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AIR & ARMOR OPTIONAL RULES:

This set of rules variants is intended to modify the West End Games title Air & Armor. Players should agree before play begins if these optional rules will be in use. Version 1. . !y George "uff# $uly %11.

5. HEADQUARTERS
This small change to the rules allows the NATO player more flexibility in the formation of mission groups representing the presence of battalion headquarters that are not explicitly present on the board. &'.(() The *AT+ player must spend one ,ommand point on ea,h ,ombat team when assembling a mission group for a hasty atta,.# assault mission# or rea,tion move/ moving units in the 0eserve Phase. A ,ombat team ,onsists of all parti,ipating units in or ad1a,ent to an identified he2. *ote that units may only parti,ipate if the ,ommand points are spent by a superior head3uarters# limiting the ability of different brigades and nationalities from operating together. 4ee &'.(5).

strengths of the involved for,es# in,luding any fire support. After the +ffensive :ire 4tep# ,he,. for the out,ome. ;ompare the ratio of fire strengths during the "efensive and +ffensive :ire 4teps# and ,onsult the Assault +ut,ome Table. <f the advan,e fails &:)# the atta,.ing units are disrupted. <f the advan,e su,,eeds &A)# the defending units must retreat. Apply a ,olumn shift to the right if the a,tive player is ,ondu,ting an Assault mission.

26. INTERDICTION
& =.() When a unit or sta,. attempts to leave a he2 ,ontaining an interdi,tion mar.er# roll one d=. <f the result is greater than the strength of the mar.er# there is no effe,t. <f the die roll is less than or e3ual to the die roll# the unit or sta,. loses movement points e3ual to the die roll.

29. MINES
& >. 1) &modified rule) A unit may ,ontinue moving after entering a minefield he2. 0oad movement is not allowed. +ne additional movement point is added to the ,ost of terrain for this move. A minefield atta,. is resolved against ea,h unit moving out of the he2. ?nits that draw ba,. into the he2 they entered from do not suffer the additional minefield atta,.. ?nits that stop and spend their ne2t turn moving one he2 to e2it the minefield he2 are not sub1e,t to a minefield atta,..

8. MOVEMENT
&6.1 ) 7ountain he2es are treated as hills# but with an additional movement ,ost of 8( instead of 81. 7ovement ,ost for 9eavy Woods he2es is treated as 81 to enter and 81 to leave the he2.

10. ASSAULTS AND HASTY ATTACKS


Offensive tactical operations are often intended to displace enemy forces from the objective. This rule allows attacking players to force defending units to retreat so their forces can capture the ground. !efore a player ,ondu,ting an Assault or 9asty Atta,. mission re,eives defensive fire# he may de,lare an advan,e. "uring the "efensive :ire and +ffensive :ire steps# note the total fire

33. RU

LE

ADVANCE OUTCOME TABLE 1 2 3 4 5 6 1:2 ~ ~ F F F F 1:1 A ~ ~ F F F 2:1 A A ~ ~ F F 3:1 A A A ~ ~ F 5:1 A A A A ~ ~ 8:1 A A A A A ~

!se of high explosive materials in dense urban areas can create obstacles to movement and improved opportunities for defending infantry as homes and buildings are destroyed. &((.1) After any fire stri.e or dire,t fire into a town or ,ity he2# rubble ,an be produ,ed in the he2. After resolving the effe,ts of that fire# roll one de,imal die and add one for ea,h = points of damage infli,ted on the for,e in the he2. <n a ,ity he2# pla,e rubble if the result is 11 or more. <n a town he2# pla,e rubble if the result is 1( or more. When pla,ing a rubble mar.er# also pla,e an obsta,le mar.er. &((. ) Effe,ts of rubble- The defen,e strength of infantry units is in,reased by one in rubble. 0ubble re3uires an additional movement point to enter the he2. 0oad movement ,annot be used to enter or leave the he2 until the roads are ,leared/ this is represented by the obsta,le mar.er# removed by engineers in the usual way &see "#.$%.

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