beanswered if accompanied by a stamped self-addressed envelope and phrased in a yes/no,multiple choice, or other short-answer format.Send rules questions to the above address, marked"Rules Questions: War ln The lce."

    [3.6] GAME SCALE

    Each hex represents approximately 130 kilomet ersfrom side to side. Each Game-Turn represents 15days. Each combat uni t represents several hund redmen and several dozen vehicles, or a squadron(twelve to twenty) of aircraft.

    [4.0] VICTORY

    GENERAL RULE:

    Each Player keeps track of Resource Points gainedand lost throughout the game on his VictoryTrack. Players lose Resource Points when th ey expend them and when their units are eliminated.Players receive Resource Points for capturingEnemy bases.

    CASES:

    [4.1] HOW RESOURCE POINTS AREAWARDED AND LOST

    [4.11] Each Player begins a scenario wit h a certainnumber of Resource Points. This number is constantly kept track of on the owning Player's Vic-tory Track.

    [4.12] A Player loses Resource Points under thefol lowing ci rcumstances :

    a. When one of his units is eliminated . He loses anumber of Resource Points equal to the unit'scost in Resource Points.

    b. When he "purchases" a unit by expendingResource Points.

    c. When he makes an amphibious assault. Heloses 100 RP's .

    d. When the Player conducts a naval blockadeHe loses 50 RP's.

    e. Through political influence (see Case 16.6)

    The RP cost varies.[4.13] A Playergains Resource Points under thefol lowing ci rcumstances :

    a. When he "captures" (occupies or was the lasto pass throu gh) an Enemy Pri mary base. In thicase, he gains 100 Resource Point s.

    b. When he captures an Enemy Secondary coastabase. In this case, he gains 60 Resour ce Point s.

    c. When he captures an Enemy Secondary inlandbase. In this case, he gains 40 Resource Points.

    A Player does not gain Resource Points due to thcaptu re of an Enemy Temporary base. Note tha t Player never loses Resource Points if he has one ohis bases captured his opponent simply gainResource Points.

    [4.2] KEEPING TRACK OFRESOURCE POINTS

    [4.21] The number of Resource Points a Playehas is recorded on his Victory Track. Playeralways know how ma ny Resource Points their opponents have.

    [4.22] Each track comes with a set of countermark ed x l , x 10, x 100, x 1000, backp rintewith a minus (-) sign. These numbered counterare placed on the spaces marked one thro ugh nineThe number on the counter is multiplied by thnumb er of the box it occupies to show a number oResource Points. Thus, if a Player had -84Resource Points at a given moment, the x 100would be in the zero box, th e x 100 in the eighbox, the x 10 in the four box, and the x 1 in th

  • 8/11/2019 War in the Ice Rules v1.0

    4/24

    two box. All counters show thei r negative sign. Asthe Resource Point Totals will be changing con-stantly throughout each Game-Turn, Players maycheck each other's math whenever a change ismade.

    [4.3] LEVELS OF VICTO RY

    [4.31] A Player wins by gathering the mostResource Points. In Two-Player scenarios thePlayer with the larger Resource Point Total at theend of the game subtracts his opponent's totalfrom his, yielding his net Resource Point Total.The size of the net total determines the Level of

    Victory.[4.32] In Three-Player scenarios, the Player withthe largest total subtracts his opponents' totalsseparately to determine his net RP total over each,and thus the Level of his Victory over each. Thesecond Player determines the extent of his victoryover the third-place Player in the same way.

    [4.33] The following Levels of Victory are listed inincreasing order of success:

    Marginal Victory: An inconclusive result thewar has dragged on wit hou t a clear battlefield suc-cess. While the victor can probably expect increas-ing success, it is more likely that the politicians willseek a compromise settlement. It is even possiblethat the losing nation's diplomats will deal wellenough to wipe out any advantage gained by their

    opponents in Antarctica.Substantive Victory: The victor's government isapt to be more intran sige nt in negotiatio ns and lessanxious to end the fighting. The loser will pro-bably have to make concessions. A tactical defeatassures tha t th e party in power in a democratic na-tion will be replaced in the next election, whil e thecentral committee of a socialist oligarchy is apt tosee younger, more aggressive faces taking the fore.However, the loser has not been so seriouslydefeated that it feels its national honor is at stake.In all likelihood it will undertake a more an-tagonistic foreign policy to dissuade its opponentfrom getting overconfident and treating the losingnatio n as a "paper tiger."

    Decisive Victory: Smashing battlefield success.

    Superpowers have been reluctant to achievedecisive victories since 1946, since the loser is sohumiliated its government must take immediateaction. A decisive victory could lead to a nuclearholocaust if the superpowers could not move care-fully from the brink. Thus, while a marginal ortactical victory might be less satisfying to themilitary commanders, it is politically moredesirable that the enemy not be pushed too far.

    [5.0] SEQUENCE OF PLAY

    CASES:

    [5.1] THE GAME-TURN

    War In The Iceis played in sequential turns calledGame-Turns. Each Game-Turn is composed ofseveral different Phases. Phases must be carriedout in strict order.

    [5.2] SEQUENCE OUTLINE

    1. Unit Purchase/Arrival Phase: Players expendResource Points for the purchase of un it s and Sup-ply Points, which are placed on the Transit Trackand Supply Track, respectively. Units already onthe Transit Track are advanced on the track orplaced in coastal hexes.

    2. Weather Determination Phase:A die is rolledand the Weather Table consulted. Its effects for

    the Game-Turn are determined.

    3. Supply Phase: Players expend Supply Points(SP's) to support units in bases or stacked withvans carrying Supply Points. Uni ts for which Sup-ply Points are not expended are marked unsup-

    plied .

    4. Airdrop Phase:Transports (and escorts) movefrom base hexes containing Friendly vans or un-

    supplied units, supplying units at triple normalcost. One-third the Supply Points subtracted froma transport may be added to a van. Transportflights are alternated according to Initiative . Inter-ception may occur, before Supply Points transfer.Transports (and escorts) return to base after mis-sion.

    5. Air Transport Phase: Transports (and escorts)move between bases, tra nsf err ing Supply Points tobases or unsupplied units at a 1:1 ratio. Transportsmay carry paratroops or airmobile unit s as well asSupply Points. Transport flights are alternated ac-cording to Initiative. Interception may occur,before SP/troop transfer. Transports (andescorts) return to base afte r mission.

    6. Air Detection Phase:Electron ic warfare (EW)and Ground Attack/Spotter (GS) units (andescorts) move from bases to hexes containingundetected Enemy land units, attempting to detectthe units. Intercep tion may occur before the detec-tion die roll. EW and GS units (and escorts) retu rnto base after mission.

    7. Satellite Phase: Players may launch recon andkiller satellites according to Initiative. Satellitecombat may occur before any satellite detectiondie rolls.

    8. Land Movem ent Phase:Players alternate mov-ing stacks of land units according to Initiative.Units may be moved in any direction up to thelimit of their movement allowance. Detection dierolls are made each time an undetected Friendlyand detected Enemy stack occupy the same hex.Units may expend Movement Points to place sen-sors.

    9. Air Scramble Phase: Simultaneously, Playersplace their fight helicopter, GS, EW, andtransports (troop-carrying only) on hexes within

    range occupied by detected Friendly and Enemyland unit s. There is no interc eptio n.

    10. Combat Phase: If detected Friendly andEnemy land units occupy the same hex, combat isresolved according to the combat sequence. Eachbattle (separate hex's combat) is resolved in-dependently in order determined by mutual agree-ment or (failing that) Initia tive.

    Combat Sequence:

    A. Air-to-Air Segment: Air combat is resolvedfor the units in the hex. Only uni ts placed in thehex durin g the scramble phase participate; thereis no interception. Un its may retur n to base.

    B. Anti-aircraft Segment: Land units executeanti-air fire. Aborted unit s return to base.

    C. Paradrop/Ai rmobile Insertion Segment:Transports carrying paratroops or airmobileunits drop them in the combat hex and return tobase.

    D. Tactical Decision Segment: Simultaneously,Players secretly choose Tactical Option Chitsand reveal them to the Enemy Player.

    E. Combat Resolution Segment: Players deter-mine whether their land units use anti-armor orant i-in fant ry strength, add their air units' anti-ground strength, and resolve land combat.

    F. Breakoff Determination Segment: Playersdetermine whether or not they will executeanother combat sequence. If so, go back to Seg-ment A and continue this battle, if not, go on to

    segment G.

    G. Basing Segment: Remaining aircraft in hex return to base.

    Return to Segment A and resolve the next baor go on to Phase 11.

    11. Construction Phase: Engineers may butemporary bases in hexes not containing basesEnemy land units.

    12. A ir Ferry Phase:Players simulta neousl y fair units. Transports may carry Supply Pointstroops.

    13. Game-Turn Advancement Phase:The Ga

    Turn is advanced one space and a new Game-Tis begun.

    [6.0] LAND MOVEMENT

    GENERAL RULE:

    A land unit expends a portion of its total moment allowance to enter each hex. The cost to edepends upon terrain type. The unit's movemallowance varies depending on the unit's type the Game-Turn's weather. Durin g the Land Moment Phase, the Players may move as many ofew of their supplied land u nit s as desired. Unu

    portions of the movement allowance cannot becumulated from Game-Turn to Game-Turn

    transferred between units. Movement allowanare found on the Movement Allowance Chart.

