UPDATED RED STAR/WHITE STAR
By
Alan R. Arvold
Back in the mid-1970s, I wrote my original Red Star/White Star variant article. I posted it on Web-Grognards in the late 1990s, more as a curiosity to an old game than anything else. Yet for a small group of dedicated player the variant rules caught on, even to the point that variant counters were created for the rules, using my specifications to their counter values. Complimentary as that was, the article is now definitely showing its age. So with over 30 years of hindsight to my advantage, I believe that I can update the original article and finally bring the original Red Star/White Star to its fullest potential.
Corrections
Like many a game from SPI back then, Red Star/White Star was full of errors when it came out. Some of these were design and developmental errors, others were errors caused by faulty original source material with which the designer/developers had to work with. Most of these were corrected in either the official errata or in the article by Abe Fox in Moves #12. However some were missed or in some cases not even recognized. I shall list and correct them here along with the explanation of the reason for them.
Counters: The American 107mm Mortar (021) now has a movement factor of 6.
(This dismounted mortar, which is part of the airmobile battalion, had a mobile
motor cart to carry it around as it was too heavy to moved by foot, other than a
short distance.)
The Russian 82mm Mortar (011-016) no longer has a minimum range of 3.
(The mortar was just as capable at firing at all ranges as the American 81mm,
so I eliminated the minimum range for it.)
The Russian 85mm Anti-Tank Gun (061-062) now has an attack factor of 20
and a range factor of 4.
(Dunnigan’s factors were based on the old WWII 85mm Field Gun which was
used in an anti-tank role. My factors represent the more modern light weight
85mm AT Gun that was developed for the Russian Airborne Troops in the late
1950s which was more powerful and had a longer effective range.)
The Russian 100mm Anti-Tank Gun (071-073) now has a range factor of 7.
(Again Dunnigan used the stats for the old WWII 100mm Anti-Tank Gun. My
range factor reflects the newer T-12 100mm smooth-bore AT Gun which was
far more powerful and had a greater range.)
The Russian T-55 Tanks (311-317 and 321-322) now have a range factor of 5.
(The Russian T-55 tanks were retrofitted with newer improved stadia range-
finder sights in the late 1960s which pushed their maximum effective range out
to about 1500 meters.)
Rules: The following rules are changed and updated as follows.
Weapons Effectiveness Rules:
Case (C): SHOULD READ – AP Class weapons firing at Soft Target type units have their Attack Strength halved. For example, an AP unit with an Attack strength of “15” would fire at a Soft Target with an effective strength of 7 ½ Strength Points.
(The old rule was based on the old NATO doctrine that the tank’s primary mission was to
destroy other tanks, meaning that the combat load of ammunition for a tank was at least
90% AP rounds (APDS and HEAT), and most of the time even more than that. The new
rule is based on the Main Battle Tank doctrine where there is a balance between AP and
HE rounds in the tank’s combat load. Both sides were strong practitioners of this after the
lessons learned from the 1973 Arab-Israeli War.)
Entrenchments:
Procedure: SECOND SENTENCE SHOULD READ – When the unit leaves its entrenchment, the marker remains in the hex.
Case (B): ADD - Units which are on a hex with an entrenched unit or an empty entrenchment marker unit may only move under the entrenchment marker by spending the entire movement phase in that hex without moving.
Case (C): SHOULD READ - Infantry type units are the only units which may entrench during the course of the scenario. In order to do so, the infantry unit must remain in the hex for eight consecutive game turns. At the end of the eighth game turn of construction, an entrenched marker is placed on top of the unit. If a unit is disrupted while attempting to entrench, it may not continue the process until after the disruption is lifted.
Case (E): LAST TWO SENTENCES SHOULD READ – At the end of the Movement Phase the unit is moved on top of the entrenchment marker and is no longer considered to be entrenched. The entrenchment marker remains in the hex.
ADD - Case (H): Enemy units which move on top of an empty friendly entrenchment marker may occupy it following the procedure in Case (B). When it completes the procedure the friendly entrenchment marker is switched for an enemy one.
ADD – Case (J): In order to destroy an entrenchment marker an Infantry type unit must remain on top of the marker for three consecutive game turns. At the end of the third game turn, the marker is removed from the board. If a unit which is attempting to destroy the marker is disrupted, it may not continue until after the disruption is lifted.
(These changes were based on suggestions made by Capt Amos in MOVES #12.)
Notes on Organization: The U.S. 105mm Howitzer, M-109, M-110, and M-107 counters
are Section size units, not Batteries. (Each of these have two
guns/howitzers, not six.) The U.S. Jeep/OTOW and M-
113/OTOW counters are Team size units, not Squads. (In their
actual T.O. & E.s two of these made up a Squad.) (Abe Fox got
these wrong in his article in MOVES #12, this corrects them).
New Units
Actually new units will be presented in two different sections. The first set is stand alone units and will be presented here. The second set is breakdown units for the Dismounted Rules and will be presented in that section. The unit’s actual size is listed along with the counter values.
American: M-163 Vulcan Platoon (10-LG-3-[5]-6)
M-60A2 Platoon (25-AP-10-[12]-6) {371-379}
M-60A2 Company (75-AP-10-[40]-6) {381-383}
Scout Squad (1-LG-2-[5]-6) {541-552}
Mechanized Engineer Platoon (10-LG-2-[5]-6) {661-663}
Airmobile Engineer Platoon (10-LG-2-5-1) {371}
Russian: 23mm AA Platoon (3-LG-3-2-6) {001A-006A}
130mm Gun Battery (40-HE-65-2-6) {035-037}
2S4 SP 240mm Mortar Battery (80-HE-22(3)-[2]-6) {031A}
2S1 SP122mm Howitzer Battery (30-HE-28-[5]-6) {045-047}
2S2 SP152mm Howitzer Battery (60-HE-41-[5]-6) {055-057}
B-11 107mm RR Battery (20-AP-3-1-6) {075-077}
ZSU-23-4 Battery (10-LG-3-[7]-6) {131-134}
BRDM (B) Squad ((40)-AP-8(2)-[5]-6) {221-232}
BRDM (C) Squad ((40)-AP-10(2)-[5]-6) {241-264}
ASU-85 Company (20-AP-4-[5]-6) {301}
BMD Company (10-MX-3-[7]-6) {305-307}
T-72 Company (10-AP-7-[15]-6) {381-385}
T-72 Battalion (30-AP-7-[50]-6) {391}
T-72 Company (30-AP-7-[15]-6) {381-383}
T-72 Battalion (90-AP-7-[50]-6) {391}
BRDM-2 Platoon (2-LG-2-[5]-6) {551-562}
BMP-R Platoon (3-MX-3-[5]-6) {571-579}
Mechanized Engineer Platoon (6-LG-2-[3]-6) {641-643}
Paratroop Engineer Platoon (6-LG-2-3-1) {701}
Paratroop Infantry Company (20-LG-2-9-1) {711-719}
Paratroop Infantry Battalion (60-LG-2-27-1) {721-723}
Mi-8 Hip-E Assault Helicopter Section (2-LG-2-*-60) {911-916}
Notes on New Units: Most of the new units are self-explanatory and either need no notes or will be explained in later new rules sections. Only those deemed necessary to be explained now are presented here.
