NEW FIRETEAM ORGANIZATIONS
by
Alan R. Arvold
This article was written in the late 1980's. It was not
submitted to any magazine for
publication. Here it is for your
reading pleasure.
SOVIET FORMATIONS
These formations are based on the then
current intelligence
information that was available at the
time.
Weapons Support Platoon: 4 x MG, 2 x
BMP-1, BMP-2, or BTR-70,
2 x RPG-16, 8 CPs.
Motor-Rifle Company HQ: 1 x BMP-1,
BMP-2, or BTR-70, Highest
Leader Counter in the Company.
Motor-Rifle Company: 3 x Motor-Rifle
Platoon; 1 x Weapons Support
Platoon; 1 x Motor Rifle Company HQ; 32 CPs.
BTR
equipped formations have one AGS-17 and
2 more CPs
Tank Company HQ: 1 x tank
Tank Company: 3 x Tank Platoon; 1 x
Tank Company HQ; 18 CPs.
Mortar Battery: 1 x Observer Team, 8 x
120mm Mortar, 9 x MT-LB,
4 x RPG-16, 8 CPs.
AGS-17 Platoon: 3 x AGS-17, 3 x BMP-1,
BMP-2, or BTR-70, 6 CPs.
Motor-Rifle Battalion HQ: 1 x BMP-1,
BMP-2, or BTR-70.
Motor-Rifle Battalion: 3 x Motor-Rifle
Company;
1 x Mortar Battery; 1 x AGS-17 Platoon;
1 x ACRV spotting
vehicle; 1 x Observer;
1 x Motor-Rifle Battalion HQ; 110 CPs.
BTR equipped formations have one anti-tank
platoon of 2 x Spigot, 2 x SPG-9, 2 x BTR,
and 4 more CPs.
Tank Battalion HQ: 1 tank.
Tank Battalion: 3 x Tank Company; 1 x
Tank Battalion Hq, 54 CPs.
US FORMATIONS
These formations are based on then
current formations or ones
which were planned at the time.
Mech Company HQ: 1 x M2, Highest
Leader Counter in the company,
4 CPs.
Tank Company HQ: 2 x M1 or M60a3, 6
CPs.
Mech Company: 3 x Mech Platoon; 1 x
Mech Company HQ;
1 x Observer; 1 x M981; 42 PCs.
Tank Company: 3 x Tank Platoon; 1 x Tank
Company HQ;
1 x Observer; 1 x M981; 44 CPs.
NEW RULE
21. UNIT HEADQUARTERS
Design Note: In the basic game,
company and battalion command
vehicles have been left out in order
to keep the board from being
cluttered up with unnecessary vehicles.
However these vehicles in
real life are expected to carry the
unit commanders in battle and
to be able to fight if necessary. This
allows the commanders to
command from the forefront of the
action and to be able to supply
that last bit of firepower necessary
to complete the mission.
21.1 Soviet Units: Company headquarter
units do not recieve any
CPs for themselves. Company
headquarters units are added to one
of the platoons in the company. When
the platoon is activated
the company headquarters element is
activated along with them. The
company headquarter element must meet
the grouping requirements
of the platoon in order to be
activated in this manner and must
also follow the platoon group
activation restrictions. A company
headquarters element may switch from
one platoon to another
during the course of a turn providing
that when the switch is
made, the command element is within
the grouping requirements of
the new platoon it is switching to. A
command element may switch
as many times as it wants to in a
given turn but may only do so
at the beginning of an impulse. There
is no CP cost when the
command element acts in this manner.
Of course if the command
element wants to act on its own then
it must pay the normal CP
cost for the task in question. The
battalion command element acts
in the same manner as the company
command element. It can attach
itself to any unit in the battalion
and may switch to any unit in
the battalion.
21.2 US Units: US company command
elements operate the same way
Soviet ones do and follow the same
rules. However US command
elements recieve CPs which they may
use for their own activation
if they desire to operate alone. This
allows the US player to use
his command elements more freely as
they do not have to always be
with a platoon.
21.3 Command Element Destruction: The
destruction of command
elements does not effect the operation
of the unit in which they
are assigned except for the loss of
CPs for the US player.
Make the following changes to the
scenarios in the game.