    PROCEDURE:

    Move each stack of unit s together, t racin g the pof its movement through a path of contiguhexes on the hexagonal grid. Once a stack has bmoved and the Player's hand withdrawn, the stmay not move again during that Game-TPlayers alternate moving their stacks accordinIni tia tiv e (see Section 8.0).

    CASES:

    [6.1] HOW TO MOVE UNITS

    [6.11] Land units are moved only durin g the LMovement Phase. All, some, or none of e

    Player's units may be moved.A unit does not to expend its entire movement allowance.

    [6.12] Movement is calculated in terms ofMment Points. Basically, each unit expends Movement Point of its Movement Allowanceeach hex it enters. Some hexes cost more; see rain Effect s Chart (6.3).

    [6.13] No combat or air unit movement ocduring the Land Movement Phase.

    [6.14]Players alternate moving stacks accordto Initiative (see Cases 8.2, 8.4).

    [6.2] MOVEMENT INHIBITIONSAND PROHIBITIONS

    [6.21] A unit may not enter a hex unless it has ficient Movement Points to pay the cost forhex's terrain.

    [6.22] A unit cannot enter an all-sea hex or can all-sea hexside.

    [6.23] A detected uni tmust stop upon enterihex containing a detected (see Section 12.0) Enland unit and may move no further that GaTurn.

    [6.24] If a detected unit enters a hex contai ninundetected Enemy land unit, or an undetected enters a hex containing a detected Enemy unit,it must stop. A detection die roll is madeCase 12.2). If the undetec ted un it is detected byroll, the moving unit may move no further Game-Turn. If the roll is unsuccessful, the mounit may continue (assuming it has movem

    points remaining).

  • 8/11/2019 War in the Ice Rules v1.0

    5/24

    [6.25] If an undetected uni t enters a hex contain-ing an undetected Enemy unit, there is no detec-tion die roll and the moving unit may continuem o v i n g .

    [6.26] Whenever an undetected unit enters a hexconta ining an Ene my sensor there is a detection dieroll, but there is no effect on the unit's movementduring that Game-Turn.

    [6.27] There is no extra Movement P oint cost toenter or leave an Enemy-occupied hex. A unitbeginning it s movement in an Enemy-occupied hexmay freely leave if one or both Players' units areundetected, but cannotmove at all if both Players'

    uni ts are detected.

    [6.28] Unsupplied units cannotmove (see Section11.0).

    [6.29] Uni ts do not have "zones of control" overadjacent hexes or the hex they occupy.

    [6.3] TERRAIN EFFECTS CHART(see map)

    [6.4] MOVEMENT ALLOWANCECHART(see map)

    [7.0] AIR MOVEMENT

    GENERAL RULE:

    During the Airdrop, Air Transport, Air Detection,and Air Scramble Phases, Players may move asmany or as few of their supplied air units as theywish (though certain units may move only in cer-tain of the Phases). Air units may operate freelyanywhere within the restriction of their range.Unused portions o f the range allowance cannot beaccumulated from Game-Turn to Game-Turn orPhase to Phase, or transferred between units.

    PROCEDURE:

    Move each stack of air units together, placing thestack directly on any desired hex within rangefrom its base.Do not trace a path of hexes. Once astack has been moved and the Player's hand with-drawn, the stack may not move again during thatGame-Turn (except to return to base). Players

    alternate moving their stacks according to In-itiative. (See Section 8.0).

    CASES:

    [7.1] WHEN TO MOVE AIR UNITS

    [7.11] Transports (i nclud ing transpo rt heli-copters) and fighters flying escort (see Case 7.3) orinterception (see Case 7.4) are the only units thatmay move in the Airdrop and Air TransportPhases.

    [7.12] GS and EW units , and fig hte rs flying escortor interception, are the only units that may movein the Air Detection Phase.

    [7.13] GS, EW, fighter, attack helicopters, andtransports (only if carrying airmobile or para-troops) are the only units which may move in theAir Scramble Phase.

    [7.14] A unit may move once in each Phase,assuming it is eligible.

    [7.2] HOW TO MOVE UNITS

    [7.21] No land movement or combat takes placeduring any of the Air Movement Phases. Inter-ception combat (see Case 7.4) may occur.

    [7.22] Players alternate moving individual unitsand stacks according to Initiative (see Cases 8.2and 8.4) in the Airdrop, Air Transport, and AirDetection Phases. In the Air Scramble Phase, allair units move simultaneously Players plan allair unit moves before any are executed, ignoringInitiativ e. (Players may wish to write down their

    moves secretly to assure they are not infl uenced byother Players' moves, revealing and executing themoves simulta neously. )

    [7.3] ESCORT

    [7.31] Fighters may move in the Airdrop, AirTransport, and Air Detection Phases if they beginthe Phase stacked with and contin ue to move witha Friendly air unit that is eligible to move (see Case

    7.1). The distance moved by the stack is limited bythe shortest ranged unit (usually the fighter).

    [7.32] Any number of fighters may escort aFriendly transport, EW, or GS unit. The purposeof escort is defense against i ntercep tion (see Case7.4).

    [7.4] INTERCEPTION

    [7.41] Fighters may move after an Enemy air uni tor stack moves in the Airdrop, Air Transport, andAir Detection Phases, moving only to the hex theEnemy unit/stack occupies. (If the Enemy unitmoved legally, this hex must also include anEnemy land unit or base to be supplied, or afight er to be detected.) This hex must be wit hin th eFriendly fighter's range. Only fighters may inter-cept. If the interception occurs in a base hex con-taining units besides the moving air units, escort,and intercepting fighters, these other units do notparticipate.

    [7.42] Any number of Friendly fighters may inter-cept a given hex in a Phase. A given fighter mayintercept only once per Phase. There is no inter-ception in the Air Scramble Phase.

    [7.43] Whe n the owning Player has placed all ofhis desired fight er unit s in the Enemy-occupied in-tercept ion hex, air combat is immediately resolved(see Case 9.1). Inter ceptin g fighters not eliminatedin combat return to base. Enemy units noteliminated perform their supply or detection mis-sion, then return to base. Then a Friendlyunit/stack moves and Enemy fighters have the op-tion to interce pt, and so on.

    [7.44] Inte rcep ting fighters may move to a singlestack's hex from different bases, in exception tothe rule that units must begin in the same hex tomove together. (They also may return to separatebases.) The Friendly Player must exercise his op-tion to intercept immediately after the EnemyPlayer moves a stack; i.e., before the FriendlyPlayer moves a stack of his own. Interception isnever required.It is the Player's option.

    [7.45] Intercepti on combat is resolved before theintercepted unit performs its supply or detectionmission. A unit may not be intercepted whenreturning to base. A unit that does not movecan-not be intercepted. A fighter on an interceptionmission may not be intercepted in tu rn.

    [7.5] BASING

    [7.51] After an air uni t or stack moves and carriesout its mission (airdrop, air transport, air detec-tion) it must return to the base it began the Phasein. This occurs after intercep tion, befo re any otherunits move.

    [7.52] Escorts and intercepting fighters return tobase immediately after the interception combat isresolved. If there is no interception, an escortreturns to base at the same time the unit it escortsperform s its mission.

    [7.53] Units moved in the Air Scramble Phasereturn to base throughout the Combat Phase:

    1. A Player may voluntarily return some, all, ornone of his units to base after the Air-to-AirSegment.

    2. Units aborted in the Anti-aircraft Segmentreturn to base.

    3. Transports may return to base after droppingairmobile or paratroops in the Paradrop/Air-mobile Insertion Segment.

    4. Any remaining units return to base in theBasing Segment.

    [7.54] A unit which performs a mission, escorts,intercepts, or flies during the Scramble Phase onits own Friendly base hex could "return to base"By staying in the hex. Units in a stack must retu rnto the same base (see Case 7.44).

    [7.55] Any numbe r of air units may use one base.If a unit's base is captured while it is in the air(after scrambling), it may Ferry (see Case 7.6) toany Friendly base within range. If there are noFriendly bases within range of the hex in which it

    performed its mission, it is eliminated.

    [7.56] Friendly units may retu rn to a base hex oc-cupied by Enemy land or air units only if it isFriendly-controlled (occupied by Friendly landuni ts that were there before the Enemy).

    [7.6] AIR FERRY

    [7.61] Ferry is a special kind of air movement.Any air unit (supplied or not) may move betweenany two Friendly bases in the Air Ferry Phase, dis-regarding range limits. There is no interception.Ferrying units perform no mission. A unit may

    Ferry even if it has moved and foug ht earlier in theGame-Turn.

    [7.62] Ferries are perform ed simul taneo usly by allPlayers, ignoring Initiative. Note: Players maywish to wri te down their moves to assure that t heyare not influenced in their planning by otherPlayers' moves.

    [7.63] A unit that Ferries may not move or attacknext in the Game- Turn, except to Ferry again. Theowning Player should note this fact or rotate theuni t 180 as a remind er.

    [7.64] A Ferrying transport may carry supplypoints, paratroops, or airmobile troops with itnormally, even if unsupplied.

    [7.65] If an Enemy land unit enters a Friendlybase hex containing Friendly air units but no

    Friendl y land units, the base is captured and the airunits move immediately to another Friendly baseof the owning Player's choice. They cannot beIntercepted while moving. They are considered tohave Ferried andcannotmove or attack the rest ofthe Game-Turn and the next Game-Turn. (IfFrien dly land unit s had been present in the hex, theair units could have continued to operate from thebase.)