The U.S. Scout squad was a pair of M-113 APCs converted to a recon role. These entered service in 1975, replacing the M-114s which were taken out of service the year before. These are only used in the experimental 1975 U.S. Army organizations to be presented later.
The Russian 2S1, 2S2, and 2S4 were their first self-propelled artillery vehicles, as opposed to assault guns in the previous decades, and came into service in the early 1970s.
The Russian BRDM(A) units, which come in the game, are equipped with AT-1 Snapper ATGMs. The BRMD(B) units were equipped with the AT-2 Swatter ATGMs. The BRDM(C) units were equipped with the AT-3 Sagger ATGMs.
The first set of T-72 company and battalion counters listed are for the normal counters, the second set are for the counters with the revised attack strengths as listed in Moves 12. For those players who think the range factor is too short, remember that these tanks did not receive their laser rangefinders until the late 1970s.
New Air Defense Units: In the new units listed above there are three Air Defense units, the Soviet 23mm Air Defense Machine Gun unit, the Soviet ZSU-23-4 Air Defense unit, and the U.S. M-163 Vulcan Air Defense unit. These units use the rules listed in the HELICOPTER GUNSHIPS AND SOVIET AIR DEFENSE section, with the U.S. M-163 unit shooting at Soviet helicopters. These three units each have an Air Defense Zone of three hexes. On the Air Defense Table each of these units will shoot down a helicopter unit on a die roll of one, two, or three.
New Rules
SMOKE
General Rule:
Units with an HE Weapons Class may be used to lay down smoke screens in targeted hexes. When a smoke screen is laid down in a hex, a smoke counter is placed in that hex. Smoke screens last a full Game Turn from the time the counters are placed to the time that the counters are removed. Smoke counters have a colored backround matching those of the counters of the side that laid down the smoke so it is easy to determine which ones to remove when the time comes.
Procedure:
During the HE Allocation Segment of the Offensive Fire/Air Strike Phase, a player designates which of his HE Class units will be used to lay down smoke. At the end of the following HE Fire Resolution Segment, after all normal HE attacks have been resolved, any pre-existing friendly Smoke counters are removed from the board and then the new ones that were allocated in the previous HE Allocation Segment are placed on the board. Smoke counters may be placed on any hex on the map-board except All-Lake hexes.
Cases:
(A) Each HE Class unit may only lay down one smoke screen per game turn. An HE Class unit may not make normal attacks during the friendly player turn in which it laid down the smoke screen or during following enemy player turn. An HE Class unit may use either direct or indirect fire to lay down the smoke screen. An HE class unit may make a normal HE attack during the Offensive Fire/Air Strike Phase of the following game turn, even though the smoke screen it laid is still is still on the board as it is about to be lifted. HE class helicopter units may not lay down smoke screens.
(B) Units may freely move through or remain stationary in a hex with a smoke counter in it. Smoke has no effect on movement through, stacking in, or even remaining stationary in the hex. Smoke has no effect on units mounting and dismounting in a smoked hex.
(C) Smoke reduces the Attack Strengths of LG, MX and AP fire on targets in a hex with a smoke counter and on the Attack Strengths of those types of fires coming from units in a hex with a smoke counter in it by half. If both situations apply (a unit in a smoke hex firing on a unit in a smoked hex) then the Attack Strengths are quartered.
(D) Smoke does not affect the Attack Strengths of HE fire on targets in a smoked hex, regardless whether direct or indirect fire was used to place the attack. Smoke does reduce the Attack Strength of HE class units by half which are firing from a smoked hex using Direct Fire.
(E) The Line of Sight/Line of Fire may be traced into a hex or out of a hex with a smoke counter on it, containing a target or firing unit respectively, subject to other terrain restrictions if any. Smoke counters do block the Line of Sight/Line of Fire through the hex that they are in though.
(F) Helicopter units may see over Smoke Counters using the following rule. If the Smoke counter is closer to the ground target unit or exactly halfway in between the helicopter and target units, the Line of Sight/Fire between them is blocked. If the Smoke counter is closer to the helicopter unit then the Line of Sight is not blocked. Smoke has no effect on any attacks from a helicopter in a smoked hex (it is hovering above the smoke).
(G) If a ground unit in a smoked hex, fires at a helicopter, a -1 die roll modifier is applied to the die roll on the Air Defense Table. A helicopter in a smoked hex does not receive a die roll modifier to any Air Defense Fire Attacks made against it (again it is hovering above the smoke). Line of Sight/Fire rules listed in Case F above still apply though.
(H) Smoke counters in the same hex as a minefield have no effect on minefield attacks on units in the minefield.
MINEFIELDS
General Rule:
Minefield counters are the general obstacle units used to slow down or prevent movement through a hex. Minefield counters represent more than just minefields themselves, they also represent other type obstacles such as anti-tank ditches, log jams, and extensive barb wire set ups. However, since all of these obstacles contains mines and/or booby-traps, the minefield counter seemed the most logical obstacle to represent them all. Minefields contain both anti-tank and anti-personnel mines and thus can attack both hard and soft target types. Minefield counters are assigned to the defender in a given scenario. These are placed on the map by the defender when he sets up his units on the board. Minefield counters may be set up in any type of hex except the All-Lake Hex. Only one Minefield counter may set up per hex.
Procedure:
When a ground unit moves into a hex with a minefield counter on it, it stops immediately and under goes a 4-1 attack on the combat results table, with the non-phasing player making the die roll. Regardless of the result, the unit remains in the hex for the rest of the turn, it may move no further no matter how much of its movement allowance it has left. On any following game turn, the unit may move out of the minefield hex, undergoing another 4-1 attack upon exiting, and taking the combat in the new hex moved into. If the result is No Effect, the ground unit may continue its movement for that turn.
Cases:
(A) Units which suffer disrupted results from a minefield attack do not retreat from the minefield hex, they remain in it. If, however, another type of attack is made against a unit in a minefield hex and a disruption result occurs, then the unit must retreat from the hex and it must undergo another minefield attack as it exits the minefield hex, receiving the combat result in the hex moved into. Disrupted and Crippled units may not voluntarily enter into or exit out of a minefield hex.
(B) Units which remain stationary in a minefield hex are not attacked by the minefield. Thus Disrupted units may go through the disruption reduction process from turn to turn without any worry of attack from the minefield.
(C) Units which move from one minefield hex directly into another minefield hex, undergo two minefield attacks, one for exiting the old minefield hex and the other for entering the new minefield hex. The combat results for both attacks are taken in the new minefield hex.