Scenario 1 - No Changes
Scenario 2 - No Changes
Scenario 3 - US Forces
Add to 1st Platoon 1 LAW and 1 Dragon
Add to 2nd Platoon 1 LAW and 1 Dragon
Add to Turn 2 Reinforcements
1 Mech Co HQ - 1 M2, 4 CP's
Soviet Forces
Add to Turn 2 Reinforcements
1 Rifle Co HQ - 1 BMP-2
1 Weapons Support Platoon - 2 BMP-2, 4 MG, 2 RPG-16,
8 CP's
Scenario 4 - US Forces
Add to 1st Platoon 1 MG, 1 Dragon, and 1 LAW
Add to 2nd Platoon 1 Dragon
Add to 3rd Platoon 1 Dragon
Add 1 Mech Co HQ - 1 M2, 4 CP's
Soviet Forces
Add 1 Rifle Co HQ - 1 BMP-2
Add 1 Weapons Support Platoon - 2 BMP-2, 4 MG,
2 RPG-16, 8 CP's
Add 1 Rifle Co HQ - 1 BMP-1
Add 1 Weapons Support Platoon - 2 BMP-1, 4 MG,
2 RPG-16, 8 CP's
Scenario 5 - US Forces
Add to 1st Platoon 1 Dragon and 1 LAW
Add to 2nd Platoon 1 Dragon and 1 LAW
Add to 3rd Platoon 1 MG, 2 Dragons, and 1 LAW
Add 1 Mech Co HQ - 1 M2, 4 CP's
Soviet Forces
Add 1 Rifle Co HQ - 1 BMP-2
Add 1 Weapons Support Platoon - 2 BMP-2, 4 MG,
2 RPG-16, 8 CP's
Add to Mortar Platoon - 2 120mm Mortars, 2 MT-LB
Add 1 Rifle Co HQ - 1 BMP-1
Add 1 Weapons Support Platoon - 2 BMP-1, 3 MG,
1 RPG-16, 6 CP's
Scenario 6 - US Forces
Add 1 Mech Co HQ - 1 M2, 4 CP's
Soviet Forces - No Changes
Scenario 7 - US Forces
Add to 2nd Platoon 1 MG and 1 Dragon
Add 1 Mech Co HQ - 1 M2, 4 CP's
Soviet Forces
Add 1 Rifle Co HQ - 1 BMP-2
Add 1 Weapons Support Platoon - 2 BMP-2, 4 MG,
2 RPG-16, 8 CP's
Add to Turn 3 Reinforcements - 1 Tank Co HQ - 1 T-80
Scenario 8 - US Forces
Add 1 Mech Co HQ - 1 M2, 4 CP's
Add to Turn 2 Reinforcements - 1 Mech Co HQ - 1 M,
4 CP's
Soviet Forces
Add 1 Rifle Co HQ - 1 BMP-2
Add 1 Weapons Support Platoon - 1 BMP-2, 2 MG,
1 RPG-16, 4 CP's
Add to Turn 4
Reinforcements - 1 Tank Co HQ - 1 T-80
Scenario 9 - US Forces
Add 1 Armor Co HQ - 2 M1, 6 CP's
Soviet Forces
Add 1 Rifle Co HQ - 1 BMP-2
Add 1 Weapons Support Platoon - 1 BMP-2, 2 MG,
1 RPG-16, 4 CP's
Scenario 10 - US Forces
Add to 1st Platoon 1 Dragon and 2 LAW
Add to 2nd Platoon 1 Dragon and 2 LAW
Soviet Forces
Add 1 Rifle Co HQ - 1 BTR-70, 1 AGS-17, 2 CP's
Add 1 Weapons Support Platoon - 2 BTR-70, 4 MG,
2 RPG-16, 8 CP's
Scenario 11 - No Changes
Scenario 12 - US Forces
Add to 3rd Platoon 1 Dragon and 1 LAW
Add to 4th Platoon 1 Dragon and 1 LAW
Add 1 Mech Co HQ - 1 M2, 4 CP's
Soviet Forces
Add 1 Rifle Co HQ - 1 BMP-1
Add 1 Weapons Support Platoon - 1 BMP-1, 2 MG,
1 RPG-16, 4 CP's
Add to Turn 2 Reinforcements the following:
1 Rifle Co HQ - 1 BMP-2
1 Weapons Support Platoon - 2 BMP-2, 3 MG, 2 RPG-16,
6 CP's