    [8.0] INITIATIVE AND

    STACKING

    GENERAL RULE:

    Players alternate moving stacks of Units in theLand Movement, Airdrop, Air Transport, and AirDetection Phases. The order in which Playersalternate (i.e., who goes first in a Phase) is deter-mined by Initiative procedure. The order of com-bat resolution (i.e., which battl e is resolved first) isalso determined in this manner.

    CASES:

    [8.1] INITIATIVE INAIR MOVEMENT

    [8.11] At the start of the Airdrop, Air Transpor t,and Air Detection Phases, each Player rolls twodice. The Player with the highest total moves oneunit or stack of units. The Player with the secondhighest total then moves one unit or stack, and so

  • 8/11/2019 War in the Ice Rules v1.0

    6/24

    on. Note: Interception occurs between Friendlyand Enemy moves, and does not count as a movefor Initiative purposes; i.e., a Friendly unit moves,an Enemy unit may Intercept, an Enemy unitmoves.

    [8.12] If Players roll the same number, the y rollagain.

    [8.13] Players decide which of their uni ts or stacksthey will move in what order. If one Player hasmore units or stacks to move than the other, his"excess" is moved after the rest are alternated.Example: If one Player has four stacks to move

    and another seven stacks, the Players alternatemoving four units, and the second Player thenmoves three.

    [18.14] A Player cannot "pass" a move. If hedoes not move when his turn comes, he cannotmove furthe r in the phase.

    [8.2] INITIATIVE INLAND MOVEMENT

    [8.21] Each Player rolls two dice at the start of theLand Movement Phase. The same procedure as inCase 8.11 is followed, with the Players alternatingthe movement of units or stacks. Exception: Inpoor weather Game-Turns, the Soviet Playeralways moves first in the Land Movement Phase;

    the USA and SAU Players roll to see who movessecond.

    [8.22] A Player may not pass a move. A laser meltattempt (see Case 14.4) counts as a move for In-itiative purposes.

    [8.3] INITIATIVE IN COMBAT

    [8.31] Initiative does not affect Interception. Iftwo Players wish to Intercept the third Player's airunit, both place their Inter ceptin g air units beforecombat is resolved. (I.e., they attack together.)

    [8.32] The order in which separate battles (com-bat in separate hexes) are resolved is determined bymutual agreement. If a dispute arises, each Player

    rolls two dice and Players alternate in choosingwhich battle will be resolved next.

    [8.4] STACKING

    [8.41] Any number of Friendly and Enemy unit smay occupy a hex at the same time, as well as onebase and three sensors (one of each nat ional ity).

    [8.42] For air movement , a stack is defined as agroup of air units beginning the Phase in one hex,moving together to the same hex, and retur ning tothe same base. For land movement, a stack isdefined as a group of land units beginning thePhase in one hex, moving through the same hexes,and ending the Phase in the same hex. One unitmay constitute a stack.

    [8.43] A stack of air units may move only as far asthe lowest range of any unit in the stack. Air unitsmoving to separate hexes must move as separatestacks.

    [8.44] A stack of land uni ts may "drop off" unit sin its path and continue moving, but the unitsdropped off may not move further in the Phase. Ifunits with different movement allowances werestacked and the Player wanted to move the fasterunit its ful l movement allowance, the slower wouldhave to be dropped off. Since air units do notmove through hexes, air unit stacks cannot dropoff units.

    [8.45] Uni ts may begin a Phase in the same hexand move to separate hexes. These units are con-sidered to be separate stacks, and one stack of each

    foreign nation ality will move between their moves.

    [9.0] COMBAT

    GENERAL RULE:

    Air units attack air units through Interception inthe Airdrop, Air Transport, and Air DetectionPhases, as well as in the Air-t o-Air Combat Phase.Land units attack air uni ts in the Anti-ai rcraf t Seg-ment of the Combat Phase. Land and air units at-tack land units in the Combat Resolution Segmentof the Combat Phase. Units may only attackEnemy units in the same hex. Terrain does not af-fect combat.

    CASES:[9.1] AIR COMBAT

    [9.11] Lock-On Procedure:Each Player adds theair combat strengths of his units in the hex. Thesmaller sum is subtracted from the larger, yieldin gthecombat differential.The Player with the largersum is the attacker. (If the sums are identical,either Player can be the attacker, it makes no dif-ference.) Consult the Lock-On Chart (9.5) to findthe number of "Lock-Ons" (rolls on the Hit Table see Case 9.12) the Player receives.

    [9.12] Hit Procedure: Each Player subtracts theothers' "gross" EW rating from his own to yieldhis own "net" EW ratin g. A Player's "gross" EWrati ngs is that of the highest rated EW uni t of his in

    the hex; lower ratings are ignored. Each Playerrolls two dice and consu lts th e Hit Table (9.6) oncefor each Lock-On (see Case 9.11) he received, roll-ing on the column fo r his net EW rating .

    [9.13] Due to a result on the Hit Table, a Player'sunitmay receivea"Hit."EachHiteliminatesoneair unit; the owning Player decides which to lose.All combat dice rolls are made before any lossesfor any combats are taken; all Hit losses are decid-ed upon simultaneously. Example: Two Sovietfighters (air combat strengths 7, EW ratings 3) In-tercept a heavy US tran spor t (air combat 2, EW 5)escorted by a US fighter (air combat 8, EW 4). TheSoviet Player is the attacker, with a combat dif-ferential of 4 [(7x 2) - (2 + 8) = 4]. The SovietPlayer makes four rolls while consulting the HitTable; the US Player makes two rolls. The US

    Player rolls on th e 2 column of the table (EW 5 -3= 2). The Soviet Player rolls on the 2 column ofthe Hit Table (EW 3 - 5 = - 2). The Soviet Playerrolls 7, 4, 11, 8. The US Player rolls 3 and 10. Bothsides lose one unit. The surviving Soviet fighterreturns to base. The US Player chooses to lose hisfighter; his transport executes its supply missionand returns to base.

    [9.14] A given unit can participate in combat onceper Phase. Air combat between two opposing un it sin the same hex is mandato ry.Exceptions:Unsup-plied air units never participate in air combat. IfFriendly and Enemy air units occupy a Friendlybase hex, t he Friendly Player may leave all, some,or none of his air units out of the combat.

    [9.2] ANTI-AIRCRAFT COMBAT

    [9.21] Lasers (see Case 14.4) may attack any typeof air unit. Other land units may only attack heli-copter, GS, and fighter units. Each land unit mayattack once per Anti-aircraft Phase.

    [9.22] Players obtain the ir "net" EW ratings (seeCase 9.12). One die roll is made for each land uniton the Anti-aircraft Fire Results Table (9.7). Thecolumn used depends upon the anti-air stre ngth ofthe unit in question. The firing Player's net EWrati ng is subtracted from the die roll result, render-ing a result of "Hit" (elimination) "Abort", or"Miss" (no effect ).

    [9.23] All Players' land units attack before airuni t losses are taken. (The order of attacks is deter-mined by mutual agreement or, failing that, In-

    itiative). Players decide which of their air uni ts will

    be eliminate d or aborted in t he event of an advresult, although they must be helicopter, GS

    fighter units.Exception:see Case 9.24.

    [9.24] Lasers fire at Enemy air units of tchoice. Before a laser fires, the firing Plchooses which unit will be eliminated if a Hscored. Lasersdo nothave an anti-air strengthnotsubtract a net EW rating from the die roll, neverscore Aborts (only eliminations).

    [9.25] Lasers have an increased probabilityscoring a Hit if occupying a Friendly base Case 9.7).

    [9.26] A Hit result eliminates one air unit. Abort result forces one unit to return to base mediately.

    [9.27] Units are not required to fire. Aaircraft fire may only be made by detected lunits. Example:Two Soviet GS (EW rating 7), Soviet fighter (EW 3), one US EW (EW 8) and US attack helicopter (EW 2) are left in a US bhex afte r the Air-to -Air Segment. A US laser (6), US mechanized force, (EW 5, anti-air stren3), and a Soviet paratroop (EW 4, anti-air 3) occupy the hex. The US Player's net EW rating (8-7 = 1). The Soviet' s is - 1. The US Playmech unit fires while consulting the "3" colu

    subtracting one from the die roll (a "5") proding a "4"-Abort. The US Player declares thatlaser is firing at the fighter, rolls a "6", misses. (If he had chosen to fire at the GS,would have Hit). The Soviet paratroop rolls on3 column, subtract ing 1 (in other words, ad1) from the roll, which is a "2" (changed t"3")-Abort. The Players now simultaneouchoose which units to Abort. The Soviet chooto Abort the fight er, since he wil l need the GS umore in the Combat Resolution Segment. SEW units are immune to non-laser anti-aircfire, the US Player must Abort the atthelicopter.

    [9.28] A uni t aborted in a Friendly hex may reto base by staying in the hex, but may not pticipate in the upcoming Combat ResoluPhase. It may participate in the next comroun d, if there is one.

    [9.3] LAND COMBAT

    [9.31] The Player with t he larger combat strensubtracts the Enemy's combat strength from yielding the combat different ial. A die roll is roand a result achieved on the Land Combat ResTable (9.7). The die roll is modified accordinthe Tactical Opti on Ma trix Result (see Case 9This modified die roll is cross-indexed withcombat differential, yielding the number oftacker and defender units eliminated.