(D) The 4-1 minefield attack is a straight attack on the combat results table, there are no modifications for the terrain and/or smoke in the hex or for the defense strength or unit type of the counter being attacked.
(E) If a minefield counter is located in a unit’s zone of control, when an enemy unit moves out of that hex, the minefield attack is conducted before the zone of control attack.
(F) When conducting a Close Assault against an enemy unit located in a minefield hex, the close assaulting unit undergoes a minefield attack upon entering the hex, before any zone of control attacks conducted by the defending unit(s). If the combat result is No Effect, the attacking unit may conduct its Close Assault attack (assuming it survived the zone of control defensive fire as well). Units which are forced to retreat out of minefield hex as a result of a close assault do undergo a minefield attack and take the combat result in the hex retreated into. (Exception: See Case J)
(G) Minefields are neutral, they attack units of both sides regardless of which side set them up in the scenario.
(H) Minefield counters are never used up, they remain effective for the entire game, unless removed by an engineer unit.
(I) Minefield counters do not affect helicopters or air strikes when these counters
move through or are placed in a hex with a minefield on it.
(J) Units which are set up in a minefield hex at the beginning of the game do not suffer a minefield attack when they move out of the hex for any reason. (It is presumed that they know a safe route through the mines, known only to them.) However, this advantage is a one time thing, if these same units later move back into the mined hex that they were set up in, they under a normal minefield attack. Other friendly units which move into the hex during the course of the game may not use this advantage.
(K) Air mobile and airborne units which are “dropped” on a hex with a minefield counter in it undergo an immediate minefield attack and take the combat results in the hex dropped into.
(L) If using the Hidden Movement rules in the game, Minefield counters may be set up hidden on the board. To record their locations just record the number of hex columns from the left side of the map and the number of hexes down from the top of the map for each minefield counter. When ever a enemy or friendly ground moves or is dropped into the hex where one of these hidden minefields are located, the owning player announces that there is a minefield there and places the minefield counter in that hex on the map. A minefield attack is immediately executed against the ground unit by the non-phasing player.
(M) Use the following table to determine the number of mines each side receives in the scenarios.
Scenario Nato Minefields Warsaw Pact Minefields
1 0 0
2 0 0
3 10 0
4 4 0
5 7 0
6 10 0
7 0 0
8 20 0
9 0 10
10 0 20
11 20 0
12 0 0
13 0 0
ENGINEERS
General Rule:
Engineer units are Infantry type units with additional functions and abilities. In each scenario one side or both will be allocated a number of engineer platoons, based on the scenario table in the latter part of this rules section. (Warsaw Pact engineers are actually organic engineer platoons from within their regiments. Nato engineer are usually platoons attached to the battalions from the divisional engineer battalion.) Engineer units function in all ways as an Infantry unit, sharing their strengths and weaknesses. Their additional capabilities are listed in the following cases.
Cases:
(A) Removing Minefield Counters – Engineer units may remove minefield counters from the board. To do this engineer units must be dismounted from their vehicles (See Dismounted Operations rules section) in order to do this. The procedure to remove a minefield counter is as follows:
(1) Start the current friendly movement phase in a hex adjacent to the minefield hex.
(2) Move the engineer unit into the minefield hex.
(3) Engineer unit remains stationary in the minefield hex until the end of the next friendly movement phase in the following game turn.
(4) At the end of the next friendly movement phase, after all friendly movement is conducted, the minefield counter is removed from the board and the hex is considered to be clear of mines.
During this procedure the engineer unit performing this mission can not be
attacked by the minefield. Other units which move into or out of the minefield
hex while the engineer unit is performing this mission are still attacked by the
minefield. If an engineer unit moves into or out of a minefield hex while not
performing this procedure, it will be attacked by the minefield in the same
manner as any other ground unit.
(B) Entrenching – If an engineer unit entrenches by itself or entrenches with other Infantry Type units in a hex, it only takes four turns for the unit(s) in that hex to entrench. This applies to all Infantry Type units within the same hex as the engineer unit. Engineer units must be dismounted in order to perform this function. If an engineer unit enters a hex were the entrenching procedure is already in process and joins in, the remaining time required to complete the process is reduced by half (rounding fractions up).
(C) Close Assaults – When an engineer unit is stacked with any other unit which is performing a close assault, the total odds of that close assault attack are increased one column on the Combat Results Table in the attackers favor. (Example: A 2-1 becomes a 3-1.)
(D) Engineer units may only perform one of the above three procedures in any given turn. If the engineer unit is disrupted while performing minefield clearing or entrenching, the process is suspended and not restarted until the engineer unit becomes undisrupted, in which case the process is pick up exactly where it was left off at. If an engineer unit is Crippled or Eliminated while performing minefield clearing or entrenching, the process is cancelled. If another engineer unit in the same hex wishes to assume control of an suspended or cancelled process, it must start the process over again from the beginning.
(E) Use the following table to determine the number of engineer platoons each side receives in a given scenario. Note that mechanized and tank battalions and regiments receive mechanized engineer platoons and air mobile and airborne battalions and regiments receive dismounted engineer platoons.
Scenario Nato Engineers Warsaw Pact Engineers
1 1 1
2 1 1
3 1 1
4 1 1
5 1 1
6 0 2
7 1 2
8 2 3
9 1 1
10 4 2
11 3 4
12 1 2
13 1 3
SOVIET AIR SUPERIORITY
General Rule:
In some scenarios, especially new ones that come out over the Internet, the Soviet Player has air superiority over the battlefield. This condition allows the Soviet Player to consider as spotted any US or West German unit not in Covering Terrain (Woods or Town Hexes).
Cases;
(A) US and West German units in Covering Terrain are not considered spotted due to air superiority unless they reveal their position by firing at Soviet ground units. If they do reveal their positions by firing, they are considered spotted until they move to some other Covering Terrain hex (or until they move out and then re-enter their original position, even in the same Phase.
(B) US and West German units in Covering Terrain may still be spotted in the conventional manner.
SOVIET AIRBORNE UNITS
General Rules:
The Russians were behind the United States in developing their own airmobile doctrine. However, they more than made up for it in their excellent Airborne Forces. In game terms these units operate and are placed on the board like the US airmobile units with some notable exceptions.
Procedure:
Soviet airborne units are placed (dropped) on the board in the same manner as airmobile units. They are placed during the Initial Helicopter Movement Segment, at the rate of only one stacking point per hex. They may not be initially placed in or adjacent to Enemy occupied hexes or in Covering Terrain and All Lake hexes. After all airborne units have been placed, a die roll is made for each one to determine if the unit stays in the hex or scatters into an adjacent hex.
