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Roll successful Troop Quality (1D10) check to succeed in directing the air strike
2.
3. Roll another Troop Quality (1D10) check (representing the pilot skill) on the AIR STRIKE EFFECTIVENESS TABLE
Use Medium AD environment if AA gun is still manned and operational otherwise use Light AD
4. In the Reinforcements phase of the following turn, declare target point(s) or unit and resolve fire
Notes:
Units engaged by an air strike must make a Morale Check or be Pinned even if no casualties are taken
Units taking casualties from an Air Strike suffer a -1 Die Shift on any further Morale tests taken during the turn
Friendly units gain a +1 Die Shift on any further Morale tests taken during the turn an air strike is made
Either an Air Strike can be called in OR can arrive in a turn. This means at a maximum, air strikes may arrive every
other turn.
CASEVAC Procedures
1.
Make Troop Quality Check (1D10) to succeed in calling for CASEVAC - unit may Move and/or React to Fire while calling
2.
Specify desired landing zone of CASEVAC - helicopter lands in the Reinforcements phase of the next turn
3.
Enemies with AT weapons and LOS may engage the helicopter in normal Action/Reaction Round of Fire
NOTE: Only weapons with AT values are used in the combat - for instance a unit with 8 AKs and 1 RPG would only use
the AT value of 1D6 on the attack. The AA gun would roll 3D6 and the DShK would roll 1D6.
4. Apply a +1 Die Shift to 1D8 for additional hits above the first and roll on the HELICOPTER DAMAGE TABLE
5.
If not 'Crash!' or 'Forced Landing', the Helicopter successfully lands at the designated location
6.
Injured troops loaded as soon as the unit(s) with casualties is in contact with aircraft
7.
Aircraft lifts off during the Reinforcements phase of the following turn that troops are loaded
8.
Again, enemies with AT weapons with LOS can engage the helicopter in normal Action/Reaction Round of Fire
vs AA Gun or RPG
Aircraft Destroyed
Aircraft Destroyed
Ping!
Jink!
Too Hot!
Aircraft Destroyed
Jink!
Jink!
Evasion! No Strike!
Too Hot!
Jink!
Withdraw
Evasion! No Strike!
Withdraw
Withdraw
Good Strike
Withdraw
Weapon Damage
Good Strike
Good Strike
Weapon Damage
Forced Landing
Good Strike
Good Strike
Forced Landing
Forced Landing
8+
Good Strike
Good Strike
8+
Forced Landing
Crash!