    [9.32] Total combat strength is determined infollowing manner: if more than half the Enland units in a hex (regardless of strength) are

    mor, Friendly units use their anti-armor (strengths. If more than half are infa ntry , Frienunits use their anti-i nfant ry (AI) strengths. If are of each type the Friendly Player chooses AAAI strength.All his units in the same hex mustthe same type of strength. The anti-grostre ngt hs of Friendly air unit s in the hex are addyielding the total combat strength. 'The EnePlayer makes the same calculations.

    [9.33] After informing each other of their tcombat strengths, Players secretly pick TactOption Chits. The Player with the higher tcombat strength (attacker) chooses from chitsB, C, and D. The defender chooses from W, Xand Z. If both Players have the same comstrength each rolls a die and the higher numbe

    the attacker.

  • 8/11/2019 War in the Ice Rules v1.0

    7/24

    [9.34] The attacker may choose option:

    A) CAVALRY CHARGE:Only if half or moreof his land unit s are armor.B) METHODICAL ASSAULT:May be chosenregardless of force mix. A laser alone in a hexmust choose B.C) AIR-INTENSIVE: Only if at least onefighter, attack helicopter, or GS is participatingin the attack.D) COMBINED ARMS:Only if at least one ar-mor unit, one infantry unit, and either a laser,garrison, fighter, attack helicopter, or GS arepartic ipating in the attack. Note: A laser fulf ills

    the armor requirement as well, and a garrisonfulf i l ls the infantry requirement.

    [9.35] The defender may choose option:

    Y) MOBILE DEFENSE: Only if half or moreof his land units are armor.W) RETREAT LEAVING SCREEN: May bechosen regardless of force mix.X) HEDGEHOG PERIMETER: May bechosen regardless of force mix.Z) SURRENDER:May be chosen regardless offorce mix (see Case 9.38).

    [9.36] If both Fr iendly and Enemy units in a hexare detected, all land units m ust participate in landcombat. If only one or neither stack is detected, noland combat is possible.

    [9.37] Players choose which of their units will beeliminated. The attacker chooses his losses first.Air units are never eliminated in the CombatResolution Segment. A Player cannot lose moreunit s than he has in the hex.

    [9.38] When the defender chooses the surrenderoption, all his land units within the hex areeliminated with no loss to the attacker. Defendingair units never surren der; t hey retur n to base in theBasing Segment (see Case 10.12).

    Example: At the start of the Combat ResolutionSegment, the following detected units occupy ahex; two US mech (anti-armor 7, anti-infantry 2),one US van (AA 1, AI 1), one US GS (anti-ground8), one Soviet droid (AA 1, AI 1), one Sovietengineer (AA 2, AI 4), one Soviet fighter (AG 6).The Soviet Player must use AA strength since theUS force is more than one-half armor. The USPlayer chooses to use AA strength since the Sovietforce is evenly divided and the US AA strengthsare higher than the AI. Adding in AG strengths,the US is the attacker with combat differential of14 [(7 + 7 + l + 8) - ( l+2 + 6)] = 14. The USchooses a cavalry charge. The Soviet chooses ahedgehogdefense. Cross-indexing A with X yieldsa - 3 die roll modif ier. The US Player rolls on the8 + column, receives a 5, modified to a 2. The at-tacker chooses to lose the van and one mech unit.The Soviet Player chooses to lose the droid. Theair units re turn to base.

    [9.4] BREAKOFF

    [9.41] After the Combat Resolution Segment,

    Players state whether or not they wish to continuethe battle in progress. I f both want to continue , theunits in the hex participate in another combat se-quence repeat segments A thro ugh F. If neitherwants to continue combat, air units return to baseand the battle is completed. If necessary, resolvethe next battle (combat in another hex). If thereare no more, go onto the next Phase. Note: Onecombat sequence is mandatory between detectedunits.

    [9.42] If only one Player wants to continue com-bat, a die roll is made. Consult the Breakoff Table(9.9). If breakoff is successful, air units return tobase and the battle is completed. If breakoff is un-successful, return to Segment A and resolveanother combat round.

    [9.43] Unless a battle is completed by Playeragreement or successful breakoff roll, the battlecontinues un ti l all of one Player's land unit s in thehex are eliminated.

    [9.5] LOCK-ON CHART(see separate sheet)

    [9.6] HIT TABLE(see separate sheet)

    [9.7] ANTI-AIRCRAFT FIRE RESULTSTABLE(see separate sheet)

    [9.8] LAND COMBAT RESULTS TABLE(see separate sheet)

    [9.9] BREAK OFF TABLE(see separate sheet)

    [10.0] RESOURCES ANDUNIT PURCHASING

    GENERAL RULE:

    Each Player chooses the type and number of unitshe receives, paying a different cost in ResourcePoints for each unit. Players pay a cost inResource Points when their units are eliminated.Players are limited in the number of units of eachtype they can buy by the number of that unit-type

    provided in the countermi x.

    PROCEDURE:

    In the Uni t Purchase/Arr ival Phase of each Game-Turn, Players secretly and simultaneously removeunit s from the pool of unused units and place themon the Transit Track. The purchase cost of eachunit (given in the Resource Cost Chart 10.3) is sub-tracted from the purchasing Player's VictoryTrack. U nits already on the fi rst space of the Tran-sit Track are advanced to the second space, whileunits already in the second space are placed incoastal bases of the owning Player. Supply pointsare placed in coastal bases the same Game-Turnthey are purchased, their presence noted by the ad-vance of the base's marker on the Supply Tra ck.

    CASES:

    [10.1] PAYIN G FOR UNITS

    [10.11] Any number of units may be purchased ina single Game-Turn within the limits listed in thescenario. Players may have a negative ResourcePoint tota l (i.e., may engage in deficit spending).

    [10.12] When a unit is eliminated, a number ofResource Points equal to its purchase cost is sub-tracted from the owning Player's Victory Track.Exception: Droids cost less than purchase costwhen eliminated. There is no cost for expendingSupply Points or eliminated satellites.

    [10.13] When a land unit is eliminated by sur-rendering (see Case 9.35) the cost for its elimina-tion is only 20% of its purchase cost, rounding

    fractions up. Droids may surrender (and must ifstacked with other surrendering units) but at theirregular elimination cost. Example: A surre nder ingSoviet engineer (purchase cost 13) costs 3 ResourcePoint s (20% x 13 = 2.6, roun ded up to 3).

    [10.2] UNIT ARRIVAL

    [10.21] A unit is placed on the Trans it Track in thePhase it is purchased. USA and USSR units areplaced on the first space, SAU units in the secondspace. Supply Points are placed immediately incoastal bases, without spending time on the Tran-sit Track.

    [10.22] During the Unit/Purchase Arrival Phase,Players must adjust the status of their units on theTransit Track (if any). Any units which were not

    placed on the Track in the current Game-Turn(due to unit purchase) are advanced one boxtowards "arrival" (i.e., if a unit occupied the"First Game-Turn" box, it would be advanced tothe "Second Game-Turn" box). If a unit is movedout of the "Second Game-Turn" box on the Tran-sit Track, it is eligible to be placed on the map.

    [10.23] Units may move and function normallythe f i rst Game-Turn they arrive on the map fromthe Transit Track.

    [10.24] If a Player has no Fri end ly coastal bases(i.e., they have been captured), his air units mayarrive in any inland base. His land units may not

    arrive in inland bases (except airmobile and para-troops carried by transport); instead, they areplaced in any single coastal hex at least five hexesfrom the nearest Enemy unit. The Player makingthis "amphibious landing" pays an extra cost of100 Resource Points. Amphibious landings maynot be made by Players in possession of coastalbases. Any part ial-sea hex is coastal.

    [10.25] Vans and transports may arrive loadedwith supply points (SP's) or troops, but only if theSP's and troops are paid for. In an amphibiouslanding, supply points may be placed on a nonbase hex only if carried by a van.

    [10.3] RESOURCE COST CHA RT(see map)

    [11.0] SUPPLY

    GENERAL RULE:

    Players purchase Supply Points (see Case 10.1which are stored in bases and transported by vanand transports. In the Supply Phase of eachGame-Turn, Players expend Supply Points to supply Friendly units in the same hex as the SupplyPoints being expended. Unsupplied units aresharply limited in movement and combacapabilities.

    PROCEDURE:

    The Supply Cost Chart (11.6) lists the number ofSupply Points which must be expended to keep

    each type of unit supplied. The Supply Track is used to show the number of Supply Points current lyheld by each base, van and transport. In the Supply Phase, each Player subtr acts a n umber of Supply Points from a base, van or transport equal tthe supply cost of the units in the hex being supplied. Supply Points are expended by moving thappropriate Supply Track marker towards th"0" box on the Supply Track.

    CASES:

    [11.1] EFFECTS OF BEINGUNSUPPLIED

    [11.11] Uni ts which are not supplied in the SupplPhase (because there are no Friendly SupplPoints in the hex, or because the owning Playedoes not wish to expend the points) are markedwith unsupplied counters. Units cannot be "partially" supplied by expending a portion of theisupply cost.

    [11.12] Unsupplied land units may not moveThey add 4 to their die roll result when executinanti-aircraft fire. Their anti-armor and antiinf ant ry strengths are reduced by 3, to a min imu mof zero. A unit cannot have a negative combastrength. They may make detection attemptwit hin th eir hex (see Case 12.2). Unsup plied lasermay not attack.