Cases:
(A) To determine scatter, the Soviet Player rolls the die for each airborne unit. On a roll of 1, 2, 3, or 4 there is no scatter and the unit stays in the hex it was placed in. On a die roll of 5 or 6 the unit scatters into an adjacent hex. The die is rolled again for the scattered unit, a die roll of 1 places the unit in the adjacent hex North of the placement hex, a die roll of 2 places it in the Northeast hex, a die roll of 3 places it in the Southeast hex, a die roll of 4 places it in the South hex, a die roll of 5 places it in the Southwest hex, and a die roll of 6 places it in the Northwest hex.
(B) Units which end up being placed in an All Lake hex are immediately eliminated.
(C) Units which scatter out of the Playing Area or off of the map are considered to be eliminated.
(D) Non-infantry type units which end up in a Covering Terrain hex are immediately eliminated. Infantry type units which end up in Covering Terrain hexes make a die roll on the Combat Results Table on the 4-1 odds column and immediately take the combat result in the hex.
(E) Units which end up in a hex with other Friendly units are okay until the Stacking Limit of the hex is exceeded. Any units which exceed the stacking limits are eliminated immediately.
(F) Airborne units that are placed or scatter into the Air Defense Zone of an Enemy unit are subject to the Enemy Air Defense fire in the same manner as helicopters, and are eliminated in the same manner as helicopters. Air Defense Fire is conducted after all scatter has been determined but before any disruption results are applied for landing in Covering Terrain.
(G) Airborne units may not move in the Player –Turn that they are dropped.
SOVIET HELICOPTERS AND US AIR DEFENSE
General Rules:
Soviet helicopters enter certain scenarios to provide fire support for the Soviet Player. Their attack strengths are added to those of the Soviet ground units attacking Enemy units. They may independently attack Enemy units as well. Soviet helicopters must be able to spot units in order to Direct Fire. When moving Soviet helicopters ignore all terrain effects in each hex they move into.
Soviet helicopters possess a normal Zone of control, just like US helicopters do. US and West German ground units are affected by Soviet helicopter Zones of control and must announce the intention to leave such a Zone, and are subject to fire when they attempt to leave a Soviet helicopter Zone of Control. Note also, in any Game Turn in which a Soviet helicopter remains stationary in a US or West German Air Defense Zone, the US or West German unit(s) may fire at the Soviet helicopter (using the modified Air Defense Table in this rules section) in the US or West German Offensive fire Phase. This fire is addition to any normal ground fire the US or West German player wishes to employ during his Offensive Fire Phase.
Note that the employment of Soviet helicopters requires the addition of an Initial Helicopter Movement Segment at the beginning of, and the addition of a Final Helicopter Movement Segment at the end of, the Offensive Fire/Air Strike Phase in the USSR Player Turn.
Procedure:
Soviet helicopters, when included in a scenario, always start the game within five hexes of a Soviet ground unit. They must operate only within the Playing Area used in the Scenario.
Cases:
(A) In certain scenarios the Soviet Player is given a specific number of Helicopter counters. These counters represent two Mi-8 Hip multi-purpose helicopters. Unlike the US helicopters which are designed for one primary task in mind, Soviet helicopters are multi-task aircraft, capable of performing more than one task in the course of a scenario. Each of these helicopters is equipped with a flexible 12.7mm machine gun mounted in the nose. This gives these helicopters a permanent LG firepower of 2, with a range allowance of 2. In addition, each Mi-8 Hip carries on its wing mounts either rocket pods containing 57mm HE rockets or Swatter ATGMs. This means that a Hip may either make a one time attack of Rockets RK (40 HE with a range allowance of 8) or a one time attack of Swatter ATGMs ((40) AP with a range allowance of 8). The Soviet player records on a piece of scratch paper which type of Rocket/ATGM attack each Hip helicopter counter is carrying before the beginning of the game. When the helicopter counter makes one of these attacks, it is not removed from the board, but instead remains. The Soviet player merely crosses off the type of attack that helicopter counter was carrying on his list to signify that it has expended that attack.
(B) Soviet helicopters move through the hex grid just like normal ground units, except that they move during the Friendly Offensive Fire Phase, and they expend only one Movement Point to enter each hex, regardless of terrain.
(C) Soviet helicopters may move up to six hexes prior to firing their weapons during the Offensive Fire Phase. They may move the remainder of their Movement Allowance if they do not fire in that Fire Phase. (See Sequence of Play)
(D) Soviet helicopters may in lieu of firing their weapons, act as Observation Helicopters. To do so they expend 30 Movement Points to perform the Spotting function. Soviet helicopters follow the rules Observation Helicopters in the Optional Rules section, merely transposing the names of the helicopters and ground units (Soviet helicopters versus US/West German ground units).
(E) Soviet helicopters may only perform one task during a Friendly Player Turn, either making LG fire attacks, rocket/ATGM attacks, or acting as Observation Helicopters. During the Enemy Player Turn they may make Zone of Control attacks, no matter what they did in the previous Friendly Player Turn.
(F) Soviet Helicopters are never affected by Enemy Fire Attacks or Close Assaults against other Friendly units in the same hex. Helicopters can only be attacked as described in Case G, below.
(G) Every non-crippled, non-disrupted US/West German ground unit has an Air Defense Zone. Whenever a Soviet helicopter unit enters a hex in a US/West German Air Defense Zone, the US/West German unit(s) may fire at the helicopter. The US/West German units may each fire at the helicopter once for each hex in the Air Defense Zone that is entered by the helicopter. All US/West German units, except one type, have an Air Defense Zone identical to the seven hex (i.e. one hex-radius) Zone of Control pattern. One unit type has a wider Air Defense Zone. The US M-163 Vulcan unit has an Air Defense Zone with a radius of three hexes. The US/West German player rolls the die immediately as the helicopter enters an Air Defense Zone hex, using the results in the modified Air Defense Table listed later in this rules section.
(H) Firing at Soviet helicopters does not constitute a use of a US/West German unit’s Attack Strength (indeed, even units without an Attack Strength may fire at helicopters). This fire does not affect the Enemy unit’s ability to fire on ground units in other segments of the Game-Turn. Friendly helicopters may not fire at Enemy helicopters.
Modified Air Defense Table
This table includes both the original air defense units that came in the game and those that have been introduced in this article.
AIR DEFENSE TABLE
Unit Die Roll to Eliminate Helicopter
US M-163 1, 2, or 3
Soviet ZSU-23-4 1, 2, or 3
Soviet 23mm MG 1, 2, or 3
Soviet ASU-57 1 or 2
Soviet 14.5mm MG 1 or 2
All other ground units 1
DISMOUNTED OPERATIONS
In the original rules, mechanized infantry was depicted in a single counter, representing its mounted condition, with special rules in the Close Assault section to depict when it would most likely be dismounted, namely in a close assault situation. These rules were based on the prevailing tactical doctrine at the time the game was created. The doctrine was that mechanized infantry would spend most of its time in combat mounted in order to preserve mobility. It would generally fight mounted, only dismounting to secure or defend an objective or in rare cases perform a dismounted close assault against a particularly tough objective. The lessons learned from the 1973 Arab-Israeli War showed the fallacy of this doctrine (as if the years of fighting in Viet Nam had not already), in that mounted infantry tended to lose a lot of its dismounted skills through non-use and lack of training if it stayed mounted all the time, and when called upon to perform a dismounted action that infantry was normally trained to do, frequently came up short. By the mid 1970s, mechanized infantry as being trained in dismounted tactics again and in recognition of this, the next game on modern tactical armored warfare, MechWar 77, went back to separate APC and infantry counters for the mechanized infantry. Captain Albert Amos in MOVES 12 called for better rules to simulate dismounted operations and so I made some back in 1975. However, over thirty years of hindsight, along with seventeen years in the Army, have shown me how badly flawed they are. Thus I have complete revamped them here for the RED STAR/WHITE STAR game. Note that the use of these rules also causes some changes in the Close Assault Rules as notes in Cases F and G below.
General Rule:
The normal mechanized infantry units in the game represent those units in the mounted condition. When in the dismounted condition, the mechanized infantry is represented by two different counters, the APC counter and the dismounted infantry counter. Each mechanized infantry unit (which includes mechanized engineers) has its two corresponding APC and dismounted infantry counter, which share the same Type Identity Code except that the APC counters have a small letter “a” at the end of the code and the dismounted infantry counters have a small letter “b” at the end of the code. Certain self-propelled mortar and ATGM units also have two dismounted counters, one being the AFV counter and the other being the weapon counter. Again these share the same Type Identity Code as the mounted version, with a small letter “a” for the AFV counter and a small letter “b” for the weapon counter. All dismounted and AFV counters have the silhouette or tactical symbols on their counters colored in yellow or brown to differentiate them from the normal dismounted counters in the game. The following counters with their dismounted counterparts are listed below:
United States
Mechanized Infantry Platoon (10-LG-2-[5]-6) = M113A1 APC (5-LG-2-[5]-6) +
Dismounted Infantry Platoon (10-LG-2-5-1)
Mechanized Infantry Company (30-LG-2-[18]-6) = M113A1 APC (15-LG-2-[18]-6) +
Dismounted Infantry Company (30-LG-218-1)
Mechanized Engineer Platoon (10-LG-2-[5]-6) = M113A1 APC (5-LG-2-[5]-6) +
Dismounted Engineer Platoon (10-LG-2-5-1)
M-125 Mortar Platoon (10-HE-8-[3]-6) = M125 APC (3-LG-2-[3]-6) +
Dismounted 81mm Mortar Platoon (10-HE-8-1-1)
M-106 Mortar Platoon (10-HE-12(3)-[4]-6) = M106 APC (4-LG-2-[4]-6) +
Dismounted 107mm Mortar Platoon (10-HE-12(3)-1-0)
M150 OTOW Team ((100)-AP-10-[5]-6) = M150 APC (1-LG-2-[5]-6) +
Dismounted OTOW Team ((100)-AP-10-1-1)
West German
Panzergrenadier Platoon (10-MX-3-[5]-6) = Marder IFV (5-MX-3-[5]-6) +
Dismounted Panzergrenadier Platoon (10-LG-2-5-1)
Panzergrenadier Company (30-MX-3-[18]-6) = Marder IFV (15-MX-3-[18]-6) +
Dismounted Panzergrenadier Company (30-LG-2-18-1)
Russian
Mechanized Rifle Company (20-MX-3-[9]-6) = BMP IFV (10-MX-3-[9]-6) +
Dismounted Mechanized Rifle Company (20-LG-3-9-1)
Mechanized Rifle Battalion (60-MX-3-[9]-6) = BMP IFV (30-MX-3-[27]-6) +
Dismounted Mechanized Rifle Battalion (60-LG-3-27-1)
Mechanized Engineer Platoon (6-LG-2-[3]-6) = BTR APC (3-LG-2-[3]-6) +
Dismounted Mechanized Engineer Platoon (6-LG-2-3-1)
BRDM(C) Sagger Squad ((40)-AP-10(2)-[5]-6) = BRDM AFV (1-LG-2-[5]-6) +
Dismounted Sagger Squad ((40)-AP-10(2)-1-1)
Procedure:
In order for a mounted infantry or engineer counter to dismount, it costs that unit three movement points, after which the mounted counter is removed from the hex that it is in and the corresponding AFV and dismounted counters are then placed in the same hex. In order for the AFV and dismounted counters to mount, it costs the AFV counter three movement points, after which the two counters are removed from the hex that they are in and the corresponding mounted counter is then placed in the same hex. For mortar and ATGM units to dismount and mount, it costs the mounted counter and AFV counter respectively their entire movement allowance to perform these operations. Disrupted and crippled mounted units may not dismount, disrupted and crippled AFV may not be mounted, and crippled and dismounted counters may not mount.
Cases:
(A) The dismounted counter may not move or fire on the turn that it mounts or is dismounted. A dismounted engineer unit may not perform any of its special abilities in the same turn that it mounts or dismounts. The mounted counter and AFV counter, in the case of infantry and engineer units, may move before and after performing a dismounting or mounting operation, assuming that they have remaining movement points to do so.
(B) Units may mount and dismount in any hex that they may normally move into, subject to the move cost of moving into the hex of course. Thus in some hexes, such as all woods hexes, they will not be able to mount or dismount the same turn that the AFV or mounted unit moved into the hex.
(C) Mounted units may not dismount in a hex if doing so causes a violation in the Stacking Limitations in the hex. Likewise AFV units may not move into a hex in order to perform a mounting operation if doing so violates the Stacking Limitations in the hex.
(D) Units which mount or dismount in an enemy unit’s Zone of Control are not subject to Zone of Control fire unless the mounted or AFV unit move out of the hex after performing their respective operations.
(E) Units may not mount and dismount in a hex containing enemy units, thus they can not do this during a Close Assault attack.
(F) In order for an attacking player to perform a Close Assault attack, there must be at least one dismounted Friendly infantry/engineer unit in the hex being attacked. An attacking player may mix mounted and dismounted infantry units in a Close Assault attack. When moving units into the hex to be close assaulted, move the dismounted infantry/engineer units in first so if none of them survive the Zone of Control fire during their entry, the other units need not enter as the close assault is cancelled anyway.
(G) In order for the defending player to get the full Defense Factors of his units in a Close Assault attack, there must be at least one dismounted infantry/engineer unit in the hex being close assaulted. Note that the US ARCv unit is still exempt from this rule and may still defend with its full Defense Factor in the absence of a dismounted infantry unit in the same hex.
(H) When dismounting and mounting on a minefield hex, the procedure listed below is followed:
1. The mounted unit moves onto the minefield hex, suffering a minefield attack as soon as it moves on.
2. If it survives, or after it becomes undisrupted on a later turn, it may dismount its dismounted element. As soon as the two counters are placed on the hex, the dismounted counter suffers a minefield attack. The AFV counter does not suffer a minefield attack unless it moves out of the hex.