    [11.13] Unsupplied air uni ts may not move excepto Ferry. They have no air combat or anti-grounstrengt hs and may not perform missions.

  • 8/11/2019 War in the Ice Rules v1.0

    8/24

    [11.14] The EW ra t ing of a n u nsu pp l ie d u ni t i su n a f f e c t e d .

    [11.2]AIRDROP

    [11.21] Uni t s c a n be su pp l ie d in the Ai rdropPha se . A t r a nspor t c a r ry ing Su pp ly Poin t s move sto a he x c onta in ing the u nsu pp l ie d u ni t s a nd e x-pends up to as many Supply Points as i t is carry-ing . Tr ip l e the norma l nu mb e r of Su pp ly Poin t s i su se d to su pp ly the u nsu pp l ie d u ni t s . Exa mple : At ra nspor t c a r ry ing t e n Su pp ly Poin t s move s to ahe x c onta in in g a n u ns u pp l ie d g a r r i son ( su pp ly c os t= 3) . Nine Supply Points are expended to supply

    the u ni t . One Su pp ly Poin t r e ma ins u ne xpe nde dw he n the t r a nsp or t r e tu rn s to base .

    [11.22] Air dro p may a lso be used to transfer Sup-p ly Poin t s to a va n . The p roc e du re i s ide nt i c a l toC ase 11 .21 , w i th 1 /3 the nu mb e r of Su pp ly Poin t sexpended by the transport be ing added to the vano n t h e S u p p l y T r a c k . T h e r e m a i n i n g 2 / 3 ( r o u n d i n gu p) a re expe nde d in t r a n s f e r .

    [11.3] AIRTRANSPORT

    [11.31] A procedure s imilar to a irdrop can be usedto t r a ns f e r Su pp ly Poin t s to ba se s or u nsu pp l ie dunits in bases . A transport moves to the base ,t r a ns f e r s a ny Su pp ly Poin t s i t i s c a r ry ing to theba se or e xpe nds the m to su pp ly u n i t s . A l l the Su p-ply Points t ransferred may be used; i .e . , none are

    e xpe nde d in t r a ns f e r . Unsu pp l ie d ma rke r s a rere move d f rom a ny u n i t s thu s su pp l ie d .

    [11.32] A t r a nspor t ma y a l so t r a ns f e r pa ra t roopsor a irmobile troops by a ir t ransport . Each unitc os t s 6 Su pp ly Poin t s a g a ins t c a pa c i ty . The u ni t sa re move d be tw e e n ba se s ju s t l ike Su pp ly Poin t s .Unsu pp l ie d u n i t s ma y be a i r t r a nspor te d .

    [11.4] SUPPLY CAPACITY

    [11.41] The nu mb e r of Su pp ly Poin t s tha t ma y becarr ied by a unit or s tored in a base is l imited. Aunit or base may never hold more Supply Pointstha n c a pa c i ty . A u n i t o the r tha n a va n or t r a nspor tmay never hold Supply Points . The supply capaci-ty of u ni t s a nd ba se s i s ma rke d on the Su pp lyTra c k .

    [11.5] SUPPLY CAPTURE,DEMOLITION, AND TRANSFER[11.51] I f , a t the end of a Combat Phase , aFr ie ndly l a nd u n i t oc c u p ie s an Ene m y ba se a nd noEne m y l a nd u n i t s a re in the he x , the ba se a nd a nySupply Points in i t a re captured. The base is con-sidered Frien dly to the Player who has captured i t .

    [11.52] I f Supply Points are captured, one-half ( rou nding u p) a re imme dia te ly e xpe nde d(de s t roye d). The re ma inin g Su pp ly Poin t s ma y bet ra ns f e r re d to a ny va ns ow ne d by the c a p tu r ingPlayer in the hex, assuming they are not a l readyloaded to capacity . Supply Points may be le f t inthe base , and are now trea ted as be longing to thePlayer capturing the base . Bases and SupplyPoint s ma y be c a p tu re d a ny nu mbe r of t ime s , bu thalf the Supply Points are e l iminated each t ime.Wh en a Play er captures a base , he is g iven i ts Sup-p ly Tra c k ma rke r s .

    [11.53] A P la ye r ma y v olu nta r i l y e xpe nd(de s t roy ) a ny Su pp ly Poin t s in h i s va ns ,transports , or bases a t any t ime in the sequence of p l a y s imply by a nnou nc in g i t a nd su b t ra c t ing the mon the Supply Track. However , to destroy SupplyPoints in a base , the Player must have a t least onela nd u ni t ( su pp l ie d or u nsu pp l ie d) in the he x . APlayer expecting to lose a ba t t le in a Friendly basehex can destroy his Supply Points before the com-ba t r e so lu t ion d ie ro l l , bu t c a nnot de s t roy the ma f te r the ro l l i f a ll h i s l a nd u ni t s w e re e l im ina te d . APlayer may transfer Supply Points between hisunits and bases in the same hex a t any t ime duringthe Su pp ly a nd La nd Move me nt Pha se s , w i thou t

    p e n a l t y .

    [11.54] Whe n a van or t r a nsp or t i s e l im in a te d , a nySupp ly Poin ts or t roops i t carr ies are destroyed.

    [11.6] SUPPLY COST CHART(see map)

    [12.0] DETECTION

    COMMENTARY:

    Each hex conta ins over 22,000 square ki lometersof w i lde rne ss t e r ra in . The e x t ra ord ina ry w e a the r

    cond it ions and endless snow and ice make i t s imp leto conceal white-painted vehic les f rom visualobse rva t ion . Ea c h u n i t c onta ins e l e c t ronic w a r f a reteams who jam Enemy detec t ion gear and maskFr ie ndly e qu ipme nt a nd e ma na t ions . The a pprox-imate location of units is a lways known, due inpa r t to in te l l ig e nc e a nd inf ra re d obse rva t ion of engine heat, but units cannot be attacked untiltheir exact location is detected.

    GENERAL RULE:

    Air units are a lways detec ted. Undetec ted landun its may not be a t tacked. I f Fr iendly and Enemy

    land units in a hex are both detec ted, they may notmove (see Case 6.2). The exact type of undetectedland unit is concealed. Players a t tempt to de tec tu n d e t e c t e d E n e m y u n i t s t h r o u g h o u t t h e G a m e -

    Tu rn. I f one Frie nd ly land un it in a hex is de tec ted,a l l Fr ien dly un its in the hex are.

    CASES:

    [12.1]AIR DETECTION

    [12.11] In the Air Detection Phase, Players alter-na te moving EW a nd GS u ni t s (w i th or w i thou tescorts) to hexes occupied by Enemy undetec tedunits . I f any EW or GS units remain in the hexaf ter Interception is resolved, each EW or GS unitresolves i ts de tec t ion a t tempt individual ly on theAir Detection Table (12.7). The column used isdetermined by the EW ra t ing of the EW or GSunit. (Important: For other functions, the EWrating of a Friendly stack is equal to the highest

    EW rating in the hex, air unit or land unit. Fordetection, air units use their own rating, even if ahigher-rated Friendly unit is in the hex.) The roll ismade and mo dif ied for te rr a in. I f any of the de tec-t ion a t temp ts are succes sfu l , a l l Enem y un its in thehex are marked with de tec ted markers .

    [12.12] Recon sa te l l i tes a lso use the Air Detec tionTable in a t tempting to de tec t Enemy units (seeCase 13.1).

    [12.2] DETECTION DURINGLAND MOVEMENT

    [12.21] Whe ne ve r a F r ie ndly u nde te c te d a ndEnemy detec ted land unit occupy the same hexduring the Land Movement Phase (see Case 6.24) ,a de tec t ion a t tempt is made on the Detec t ion Dur-ing Land Movement Table (12.7) . The rol l ismodif ied according to weather . I f successfu l , a l lFriendly units are marked with de tec ted markers .

    [12.22] I f undetec ted Friendly and undetec tedEnemy units occupy the same hex, there is nod e t e c t i o n a t t e m p t .

    [12.3] SENSOR DETECTION

    [12.31] Any mech, droid or hovertank unit maye xpe nd tw o Move me nt Poin t s du r ing the Move -ment Phase to place a sensor marker in the hex itoccupies . This placement can be before , during ,af ter or instead of movement. I f done instead of move m e nt , i t c ou nt s as a move me nt f or In i t i a t ivepurposes (see Case 8.2). A un it ma y place as manysensors as i t expends Movement Points for(a l tho ug h see Case 12.33). A hex may conta in only

    one sensor of each nation al i ty .

    [12.32] Whenever an undetec ted Enemy ubegins the Land Movement Phase in a hex containg a Friendly sensor , or subsequently enters sua hex, a de tec t ion a t tempt is made on the SenDetec t ion Table , modifying the dice rol l weat her (see Sec tion 15.0). I f successfu l , a l l En eunits in the hex are marked with de tec ted marke

    [12.33] Sensors have no ef fec t on movement combat , do not require suppl ies to opera te , ac a nnot be e l im ina te d . Unl ike Su pp ly Poin t s , ssors are not carr ied by units before deploymeEach Player may deploy amaximum of eightssors duri ng th e course of the game.

    [12.34] I f an undetec ted E nemy un it enters a conta ining a Friendly detec ted unit and Friensensor , the two detec t ion die rol ls a re mseparately.