3. When mounting, the AFV counter moves onto the minefield hex, suffering a minefield attack when it does.
4. If it survives, or after it becomes undisrupted on a later turn, it may mount its dismounted element. Neither element suffers a minefield attack nor does the mounted counter when it is placed on the board.
5. The mounted counter suffers a minefield attack when it moves out of the hex.
(I) AFV and dismounted units are treated as full units when they are on the board. Their stacking points become effective when they are placed on the board and become ineffective when they are removed from the board, with the stacking points of the mounted units taking their place.
(J) A player with Two-Stacking-Point size AFV and dismounted units may freely break them down into their respective One-Stacking-Point size counterparts. Likewise a player may freely combine his One-Stacking-Point size AFV and dismounted unit into their respective Two-Stacking-Point size counterparts.
(K) When either the AFV or dismounted unit has been crippled or destroyed, the other corresponding unit still exists on the board. A dismounted unit which has had its AFV counter crippled or destroyed may use another AFV counter of the same type as its original AFV counter to mount up and later dismount. If this is done, the corresponding mounted counter for dismounted element is placed on the map.
(L) If a dismounted BRDM(C) or M150 OTOW unit fires, it and its corresponding AFV counter is removed from the board. If dismounted BRDM(C) and M150 OTOW unit has been crippled or destroyed, its corresponding AFV unit may either be removed from the board or it may remain on the board at the owning player’s discretion (in order to use it in Case J above). However, once it is chosen to remain on the board it remains there until it is crippled or destroyed. A dismounted BRDM(C) or M150 OTOW unit remains on the board if its corresponding AFV counter is crippled or destroyed.
INHERENT UNIT ATGM AND HE ROCKET CAPABILITIES
General Rule:
Certain units listed below have an inherent one shot ATGM capability. These are light ATGMs that are either carried by the infantry or regular ATGMs carried by AFVs as a secondary armament. In one case there is a unit that also has a one shot HE capability. These are represented by counters that have only the Attack Strength, the AP or HE Weapon Category, and the Range Allowance, plus a tactical symbol or vehicle silhouette. These counters can either be stacked with the unit in question or held off the board. Each of these counter has Type Identity Code with the same number as the primary unit that it is assigned to, with a small letter “m” at the end of the code.
Procedure:
Units with this inherent one shot ATGM or HE capability may only use it once in the game. It may be used by itself or in conjunction with the unit’s regular Attack Strength. Once used, the ATGM counter is removed from the game, thus signifying that the unit can not use this ability again during the rest of the scenario. The regular counter for the unit in question stays on the board, it is not removed.
Cases:
(A) US Infantry – All infantry units (both airmobile and mechanized), but not engineers, are equipped with the Dragon ATGM. This weapon’s counter would be ((40-AP-3) for a platoon size counter and ((120)-AP-3) for a company size counter. In the mechanized infantry it may be used by either the mounted counter or the dismounted infantry counter. Note: This only applies in 1975.
(B) West German Panzergrenadiers – All infantry units, but not engineers, are equipped with the Milan ATGM. This weapon counter would be ((40)-AP-7) for a platoon size counter and ((120)-AP-7) for a company size counter. It may be used by either the mounted counter or the dismounted infantry element counter.
(C) Russian Mechanized Rifle – All mechanized infantry units, but not engineers, are equipped with the Sagger ATGM. This weapon counter would be for a company size counter would be ((40)-AP-10(2)) and for a battalion size counter would be ((120)-AP-10(2)). It may be used by either the mounted counter or the BMP IFV counter.
(D) Russian BMD Unit – This vehicular unit is equipped with the Sagger ATGM. The weapon counter for a company size units would be ((40)-AP-10(2)) and for a battalion size unit would be ((120)-AP-10(2)). As this unit is a vehicular unit it is used by the basic counter.
(E) Russian Mi-8 Hip Helicopter Unit – This helicopter has a choice of which one-shot weapon counter is wishes to carry, either the HE Rocket counter (40-HE-8) or the Swatter ATGM counter ((40)-AP-10(2)), as noted in the Soviet Helicopter Rules section. It is stacked with the Russian helicopter units and may be used in lieu of writing down which weapon it has as listed in those rules. Note that these weapons can not be used in conjunction with the Hip’s on board LG machine gun.
(F) US Scout Unit – These counters actually carry two different weapons, one OTOW ATGM which is carried on one APC and one Dragon ATGM which is carried on the other APC. This means the unit will have two weapons counters, one OTOW ((100)-AP-10) and one Dragon ((40)-AP-3). These may be fired separately or together, even in conjunction with the unit’s primary LG weapon.
WEATHER
General Rule:
In the normal game, good weather is assumed to exist in all scenarios, thus there are no modifiers to movement or sighting. However, especially in Germany, this is seldom true. Before the beginning of a scenario, players should decide which season of the year it is and then roll on the weather table to see what weather condition is in effect. The weather condition is in effect for the whole scenario.
WEATHER TABLE
Die Roll Spring Summer Autumn Winter
1 Fog Fog Fog Fog
2 Rain Rain Rain Falling Snow
3 Mud Clear Mud Blizzard
4 Clear Clear Mud Deep Ground Snow
5 Clear Clear Clear Hard Frost
6 Clear Clear Clear Clear
Weather Effects
Rain – Line of Sight is reduced to a maximum of five hexes.
Falling Snow – Line of sight is reduced to a maximum of five hexes.
Fog – Line of Sight is reduced to a maximum of one hex. No Air Strikes or Helicopters
allowed in the scenario..
Blizzard – Line of Sight is reduced to a maximum of one hex. No Air Strikes or
Helicopters allowed in the scenario.
Mud – Movement costs are doubled for all vehicular units in Clear Hexes, Light Wood
Hexes, and Hill Hexes. Road movement through these hexes is not affected. To
cross a River Hexside takes two Friendly Movement phases, the first one the
vehicular unit remains adjacent to the River Hexside to be crossed, the following
Friendly Movement Phase the vehicular unit crosses the River Hexside but moves
no further that turn.
Deep Ground Snow – Movement costs are doubled for all vehicular units in Clear Hexes,
Light Woods Hexes, and Hill Hexes. No Road Movement allowed.
To cross a River Hexside takes two Friendly Movement Phases,
the first one the vehicular unit remains adjacent to the River
Hexside to be crossed, the following Friendly Movement Phase the
vehicular unit crosses the River Hexside but moves no further that
turn.
Hard Frost – Rivers are frozen over enough for light vehicles to cross over them with no
movement penalty. All vehicles except units of the 100 and 300 series of
units for the Russians and 130-150 and 300 series for the US/West Germans
may cross a River Hexside at no additional movement cost.
Formations and Organizations
The formations and organizations in the original Red Star/White Star were outdated and some cases were badly flawed. Although Abe Fox’s revisions in MOVES #12 came a long way in correcting these flaws, a few still existed. (For example, the US ARCv unit was never in the tank and mechanized infantry battalions, it was a pure armored cavalry unit used only in the armored cavalry squadrons.) Thus they have a serious need of updating.