    [12.4] UNIT TYPE CONCEALMENT

    [12.41] Land units (except garr isons) are bapr in te d w i th a n a rmor (or inf a nt ry ) symbol , w hii s f a c e-u p w he n th e u ni t s a re u nde te c te d . P la yknow the number , bu t not the exac t type , undetec ted units .

    [12.42] Wh en a un it is de tec ted, a second die rolmade. I f a s tack is de tec ted, each u nit is rol led i n d i v i d u a l l y , w h i l e c o n s u l t i n g t h e U n i t T yDetec t ion Table . (Note tha t type-detected atype-undetected units may exis t in one hex, unl

    regular de tec t io n. ) I f the rol l is success fu l , the uis inverted to reveal i ts type .

    [12.43] I f F r ie ndly a nd Ene my de te c ted u ni t s cupy the same hex a t the s tar t of the Tactica l Desion Segment of the Combat Phase , the ir types a u tom a t ic a l ly r e ve a le d so c omba t s t r e ng ths c a nc a l c u la te d .

    [12.44] The Fr ie ndly P laye r ma y a t t e m pt to tyde te c t a p re viou s ly de te c te d Ene my u ni t th rouair , sensor or land movement de tec t ion. A tydetec t ion rol l is made normally . Automatic de tt ion b y vir tu e of be in g in a base is not accompanby a type-detec t ion rol l .

    [12.5] EVADING DETECTION

    Onc e de te c ted , a u ni t s t a y s de te c te d u nt i l :

    1 . Poor weather is rol led in the Weat her Detmin atio n Phase (see Sec tion 15.0) . All de tec tma rke r s a re re move d a nd a l l u n i t s a re inve rto conceal un it type .

    2 . The unit leaves a Friendly base hex whdoes not conta in any Enemy units (of courseun it mu st enter a Friendly base hex befo re i t leave i t ) . Units in Friendly or Enemy base heare a lways d etec ted.

    [12.6]VOLUNTARY DETECTION

    [12.61] A P la ye r ma y volu n ta r i l y p l a c e a de te c tma rke r on a ny of h i s u n i t s a t a ny t ime . Re m e mthat i f one Friendly land unit in a hex is de tec ta l l a re . The presence of Friend ly a ir uni ts in a does not a f fec t the de tec t ion s ta tus of land unit s

    [12.7] DETECTION TABLES(see separate sheet)

    [13.0]SATELLITES

    GENERAL RULE:

    There are two types o f sa te l l i t e s . Recon satellmove in r ig id paths (orbi ts) over the map and te mpt to de te c t u ni t s the y ove r f ly . Killer satella t te m pt to e l im ina te r ec on sa te l l i t e s . A l l s a te lac t ion occu rs in the same Sate l l i te Phase .

    PROCEDURE:

    Each Sate l l i te Phase , Players may a l ternate la

    ching recon sa te l l i tes . A recon sate/lite makes th

  • 8/11/2019 War in the Ice Rules v1.0

    9/24

    passes over the map in the Satellite Phase. At thecompletion of each pass, the Enemy Player maylaunch a killer satellite which at tempt s to Interceptthe recon satellite, resolving the attack with a dieroll. Af ter the recon satelli te is eliminated or com-pletes its thir d pass, the Enemy Player may laun cha recon satellite (wh ich t he Friend ly Player may tryto Intercept in turn with his killer satellite, asdescribed above).

    CASES:[13.1] RECON SATELLITE LAUNCH

    [13.11] The US Player always has Initiative forsatellite launch. Both Players may launch onerecon satellite each Satellite Phase. The SAUPlayer may not launch satellit es.

    [13.12] When a Player launches a recon satell ite,he places an orbit reference (OR) marker on anyhex of the map. The recon satellite enters the mapon any map-edge, moves in a straight line throughthe hex contain ing the orbit reference number andexi t s the map, s t i l l fo l lowing a st ra ight hexrow. Onits second pass, it enters and passes thr oug h the or-bit reference marker moving 120 (left or right,Player 's choice) to its previous pass. The thi rd passis made at 240 to the first pass.[13.13] There are two types of recon satellies,code-named Star and Mars. Star satellites(satellit e, target ed recon) repeat the same pass pat-tern for as many Game-Turns as they remain ac-

    tive. They make three passes each Game-Turn, asdescribed in Case 13.12. Mars satellites(Maneuverable, recon satellite) are less limited intheir movement. If at the start of each SatellitePhase the unit is still active, the owning Player

    may move the Mars' orbit reference marker up to

    five hexes from its current position. The Mars unitmust reenter the map in the same direction itwould have if the OR marker was in its originalposition. Example: If the OR marker is in hex1815, the Mars might enter the map in 3208, 1802,0107 for its three passes, exiting through 0522,1832, 3524. If the OR ma rke r is moved to 2318, theMars enters in 3711, 2302, 0107 and exits in 1024,2333, 3524.

    [13.14] If not eliminated by a killer satellite orlaser, a recon satellite stays active, making threepasses per Game-Turn during the Satellite Phaseunt il it malfun ctio ns. This is determined by rolling

    two dice at the beginning of each Satellite Phasefor each recon satellite already in orbit. On a rollof 2-4 for a US or 2-6 for a Soviet satellite, thesa te l l i t e m al f unc t ions and i s e lim ina ted .

    [13.15] At any time, each Player may have onlyoneMars unit and one Star unit in orbit. A Playermay volunta rily elim inat e his own satellite in orderto launch another with a diff eren t orbit reference.Players pay Resource Points to launch satellites,but not when they are elimin ated . Satellites do notrequire Supply Points.

    [13.16] Each time a Mars or Star moves thr ough ahex with unde tecte d Enemy units , it makes a detec-tion attempt as if it were an air unit with an EWrating of 9. If successful, a die roll is made toreveal the unit's type (see Case 12.42). A satellite

    may attempt t o detect any number of uni ts.[13.17]When a recon satellite is launched, it andits OR marker are placed with the RSAT sideshowing. When the satellite is attacked by a killersatel lite , the OR mar ker and the recon satell ite areinver ted to reveal type Mars or Star. The Enemy

    A Recon Satellite making its first pass along lineAmay make its second pass along either lineBor C.If the Satellite makes its second pass along lineB ,

    its thi rd passmust be along lineD. If the Satellite'ssecond pass is along lineC, its third pass must bealong lineE. See Case 13.12.

    Player will not know its type until he attacks.Note: If the Enemy Player is observing your Vic-tory Track carefully, he will see the cost of yoursate lli te. To main tai n secrecy, the resource cost forsa te l l i tes may be paid af ter the uni t i s a t tacked . Ifthe unit is elim inat ed through malfu ncti on, its typeis revealed and its cost th en paid.

    [13.2] KILLER SATELLITES

    [13.21] Killer satellites(KISS)are launched to in-tercept and eliminate Enemy Mars and Starsatellites. After each Enemy recon satellite is laun-ched and completes its first pass, the Friendly

    Player may launch one or twoKISSunits. KISSdonot follow an orbit; they are simply placed on themap, on the orbit reference number of the satellitethey are attacking.KISSunits do not malfunction.

    [13.22] Each KISS attacks its target separately.The owning Player rolls two dice. A USKISSuniteliminates a Soviet Star automatically, a Mars on aroll of 2-10. A SovietKISSeliminates a US Star ona roll of 2-11, a Mars on a roll of 2-9. Important:Recon satellites are always placed on the map withtheirRSA Tside showing. Their identity (Mars orStar) is only revealed when theRSAT is attackedor when (in the case of a Mars) it moves its orbitreference marker. Whether or not an attackeliminates anRSA T, theKISS is eliminated.

    [13.23] If anRSA T is attacked unsuccessfully byone or twoKISSunits, it cannot be attacked againuntil after its first pass in the next Satellite Phase(Placing theKISSon the orbit reference marker isonly a convenience.) When anRSA7"is eliminatedits orbit reference marker is removed from themap.

    [13.3] LASERS ATTACKINGSATELLITES

    [13.31] Lasers cannot attackKISS units. If a Staor Mars unit passes over an Enemy laser unit, thelaser may fire at it. This is an optional attack andmay be made whether or not the laser is detected(though it is automatically detected and has ittype revealed by firing).

    [13.32] The laser attacks during the SatellitePhase, while the owning Player consults the Anti

    aircra ft Fire Table. Note t hat the laser's chance oeliminating the satellite is increased if the laser is ina Friendly base because it can draw on superiopower and fire direction facilities. Whether or notheRSAT is hit, a second die roll is made. On a2-4, the laser is eliminated (burned out).

    [14.0] SPECIAL UNITCAPABILITIES

    [14.1] ENGINEERS

    [14.11] Engineers may constr uct tempo rarybases. Temporary bases have the normacharacteristics of primary and secondary bases

    supplies may be stored there, air units may basethere, units are always detected in the hex. Temporary bases may be captured (see Cases 11.5), buno base can ever be eli mi nat ed.

    [14.12] If , during the Constructio n Phase, a supplied engineer and van, car ryi ng at least five Supply Points, occupies a snow, shelf ice, or mixed terrain hex, with no existing bases or Enemy units inthe hex, a tem porar y base marker may be placed inthe hex. Five Supply Points are expended by thvan. To build a temporary base in a mountainglacier hex, ten Supply Points must be expended.

    [14.13]There is no Init ia tiv e in base constructionPlayers may carry it out simultaneously. EachPlayer may build up to four temporary bases during th e course of the game.