The following US and Russian formations are from the years 1972-74, the approximate years that the game RED STAR/WHITE STAR takes place.
United States
Armored Battalion: 9 M60A1 (A2), 4 M114, 1 M106
Tank Company: 3 M60A1 (A2)
Combat Support Company: 4 M114, 1 M106
Mechanized Infantry Battalion: 9 Mech Inf, 6 OTOW/APC, 4 M114, 3 M125, 1 M106
Mechanized Infantry Company: 3 Mech Inf, 1 M125
Combat Support Company: 6 OTOW/APC, 4 M114, 1 M106
Airmobile Infantry Battalion: 9 Air Inf, 6 OTOW/Jeep, 3 Scout Inf, 3 81mm Mortar,
1 107mm Mortar
Airmobile Infantry Company: 3 Air Inf, 1 81mm Mortar
Airmobile Combat Support Company: 6 OTOW/Jeep, 3 Scout Inf, 1 107mm Mortar
Armored Cavalry Squadron: 9 ARCv, 18 M114, 3 M551, 1 Air Inf, 2 Cobra Helicopters
2 Observation Helicopters
Armored Cavalry Troop: 3 ARCv, 6 M114
Armored Troop: 3 M551
Air Cavalry Troop: 1 Air Inf, 2 Cobra Helicopter, 2 Observation Helicopter
Tank Heavy Task Force: 6 M60A1 (A2), 3 Mech Inf, 1 M125, 4 M114, 1 M106
Mech Heavy Task Force: 6 Mech Inf, 3 M60A1 (A2), 6 OTOW/APC, 4 M114, 2 M125,
1 M106
Combined Arms Task Force: 6 M60A1 (A2), 6 Mech Inf, 6 OTOW/APC, 4 M114,
2 M125, 1 M106
Tank Heavy Team: 2 M60A1 (A2), 1 Mech Inf
Mech Heavy Team: 2 Mech Inf. 1 M60A1 (A2), 1 M125
Light Artillery Battery: 3 105mm
Medium Artillery Battery: 3 M-109
Heavy Artillery Battery: 3 M-110
Long Range Artillery Battery: 3 M-107
Notes: Both the US Mechanized and Airmobile Infantry units do not have an inherent ATGM capability at this time. (The Dragon ATGM was still in the field testing phases of it development.) These units were using 90mm Recoilless Rifles as their main AT weapon at this time.
West German
Panzer Battalion: 9 Leopards, 2 M106
Russian
Tank Regiment: 9 T-62, 2 BMP-R, 2 BRDM-2, 1 ZSU-23-4
Mechanized Rifle Regiment: 9 Mech Inf, 3 120mm Mortars, 3 ZU-23-2, 3 T-55,
12 BRDM(C), 1 ZSU-23-4, 2 BMP-R, 2 BRDM-2
Airborne Rifle Regiment: 9 Para Inf, 3 82mm Mortars, 1 120mm Mortar, 3 107mm RR,
3 BMD, 3 ZU-23-2
Mechanized Rifle Battalion: 3 Mech Inf, 1 120mm Mortar, 1 ZU-23, 2 BRDM(C)
Recon Battalion: 1 T-55, 2 BMP-R, 2 BRDM-2, 6 BTR-40
Heavy Mortar Battalion: 3 160mm Mortars
Siege Mortar Battalion: 3 240mm Mortars
Medium Artillery Battalion: 3 122mm Howitzer
Heavy Artillery Battalion: 3 152mm Howitzer
Long Range Artillery Battalion: 3 130mm Gun
Anti-Tank Battalion (Towed): 3 100mm ATG
Medium Rocket Battalion: 3 140mm Rocket
Heavy Rocket Battalion: 3 200mm Rocket
Super Heavy Rocket Battalion: 3 240mm Rocket
Airborne Anti-Tank Battalion: 3 ASU-85
Notes: In the early Seventies, the Soviets changed the name of their motorized rifle regiments to mechanized rifle regiments. The following units had been withdrawn from front line service by this time and either have been removed altogether, issued to reserve units, or sold to foreign countries; 14.5mm MG, 85mm ATG, SU-57, JSU-152, BRDM(A), T-10M, PT-76, and M’CYC. These no longer appear in the game.
The following US and Russian formations are from the year 1975, which is the last year effectively covered by RED STAR/WHITE STAR.
United States
Armored Battalion: 9 M60A1 (A2), 4 Scouts, 1 M106
Armored Company: 3 M60A1 (A2)
Combat Support Company: 4 Scouts, 1 M106
Mechanized Infantry Battalion: 9 Mech Inf, 18 OTOW/APC, 4 Scout, 3 M125, 1 M106
Mechanized Infantry Company: 3 Mech Inf, 2 OTOW/APC, 1 M125
Combat Support Company: 12 OTOW/APC, 4 Scouts, 1 M106
Armored Cavalry Squadron: 9 ARCv, 18 Scouts, 3 M551, 1 Air Inf,
2 Cobra Helicopters, 2 Observation Helicopters
Armored Cavalry Troop: 3 ARCv, 6 Scouts
Armored Troop: 3 M551
Air Cavalry Troop: 1 Air Inf, 2 Cobra Helicopters, 2 Observations Helicopters
Tank Heavy Task Force: 6 M60A1 (A2), 3 Mech Inf, 2 OTOW/APC, 1 M125,
4 Scout, 1 M106
Mech Heavy Task Force: 6 Mech Inf, 3 M60A1 (A2), 16 OTOW/APC, 2 M125
4 Scout, 1 M106
Combined Arms Task Force: 6 M60A1 (A2), 6 Mech Inf, 16 OTOW/APC, 2 M125,
4 Scout, 1 M106
Tank Heavy Team: 2 M60A1 (A2), 1 Mech Inf
Mech Heavy Team: 2 Mech Inf, 1 M60A1 (A2), 2 OTOW/APC, 1 M125
Notes: In late 1974, the M114 started to be removed from service to enter a new mission, target duty at US Army firing ranges around the world. The Scout squad was intended to be an interim unit to fill the scouting gap until a new scouting vehicle could be designed and built (which turned out to be M3 Bradley Cavalry Vehicle in the mid 1980s). Also in 1975 there was a sudden mass influx of ATGM units and vehicles into the US Army, with the purpose of negating the Soviet Tank numerical superiority. In 1975 the Dragon had finished its testing and was issued to infantry and scout units. Thus US Mech and Air Infantry units now have an inherent ATGM capability.
Russian
Self-Propelled Siege Mortar Battalion: 3 2S4
Self-Propelled Medium Artillery Battalion: 3 2S1
Self-Propelled Heavy Artillery Battalion: 3 2S2
Independent Tank Battalion: 3 T72
Notes: Starting in late 1974, the Soviets started replacing the main artillery in their first line divisions with self-propelled versions. By 1975 each first line division had a battalion of self-propelled artillery, with the tank divisions getting the 2S1’s and the mechanized rifle divisions getting the 2S2’s. (It would not be until the late 1970s that the entire artillery force of a division would be self-propelled.) The heavy siege mortars also were completely replaced with a self-propelled variety. The independent tank battalion was a new special battalion in the tank divisions. It contained the latest new tanks in the Soviet arsenal. In the 1975 this was the T72 tank. Starting in 1976, the T64 tank started being issued to the special tank battalions and the T72 started to be issued the regular first line tank regiments, replacing the T62’s, although it would not be until about 1980 that this process would be completed. The special battalion started off as a regular size battalion, but by the late 1970s it increased in size to over 50 tanks, with five tank companies.
Scenario Corrections
The following corrections are to be made to the scenarios. This article assumes that the modified scenarios in MOVES #12 are being used. This section will list the changes to the additional supporting forces. The basic formations (battalions and regiments), all of which will have to be replaced, can be modified by simply replacing them with the ones listed in the above sections in this article and so listing them here in each scenario would be redundant.
Scenario #1 – No changes.
Scenario #2 – In the USSR forces replace the three 122mm Howitzer units with three 2S1
Units (1975 only).
Scenario #3 – No changes.
Scenario #4 – In the USSR forces replace the one SU57 unit with one ZSU-23-4 unit. In
1975 replace the three 152mm Howitzer units with three 2S2 units and the
three T62 units with three T72 units.
Scenario #5 – In the USSR forces replace the two SU57 units with two ZSU-23-4 units.
In 1975 replace the three 152mm Howitzer unit with three 2S2 units and
the three T62 units with three T72 units.
Scenario #6 – No changes.
Scenario #7 – In the US forces add one M163 unit. In the USSR forces add two Mi-8 Hip
Helicopter units.
Scenario #8 – In the USSR forces replace the one SU57 unit with one ZSU-23-4 unit. In
1975 replace the three 122mm Howitzer units with three 2S1 units.
Scenario #9 – In the USSR forces replace the four BRDM(A) units with four BRDM(C)
units and the two 14.5mm MG units with two 23mm units. In 1975 replace
the one 240mm Mortar unit with one 2S4 unit.
Scenario #10 – In the USSR forces replace the one SU57 unit with one ZSU-23-4 unit. In
1975 replace the three 122mm Howitzer units with three 2S1 units.
New Scenarios
The following scenarios are revisions of my three previously posted scenarios, incorporating most, if not all, of the new stuff presented in this article.
Scenario Eleven: Deliberate Russian Assault
A divisional size Russian force is attempting to break through the American front line which is being defended by an armored brigade. The Russian objective is to create a hole in the line so that their second echelon forces can penetrate into the American rear area in order to disrupt communications.
US Initial Forces
2 Armored Battalions (1 M60A1 and 1 M60A2)
1 Mechanized Infantry Battalion
6 M106, 2 M107, 2 M110, 2 M163
USSR Initial Forces
2 Tank Regiments (Both T62)
2 Mechanized Rifle Regiments
3 122mm Howitzer, 3 152mm Howitzer, 2 140mm Rocket, 2 240mm Rocket,
160mm Mortar, 6 Mi-8 Hip Helicopter, 6 Air Strikes
Deployment:
US: Deploy first, move second. All units may deploy anywhere west of the Horlof River. The M60A2 armored battalion must deploy within three hexes of the town of Oppershofen. Units may be entrenched at the start of the game.
USSR: Deploy second, move first. All units may deploy anywhere east of the Horlof River. Units may be entrenched at the start of the game.
Special Rules:
Victory Conditions:
Victory is based on the number of Russian units that are exited off of the western edge of the board. Russian units exit off the map by reaching the western most row of hexes and then expending one Movement Point to exit off. Russian helicopter units may not be counted among the units exited off of the western edge.
Scenario Twelve: Meeting Engagement
A West German brigade (-) is moving to the east to attempt to envelop a large Russian force off the board to the south. The Russians are sending their second echelon forces in response to the German move to block it.
West German Initial Forces
1 Panzer Battalion
1 Panzergrenadier Battalion
6 M109, 2 JPZ, 6 OTOW/APC
USSR Initial Forces
1 Tank Regiment (T62)
1 Mechanized Rifle Regiment
3 122mm Howitzer, 3 100mm ATG, 2 160mm Mortar, 2 140mm Rocket,
1 200mm Rocket, 2 ZSU-23-4
Deployment:
West German” Deploy first, move first. All West German units may deploy anywhere west of the Denetter River. May not be entrenched at the start of the game.
USSR: Deploy second, move second. All Russian units may deploy anywhere east of the Horlof River. May not be entrenched at the start of the game.
Special Rules:
Victory Conditions:
Each player gets one victory point for each enemy unit that is crippled or destroyed. The West German player gets one victory point for each undisrupted/non-crippled friendly unit east of the Horlof River at the end of the game. The Russian player gets one victory point for each undisrupted/non-crippled unit west of the Denetter River at the end of the game. The player with the higher point total at the end of the game wins. If both sides have the same amount of victory points, the game is a draw.
Scenario Thirteen: Russian Airborne Delay
A Russian airborne rifle regiment has landed in the rear areas behind American lines. An American force of battalion strength is moving across the board as the advance guard of a retreating brigade. The Russian mission is to delay the Americans so that off-the-board pursuing Russian forces can catch up to and destroy the brigade. The American mission is to punch a hole through the Russian delaying force so that the rest of the brigade can safely pass through and escape destruction.
US Initial Forces
Before the start of the game, the American player rolls the die and consults the table below to see what type of battalion he receives as his initial force.
Die Roll American Battalion
1 Armored Cavalry Squadron
2 Armored Battalion
3 Tank Heavy Task Force
4 Mech Heavy Task Force
5 Mechanized Infantry Battalion
6 Combined Arms Battalion
In addition, the Americans receive the following units: 6 M109, 2 M110, 2 M163
USSR Initial Forces
1 Airborne Rifle Regiment
3 122mm Howitzer, 3 ASU-85, 1 23mm MG, 6 Mi8 Hip Helicopter
Deployment:
US: Move first. Enter anywhere on the eastern edge of the playing board during the first player turn.
USSR: Deploy first, move second. May deploy anywhere on the board west of the Horlof River. May not be entrenched at the beginning of the game.
Special Rules:
Victory Conditions:
Victory is based on the number of enemy units destroyed or crippled by each player by the end of the game. Each player receives one victory point for each enemy unit that is crippled or destroyed. The player with the higher victory point total at the end of the game is the winner. If both players have the same total, the game is a draw.
Conclusion
This concludes my revision of my old RED STAR/WHITE STAR article and scenarios. I hope that players enjoy the updates that should make the game what it should have been so many years ago.