  • 8/11/2019 War in the Ice Rules v1.0

    10/24

    0

    [14.2] HOVERTANKS

    [14.21] A hove rta nk in a comp letel y shelf ice hexhas 3 added to its anti-armor strength. Its other

    strengths are unaffecte d.

    [14.22] A hove rta nk may leave a hex occupied bydetected Enemy units even if the hovertank isdetected (in exception to Cases 6.23, 6.27). AnyF r iend ly un i t s s t ack ed w i th th e h over tank a re s t i l li m m o b i l i z e d .

    [14.3] PARATROOPS AND

    AIRMOBILE TROOPS

    [14.31] Paratroops and airmobile units may becarried between bases by transports in the AirTransport and Ferry Phases (see Cases 7.64,11.32). A given uni t may be carried by any numbe rof transports in a single Phase so long as eachtran spor t moves only once.

    [14.32] A transport may move in the ScramblePhase only if it is carrying one or more paratroopor airmobile units. If the transport is noteliminated or returned to base before the Para-drop/Airmobile Insertion Segment, the troopunit(s) is placed in the hex and the transportreturns to base. The troop unit participates nor-mally in combat resolution.

    [14.33] Each paratroop or airmob ile uni t costs 6Supply Points against a transport's supply capaci-ty. A van may not carry troops as it would sup-plies. A transport carrying Supply Points mayunload them in a base to make room for troops,and vice versa. Troops may not be carried in theAirdrop Phase.

    [14.4] LASERS

    [14.41] In addition to their special anti-air andanti-satellite capabilities (see Cases 9.24, 9.25, 9.6,and 13.3), lasers may attempt to completely meltshelf ice hexes. (The lasers are not turning 22,000square km of ice to water; they are heatingseismically-detec ted fa ult lines to sh ift ice masses,create crevasses, and make land movement in the

    hex treacherous.)

    [14.42] Instead of moving, a laser may make a

    melt attempt in good weather Game-Turns only,

    but only if the laser is detected and no detectedEnemy unit is in the hex.

    [14.43] Each laser makes its melt atte mpt separate-

    ly (thi s is counted as separate moves for Movem entIn it ia ti ve purposes). The owning Player rolls twodice. A roll of 2-4 (or 2-6 if the hex contains aFriendly base) succeeds in melting the hex. Place amelted marker on the hex. After each melt at-tempt, successful or not, a second die roll is made.A roll of 2-3 burns out (eliminates) the laser.

    [14.44] A melted hex costs double the normalMovement Point cost to enter. A base in the hex isneutraliz ed (see Case 15.3); air uni ts may not en teror leave a neutralized base. A melted hex remainsmelted until the next time poor weather is rolledfor, at which time the melted marker is removed

    and the hex is returned to normal.[14.5] GARRISONS

    [14.51] Garrison s always have their type revealed

    althou gh they may be undetected.

    [14.52] Garrison s have two sets of stren gths. Thestronger set (marked B) is used when the garrison

    occupies a Friendly base hex. The weaker set(marked T) is used when the garrison occupies anyother hex. Strengths may be modified by lack ofsupply, li ke any other land unit.

    [14.6] DROIDS (DRONES, REMOTELYOPERATED, INDEPENDENTLYDIRECTED)

    [14.61] The anti-armor strength of a Droid is

    doubled if it is stacked with a supplied, Friendly

    mech unit. More than one Droid may have itsstrength doubled by a single mech.

    [14.62] Droids may o nly surre nder if otherFriendly land units are stacked with them. In thiscase, the Droid surrenders at the regular elimina-tion cost, not at 20% of the cost (see Case 10.12).

    [15.0] WEATHER

    GENERAL RULE:

    Each Game-Turn takes place in good, normal orpoor weather. Weather affects movement, com-bat, detection, and laser melting operations.

    PROCEDURE:

    In the Weather Determination Phase of eachGame-Turn, a die roll is made while consulting theWeather Table (15.5), determ ining t he weather un-til the next Weather Determination Phase. Theweather condition applies to all units and all areas

    of themap.

    CASES:

    [15.1] GOOD WEATHER EFFECTS

    Laser melt attempts may be made only in goodweather. All normal, movement, combat anddetection rules are unaffected

    [15.2] NORMAL WEATHER EFFECTS

    [15.21] Land u nit s have reduced mov ementallowances as listed on the Movement AllowanceChart (6.4) during normal weather.

    [15.22] Detection dur ing land move ment anddetection by sensors is more difficult, as noted onthe Detection Tables (12.7). Ai r and satellite detec-tion is unaffec ted during normal weather.

    [15.23] During normal weather, paratroops may

    not be dropped. Airmobile units may be droppedby transport helicopters only. Air transport oftroops and supplies and supply airdrop is unaf-fected.

    [15.3] EFFECTS OF POOR WEATHER

    [15.31] When poor weather is in effe ct, land un itmovement allowances are further reduced (see

    Case 6.4). Some units are completely immobilized.

    [15.32] All air un its except heavy transport s, EWunits, and US fighters are immobilized in poorweather. (Exception: all air units except heli-copters and light transports may ferry). If heli-copters or light transports occupy a Friendly basehex in poor weather when Enemy land units cap-ture the base, these helicopters or transports areeliminated (see Case 7.65).

    [15.33] Parachute and airmobile units may not bedropped during poor weather.

    [15.34] Durin g poor weather, no air unit may at-tack except US fighters, which may intercept andfigh t in the Combat Phase normally.

    [15.35] During poor weather, all detected marke rsare removed during the Weather DeterminationPhase (although units in base hexes are still con-sidered detected). All units whose type is alreadyshown are flipped back over so that only an armoror infantry symbol is revealed to the EnemyPlayer. Garrisons, however, are unaffected bypoor weather. Additionally, sensor and landmovement detection is more difficult during poorweather (see Case 12.7).

    [15.36] Durin g poor weathe r, all melted markersare removed during the Weather Determination

    Phase.

    [15.37] Dur ing poor weathe r, all tempora ry basesare neutralized. Air units may not enter or leave a

    neutralized base. Note: Laser-melted neutral-

    ization may occur in good weather and lathro ugh normal weather, but is cancelled when tmelted marker is removed (see Case 14.44).

    [15.38] Any uni t tha t spends two consecutive etire poor weather Game-Turns in a hex not cotaining a Friendly base while unsupplied

    eliminated. This is the only occasion in whichunit may be eliminated due to being unsupp lied.

    [15.4]WINTER

    The Game-Turns between Game-Turn 7 (FebruaI) and Game-Turn 22 (September II) are winGame-Turns. The only effect of winter is that sh

    ice hexes cost armor units four movement poito enter rathe r than five. Win ter is independentweather determination. Note: Some scenarios l

    less than 22 Game-Turns; winter still runs froGame-Turn 7 to the end of the scenario.

    [15.5] WEATHER TABLE(see map)

    [16.0] OPTIONAL RULES

    These rules can be used or omitted in any combintion at the option of the Players.

    [16.1] MAGNETIC DISRUPTION

    All land and air units within four hexes of tSouth Magnetic Pole (hex 2233) have their Erating reduced by 4, to a minimum of 1. Satelliare not affected.

    [16.2] SEA TRANSPORT

    [16.21] In the Uni t Purcha se/Arrival PhaPlayers may simultaneously transfer land unalready on the map between Friendly coasbases. The units need not be supplied.

    [16.22] In summer, a maximum of eight US, eigUSSR, and five SAU units may be transferred sea each Game-Turn. In winter Game-Turns, US, f ive USSR, and four SAU uni ts may be traferred. They arrive at their new base the saPhase they leave their old one.

    [16.23] Uni ts transfer red by sea have their moment allowance halved throughout the GamTurn of transfer, rounding fractions down.

    [16.24] Uni ts to be trans ferred need not start nor be transferred to, the same base. It is possito transfer units into and out of the same base inGame-Turn. Amphibious landings (see C10.23) are still forbidden unless the Player makthe landing controls no bases. Supply Points mnot be transferred.

    [16.3] NAVAL BLOCKADE

    [16.31] Once per game, each Player may declat the start of a Unit Purchase/Arrival Phase tone Enemy coastal base is under blockade. Enemy land units or Supply Points may enter

    leave the base by sea that Phase of that GamTurn. The Player declaring the blockade imediately loses 50 Resource Points.

    [16.32] Air units, including those carrying SupPoints or troops, may arrive normally.

    [16.4] SENSOR-ACTIVATED MINES

    The sensors used in th e basic rules are "active"they exert energy (radar, sonar) and can detected easily. "Passive" sensors listen for emanations of Enemy units (sound, heat) and easier to hide, though often less effective aeasier to jam. Mines can be laid along with sensto destroy units detected by the sensors; mobmines (missiles) are especially effectiv e.

    [16.41] Instead of placing a normal sensor

    mech, droid, or hovertank can place a passive s

  • 8/11/2019 War in the Ice Rules v1.0

    11/24

    sor by the same procedure. There are no counters;Players note the location of their passive sensorson paper. They do not tell the other Players whenthey place a passive sensor. There may be only onepassive sensor of each nationality in a hex, in addi-tion to normal, "active" sensors. Each Player mayplace amaximum of fivepassive sensors in a game.

    [16.42] When an Enemy unit enters a hex oc-cupied by a Friendly sensor, the Friendly Playermay announce its presence and make a detectionattempt against the moving Enemy unit. It isresolved like a normal sensor attempt, with an ad-dition of 2 to the die roll. If the Friendly Player

    does not make a detection attempt, the EnemyPlayer is not told of the sensor's presence.

    [16.43] Passive sensors include sensor-activatedmines. When a passive sensor detects a unit (or anEnemy detected stack enters the passive sensor'shex) a die roll is immediately made for each Enemyunit. On a roll of 2-4 for armor or 2-5 for infantryunits, the unit is eliminated.

    [16.44] A passive sensor may attack one stack,after which it retains only its detection ability. APlayer may delay the attack in the hope that other(presumably more valuable) units will enter thehex and be detected.

    [16.5] AERIAL SENSOREMPLACEMENT

    [16.51] In the Airdrop Phase, a light or heavytransport may fly a normal airdrop mission to anyhex within range, dropping a sensor (active orpassive) in the hex rather than Supply Points. Theunit may be escorted, and is subject to Inter-cep t ion .

    [16.52] Each Player is still limited to a total ofeight active and (using Case 16.4) five passive sen-sors/mines for the game.

    [16.6] POLITICAL INFLUENCE

    In a limited war, such as the War In The Ice,governments do not always pursue a "victory atany cost" policy, and the political situation athome can profoundly influence even decide the outcome on the battlefield. A democracy like

    the USA is apt to polarize, with doves calling forwithdrawal after each minor defeat and hawks us-ing the same setback as an excuse to reinforce. TheUSSR would seek to maintain its strong image even at the risk of disrupting its fragile civilianeconomy. A newly formed coalition like the SAUhas trouble accomplishing any thi ng because of themul ti pli cit y of special interests.

    [16.61] Each time a Friendly pri mary base is cap-tured, three secondary bases are captured, or thenumber of Friendly units on the map (not on theTransit Track) falls to 10 or fewer, the Player rollsone die while consulting the appropriate PoliticalInfluence Table at the end of the Game-Turn. Ifmore than one event has occurred in the Game-Turn (e.g., three secondary and one primary baseare lost) the Player rolls once, adding one to the

    roll. If three secondary bases are lost over a periodof Game-Turns, the roll is made at the end of theGame-Turn in which the third is lost.

    [16.62] Politic al Influen ce Table

    DIE

    1

    2

    3

    4

    5

    6

    7

    USA

    MC

    1C

    1C

    NE

    DS

    PH

    PH

    N a t i o na l i t y

    USSR

    PH

    DS

    NE

    1C

    MC

    MC

    MC

    SAU

    1C

    1C

    NE

    NE

    NE

    DS

    PH

    MC: Major Commitment. Players may purchaseup to eight land and/or air units next Game-Turnat half price (rounding fractions up). Friendlyunits eliminated in the next two Game-Turns costonly half normal elimination cost. Soviet Player(only) pays 100 Resource Points for economicdislocation. 1C: Increased Commitment. Playermay purchase up to four units next Game-Turn athalf price. Elimination costs unaffected. SovietPlayer pays no penalty. NE: No Effect. DS:Disillusionment. All purchase costs are doubledfor two Game-Turns. No satellites may be launch-ed for two Game-Turns. PH: Peace With Honor.Player may pay 100 Resource Point penalty andt reat resul t l ike Dis i l lus ionment (RP 's go for pro-war propaganda effort at home), or declaregradual withdrawal. Under withdr awal, th e Playermust reduce the numb er of his units on the map bytwo each Game-Turn, either by having themeliminated in combat or removing them fromFriendly coastal bases during the Unit Pur-chase/Arrival Phase. The Player may purchasenew units, but must balance their arrival byremoving an equal number of uni ts (presumab ly ofother types) that same Game-Turn, in addition tothe two units removed for a net loss. Thus, if a PHis rolled on Game-Turn Three, at which time thePlayer has twelve units on the map, his last unitsmust be withdrawn on Game-Turn Nine at thelatest.

    [16.63] If a Player rolls a result while a result fr oman earlier roll (due to an earlier def eat) is in effect,the earlier result is cancelled and the new result im-mediately takes effect. Exception: A No Effec t rolldoes not cancel a previous resu lt.

    [17.0] SCENARIOS

    GENERAL RULE:

    There are several conventional game scenarios.Each scenario is presented as follows:

    a. Initial Forces:Lists the number of ResourcePoints availabl e to the Players, from which theymay "purchase" land, air, and supply units. Inaddition, set-up inst ruct ions are included which

    indicate where the owning Player may set up hisu n i t s .

    b. Victory: Lists the means by which thePlayers gain or lose Resource Points.

    c. Victory Levels:Exp lains the meanings of theResource Point differentials between thePlayers at the end of the game.

    d. Game-Length: Lists the Game-Turn inwhich the game begins, as well as how long itlasts.e. Special Rules:Lists any additions or altera-tions to the standard rules for War In The Icewhich govern the fl ow of the scenario.

    [17.1] USA VS USSR:GRADUAL ESCALATION

    The USA and USSR had been aware of thepresence of Antarctic energy resources (oil, coal,gas, uranium) for decades, but only in the late1980's did far-sighted governments begin toseriously survey the resources, with the knowl edgethat one day it would be economically feasible tobring them out. American and Soviet civiliansurvey teams spread across the continent, and in-

    evitably came into contact and confli ct, fig hti ngwith rifles and pistols. Both nations eventuallyshipped real armies south . The game begins as truewarfare breaks out.

    INITIAL FORCES: Each Player begins the gamewith a maximum of 100 Resource Points of landunits, 100 Resource Points of air units and 5Resource Points of Supply Points. Players choose

    their own forces, purchasing uni ts from t heir in-itial "budgets"; they may choose to begin thegame with fewer unit s than allowed. Players set upsimultaneously (in secret) by first writing the hexnumbers of their units' locations, and then reveal-ing them simultaneously. A maximum of one airunit and two land units may begin in each inlandbase. Any number of units may begin at coastalbases. All units must be deployed in Friendlyprimary or secondary bases at the start of thegame. No temporary bases or sensors are deployedat the start. No units begin on the Transit Track.All un its begin type-concealed.

    FORCE POOL:Each Player may purchase unitsof the type and number in the counter mix. Addi-tional units may not be made up(i.e., the countermix limits unit purchase). Eliminated units arereturned to the Force Pool and are again availablefor purchase. A full counter mix contains thefollowing units:

    USA: 8 Mech, 9 Droid, 6 van, 3 laser, 2 garrison,3 engineer, 4 airmobile, 8 heavy transport, 4light transport, 4 transport helicopter, 5 attackhelicopter, 4 EW, 5 GS, 5 fighter, 1 Star, 1Mars, 2 KISS.

    USSR: 7 Mech, 8 Droid, 6 van, 3 laser, 3 hover-tank, 2 garrison, 2 engineer, 4 paratroop, 6heavy transport, 6 light transport, 3 attack heli-copter, 4 EW, 5 GS, 6 fighter, 1 Star, 1 Mars, 2KI SS.

    VICTORY: In addition to Resource Points (RP's)lost for the purchase and elimination of Friendlyunits (see Case 10.3), amphibious landings (Case10.23), naval blockade (Case 16.3), and politicalinfluences (Case 16.6), Players gain ResourcePoints for the capture of Enemy bases. A Playerreceives 100 RP's for capturing an Enemy primarybase, 60 RP's for capturing an Enemy secondarycoastal base, and 40 RP's for capturing an Enemysecondary inland base. If a Player loses a base hecaptured, he loses the RP's he gained for its cap-ture. Note: A Player does not lose RP's for losinghis own base.

    VICTORY LEVELS: + 500 RP's at end of Game= Decisive Victor y; + 300 RPs = Subst antiveVictory; +100 RPs = Marginal Victory; 0 to +99

    = Draw.GAME LENGTH: 12 Game-Turns, beginningNovember 1.

    SPECIAL RULES:

    1) Players may freely move through SAU bases,but gain no advantage thereby. SAU bases andstasis complex are ignored.2) No unit purchases may be made on the first twoGame-Turns. Supply Point s may be purchased.

    SCENARIO VARIANTS:

    1) Early Victory: Game ends at the conclusion ofany Game-Turn in which one Player has a net Vic-tory Level of +500 and controls at least threeEnemy bases.

    2) Open Ended:Game continues unt il one Player

    has a net Victory Level of + 500 and controls atleast three Enemy bases at th e end of a Game-Turn. All unit purchase and elimination costs dur-ing Game-Turns 13-24 are doubled, during 25-36tripled, and so on in sequence. Supply purchasecosts are unaf fect ed.

    3) Winter Start: Game begins on February IGame-Turn.

    [17.2] USA vs USSR vs SAU:GRADUAL ESCALATION

    This is basically identical to the USA vs USSRscenario, but has the SAU rejectin g neut ral it y.

    INITIAL FORCES: The USA and USSR mix isidentical to that found in Case 17.1. A full SAUcountermix contains:

  • 8/11/2019 War in the Ice Rules v1.0

    12/24

    12

    SAU:7 mech, 7 droid, 6 van, 2 laser, 3 garrison, 2engineer, 3 paratroop, 5 heavy tran spo rt, 7 lighttran spor t, 4 EW, 5 GS, 5 fighter.

    VICTORY: As Case 17.1. Two Players maychoose to share a RP cost or award by any form ulathey devise.

    VICTORY LEVELS: As Case 17.1. Players sub-tract their opponents' totals separately to obtaintheir net Vic tor y Levels over each other.

    GAME LENGTH: 12 Game-Turns, beginningNovember I.

    SPEC